CPower = new Array();
for (i = 0; i < 46; i++) {
	CPower[i] = 0;
}
//スパーク

function skill()	{

	var Life = 0, Mana = 0, Stamina = 0, Str = 0, Int = 0, Dex = 0, Will = 0;
	var MaxDam = 0, MinDam = 0, RengedMaxDam = 0, RengedMinDam = 0, Def = 0, Bal = 0;


	//スキル
	//戦闘
	//近距離
	//アタック
	if (Race == 0) {
		switch (AttackRank) {
			case 16 : AttackAP = 0;		AttackLife = 0;														CPower[0] = 0;		break;
			case 15 : AttackAP = 0;		AttackLife = 10;	Str += 1;	Life += 10;							Bal += 1;	CPower[0] = 0;		break;
			case 14 : AttackAP = 1;		AttackLife = 20;	Str += 3;	Life += 20;	MaxDam += 2;					Bal += 2;	CPower[0] = 10;		break;
			case 13 : AttackAP = 4;		AttackLife = 30;	Str += 6;	Life += 30;	MaxDam += 3;					Bal += 3;	CPower[0] = 30;		break;
			case 12 : AttackAP = 9;		AttackLife = 40;	Str += 9;	Life += 40;	MaxDam += 4;	MinDam += 1;			Bal += 4;	CPower[0] = 60;		break;
			case 11 : AttackAP = 16;	AttackLife = 50;	Str += 12;	Life += 50;	MaxDam += 5;	MinDam += 2;			Bal += 5;	CPower[0] = 120;	break;
			case 10 : AttackAP = 24;	AttackLife = 60;	Str += 16;	Life += 60;	MaxDam += 5;	MinDam += 3;			Bal += 6;	CPower[0] = 180;	break;
			case 9  : AttackAP = 34;	AttackLife = 70;	Str += 20;	Life += 70;	MaxDam += 6;	MinDam += 4;			Bal += 7;	CPower[0] = 220;	break;
			case 8  : AttackAP = 46;	AttackLife = 80;	Str += 24;	Life += 80;	MaxDam += 7;	MinDam += 4;			Bal += 8;	CPower[0] = 230;	break;
			case 7  : AttackAP = 60;	AttackLife = 90;	Str += 28;	Life += 90;	MaxDam += 8;	MinDam += 4;			Bal += 9;	CPower[0] = 240;	break;
			case 6  : AttackAP = 76;	AttackLife = 100;	Str += 32;	Life += 100;	MaxDam += 9;	MinDam += 4;			Bal += 10;	CPower[0] = 250;	break;
			case 5  : AttackAP = 96;	AttackLife = 110;	Str += 34;	Life += 110;	MaxDam += 10;	MinDam += 5;	Dex += 2;	Bal += 11;	CPower[0] = 260;	break;
			case 4  : AttackAP = 118;	AttackLife = 120;	Str += 36;	Life += 120;	MaxDam += 11;	MinDam += 6;	Dex += 4;	Bal += 12;	CPower[0] = 270;	break;
			case 3  : AttackAP = 142;	AttackLife = 130;	Str += 38;	Life += 130;	MaxDam += 13;	MinDam += 6;	Dex += 6;	Bal += 13;	CPower[0] = 280;	break;
			case 2  : AttackAP = 168;	AttackLife = 140;	Str += 40;	Life += 140;	MaxDam += 16;	MinDam += 6;	Dex += 8;	Bal += 14;	CPower[0] = 290;	break;
			default : AttackAP = 198;	AttackLife = 150;	Str += 42;	Life += 150;	MaxDam += 18;	MinDam += 8;	Dex += 10;	Bal += 15;	CPower[0] = 300;	break;
		}
	} else if (Race == 1) {
		switch (AttackRank) {
			case 16 : AttackAP = 0;		AttackLife = 0;														CPower[0] = 0;		break;
			case 15 : AttackAP = 0;		AttackLife = 10;	Str += 1;	Life += 10;							Bal += 1;	CPower[0] = 0;		break;
			case 14 : AttackAP = 1;		AttackLife = 20;	Str += 2;	Life += 20;	MaxDam += 1;					Bal += 2;	CPower[0] = 10;		break;
			case 13 : AttackAP = 4;		AttackLife = 30;	Str += 3;	Life += 30;	MaxDam += 2;					Bal += 3;	CPower[0] = 30;		break;
			case 12 : AttackAP = 9;		AttackLife = 40;	Str += 4;	Life += 40;	MaxDam += 2;	MinDam += 1;			Bal += 4;	CPower[0] = 60;		break;
			case 11 : AttackAP = 16;	AttackLife = 50;	Str += 5;	Life += 50;	MaxDam += 3;	MinDam += 1;			Bal += 5;	CPower[0] = 120;	break;
			case 10 : AttackAP = 25;	AttackLife = 60;	Str += 6;	Life += 60;	MaxDam += 3;	MinDam += 2;			Bal += 6;	CPower[0] = 180;	break;
			case 9  : AttackAP = 35;	AttackLife = 70;	Str += 8;	Life += 70;	MaxDam += 4;	MinDam += 2;			Bal += 7;	CPower[0] = 220;	break;
			case 8  : AttackAP = 45;	AttackLife = 80;	Str += 10;	Life += 80;	MaxDam += 4;	MinDam += 3;			Bal += 8;	CPower[0] = 230;	break;
			case 7  : AttackAP = 55;	AttackLife = 90;	Str += 12;	Life += 90;	MaxDam += 5;	MinDam += 3;			Bal += 9;	CPower[0] = 240;	break;
			case 6  : AttackAP = 65;	AttackLife = 100;	Str += 14;	Life += 100;	MaxDam += 5;	MinDam += 4;			Bal += 10;	CPower[0] = 250;	break;
			case 5  : AttackAP = 76;	AttackLife = 110;	Str += 16;	Life += 110;	MaxDam += 6;	MinDam += 4;	Dex += 1;	Bal += 11;	CPower[0] = 260;	break;
			case 4  : AttackAP = 87;	AttackLife = 120;	Str += 17;	Life += 120;	MaxDam += 7;	MinDam += 5;	Dex += 2;	Bal += 12;	CPower[0] = 270;	break;
			case 3  : AttackAP = 98;	AttackLife = 130;	Str += 18;	Life += 130;	MaxDam += 8;	MinDam += 5;	Dex += 3;	Bal += 13;	CPower[0] = 280;	break;
			case 2  : AttackAP = 109;	AttackLife = 140;	Str += 19;	Life += 140;	MaxDam += 9;	MinDam += 6;	Dex += 4;	Bal += 14;	CPower[0] = 290;	break;
			default : AttackAP = 129;	AttackLife = 150;	Str += 24;	Life += 150;	MaxDam += 10;	MinDam += 6;	Dex += 9;	Bal += 15;	CPower[0] = 300;	break;
		}
	} else if (Race == 2) {
		switch (AttackRank) {
			case 16 : AttackAP = 0;		AttackLife = 0;														CPower[0] = 0;		break;
			case 15 : AttackAP = 0;		AttackLife = 10;	Str += 2;	Life += 10;	MaxDam += 1;					Bal += 1;	CPower[0] = 0;		break;
			case 14 : AttackAP = 1;		AttackLife = 20;	Str += 5;	Life += 20;	MaxDam += 2;	MinDam += 1;			Bal += 2;	CPower[0] = 10;		break;
			case 13 : AttackAP = 4;		AttackLife = 30;	Str += 8;	Life += 30;	MaxDam += 3;	MinDam += 1;			Bal += 3;	CPower[0] = 30;		break;
			case 12 : AttackAP = 9;		AttackLife = 40;	Str += 11;	Life += 40;	MaxDam += 4;	MinDam += 2;			Bal += 4;	CPower[0] = 60;		break;
			case 11 : AttackAP = 16;	AttackLife = 50;	Str += 14;	Life += 50;	MaxDam += 5;	MinDam += 2;			Bal += 5;	CPower[0] = 120;	break;
			case 10 : AttackAP = 24;	AttackLife = 60;	Str += 18;	Life += 60;	MaxDam += 6;	MinDam += 3;			Bal += 6;	CPower[0] = 180;	break;
			case 9  : AttackAP = 34;	AttackLife = 70;	Str += 22;	Life += 70;	MaxDam += 7;	MinDam += 3;			Bal += 7;	CPower[0] = 220;	break;
			case 8  : AttackAP = 46;	AttackLife = 80;	Str += 26;	Life += 80;	MaxDam += 8;	MinDam += 4;			Bal += 8;	CPower[0] = 230;	break;
			case 7  : AttackAP = 60;	AttackLife = 90;	Str += 30;	Life += 90;	MaxDam += 9;	MinDam += 4;			Bal += 9;	CPower[0] = 240;	break;
			case 6  : AttackAP = 76;	AttackLife = 100;	Str += 34;	Life += 100;	MaxDam += 10;	MinDam += 5;			Bal += 10;	CPower[0] = 250;	break;
			case 5  : AttackAP = 96;	AttackLife = 110;	Str += 36;	Life += 110;	MaxDam += 12;	MinDam += 6;	Dex += 2;	Bal += 11;	CPower[0] = 260;	break;
			case 4  : AttackAP = 118;	AttackLife = 120;	Str += 38;	Life += 120;	MaxDam += 14;	MinDam += 7;	Dex += 4;	Bal += 12;	CPower[0] = 270;	break;
			case 3  : AttackAP = 142;	AttackLife = 130;	Str += 40;	Life += 130;	MaxDam += 16;	MinDam += 8;	Dex += 6;	Bal += 13;	CPower[0] = 280;	break;
			case 2  : AttackAP = 168;	AttackLife = 140;	Str += 42;	Life += 140;	MaxDam += 18;	MinDam += 9;	Dex += 8;	Bal += 14;	CPower[0] = 290;	break;
			default : AttackAP = 198;	AttackLife = 150;	Str += 47;	Life += 150;	MaxDam += 20;	MinDam += 10;	Dex += 13;	Bal += 15;	CPower[0] = 300;	break;
		}
	}
	switch (AttackRank) {
		case 18 : AttackAP += 7;	break;
		case 19 : AttackAP += 10;	break;
		case 20 : AttackAP += 15;	break;
	}
	document.Simulator.AttackUseAp.value = AttackAP;
	document.Simulator.AttackCp.value = CPower[0];
	//ディフェンス
	if (Race == 0) {
		switch (DefenseRank) {
			case 16 : DefenseAP = 0;	CPower[1] = 0;	break;
			case 15 : DefenseAP = 0;	Life += 2;	Def += 1;	CPower[1] = 30;		break;
			case 14 : DefenseAP = 1;	Life += 4;	Def += 2;	CPower[1] = 60;		break;
			case 13 : DefenseAP = 4;	Life += 6;	Def += 3;	CPower[1] = 90;		break;
			case 12 : DefenseAP = 9;	Life += 8;	Def += 4;	CPower[1] = 120;	break;
			case 11 : DefenseAP = 16;	Life += 10;	Def += 5;	CPower[1] = 150;	break;
			case 10 : DefenseAP = 24;	Life += 12;	Def += 6;	CPower[1] = 180;	break;
			case 9  : DefenseAP = 35;	Life += 14;	Def += 7;	CPower[1] = 210;	break;
			case 8  : DefenseAP = 47;	Life += 16;	Def += 8;	CPower[1] = 230;	break;
			case 7  : DefenseAP = 60;	Life += 18;	Def += 9;	CPower[1] = 260;	break;
			case 6  : DefenseAP = 74;	Life += 20;	Def += 10;	CPower[1] = 290;	break;
			case 5  : DefenseAP = 91;	Life += 22;	Def += 11;	CPower[1] = 320;	break;
			case 4  : DefenseAP = 109;	Life += 25;	Def += 12;	CPower[1] = 350;	break;
			case 3  : DefenseAP = 128;	Life += 28;	Def += 13;	CPower[1] = 380;	break;
			case 2  : DefenseAP = 148;	Life += 31;	Def += 14;	CPower[1] = 390;	break;
			default : DefenseAP = 173;	Life += 41;	Def += 15;	CPower[1] = 400;	break;
		}
	} else  if (Race == 1) {
		switch (DefenseRank) {
			case 16 : DefenseAP = 0;	CPower[1] = 0;	break;
			case 15 : DefenseAP = 0;	Life += 2;	Def += 1;	CPower[1] = 30;		break;
			case 14 : DefenseAP = 2;	Life += 4;	Def += 1;	CPower[1] = 60;		break;
			case 13 : DefenseAP = 5;	Life += 6;	Def += 1;	CPower[1] = 90;		break;
			case 12 : DefenseAP = 9;	Life += 8;	Def += 2;	CPower[1] = 120;	break;
			case 11 : DefenseAP = 14;	Life += 10;	Def += 2;	CPower[1] = 150;	break;
			case 10 : DefenseAP = 21;	Life += 12;	Def += 2;	CPower[1] = 180;	break;
			case 9  : DefenseAP = 30;	Life += 14;	Def += 3;	CPower[1] = 210;	break;
			case 8  : DefenseAP = 39;	Life += 16;	Def += 3;	CPower[1] = 230;	break;
			case 7  : DefenseAP = 48;	Life += 18;	Def += 4;	CPower[1] = 260;	break;
			case 6  : DefenseAP = 57;	Life += 20;	Def += 4;	CPower[1] = 290;	break;
			case 5  : DefenseAP = 66;	Life += 22;	Def += 5;	CPower[1] = 320;	break;
			case 4  : DefenseAP = 77;	Life += 25;	Def += 6;	CPower[1] = 350;	break;
			case 3  : DefenseAP = 88;	Life += 28;	Def += 7;	CPower[1] = 380;	break;
			case 2  : DefenseAP = 99;	Life += 31;	Def += 8;	CPower[1] = 390;	break;
			default : DefenseAP = 119;	Life += 41;	Def += 10;	CPower[1] = 400;	break;
		}
	} else  if (Race == 2) {
		switch (DefenseRank) {
			case 16 : DefenseAP = 0;	CPower[1] = 0;	break;
			case 15 : DefenseAP = 0;	Life += 2;	Def += 1;	CPower[1] = 30;		break;
			case 14 : DefenseAP = 1;	Life += 4;	Def += 2;	CPower[1] = 60;		break;
			case 13 : DefenseAP = 4;	Life += 6;	Def += 3;	CPower[1] = 90;		break;
			case 12 : DefenseAP = 9;	Life += 8;	Def += 4;	CPower[1] = 120;	break;
			case 11 : DefenseAP = 16;	Life += 10;	Def += 5;	CPower[1] = 150;	break;
			case 10 : DefenseAP = 24;	Life += 12;	Def += 6;	CPower[1] = 180;	break;
			case 9  : DefenseAP = 35;	Life += 14;	Def += 7;	CPower[1] = 210;	break;
			case 8  : DefenseAP = 47;	Life += 16;	Def += 8;	CPower[1] = 230;	break;
			case 7  : DefenseAP = 60;	Life += 18;	Def += 9;	CPower[1] = 260;	break;
			case 6  : DefenseAP = 74;	Life += 20;	Def += 10;	CPower[1] = 290;	break;
			case 5  : DefenseAP = 91;	Life += 22;	Def += 11;	CPower[1] = 320;	break;
			case 4  : DefenseAP = 109;	Life += 25;	Def += 12;	CPower[1] = 350;	break;
			case 3  : DefenseAP = 128;	Life += 28;	Def += 13;	CPower[1] = 380;	break;
			case 2  : DefenseAP = 148;	Life += 31;	Def += 14;	CPower[1] = 390;	break;
			default : DefenseAP = 173;	Life += 41;	Def += 15;	CPower[1] = 400;	break;
		}
	}
	switch (DefenseRank) {
		case 18 : DefenseAP += 7;	break;
		case 19 : DefenseAP += 10;	break;
		case 20 : DefenseAP += 15;	break;
	}
	document.Simulator.DefenseUseAp.value = DefenseAP;
	document.Simulator.DefenseCp.value = CPower[1];
	//クリティカルヒット
	switch (CriticalHitRank) {
		case 16 : CriticalHitAP = 0;	CPower[2] = 0;	break;
		case 15 : CriticalHitAP = 3;	Will += 3;	CPower[2] = 10;		break;
		case 14 : CriticalHitAP = 6;	Will += 6;	CPower[2] = 20;		break;
		case 13 : CriticalHitAP = 9;	Will += 9;	CPower[2] = 30;		break;
		case 12 : CriticalHitAP = 12;	Will += 12;	CPower[2] = 40;		break;
		case 11 : CriticalHitAP = 16;	Will += 15;	CPower[2] = 50;		break;
		case 10 : CriticalHitAP = 21;	Will += 18;	CPower[2] = 60;		break;
		case 9  : CriticalHitAP = 27;	Will += 21;	CPower[2] = 70;		break;
		case 8  : CriticalHitAP = 34;	Will += 24;	CPower[2] = 80;		break;
		case 7  : CriticalHitAP = 42;	Will += 27;	CPower[2] = 90;		break;
		case 6  : CriticalHitAP = 52;	Will += 30;	CPower[2] = 100;	break;
		case 5  : CriticalHitAP = 64;	Will += 33;	CPower[2] = 110;	break;
		case 4  : CriticalHitAP = 78;	Will += 36;	CPower[2] = 120;	break;
		case 3  : CriticalHitAP = 94;	Will += 39;	CPower[2] = 130;	break;
		case 2  : CriticalHitAP = 112;	Will += 42;	CPower[2] = 140;	break;
		default : CriticalHitAP = 132;	Will += 45;	CPower[2] = 150;	break;
	}
	document.Simulator.CriticalHitUseAp.value = CriticalHitAP;
	document.Simulator.CriticalHitCp.value = CPower[2];
	//カウンターアタック
	if (Race == 0 || Race == 2) {
		switch (CounterAttackRank) {
			case 16 : CounterAttackAP = 0;		CPower[3] = 0;	break;
			case 15 : CounterAttackAP = 3;		Dex += 1;	CPower[3] = 20;	break;
			case 14 : CounterAttackAP = 7;		Dex += 2;	CPower[3] = 25;	break;
			case 13 : CounterAttackAP = 12;		Dex += 3;	CPower[3] = 30;	break;
			case 12 : CounterAttackAP = 18;		Dex += 4;	CPower[3] = 35;	break;
			case 11 : CounterAttackAP = 24;		Dex += 5;	CPower[3] = 40;	break;
			case 10 : CounterAttackAP = 31;		Dex += 6;	CPower[3] = 45;	break;
			case 9  : CounterAttackAP = 39;		Dex += 7;	CPower[3] = 50;	break;
			case 8  : CounterAttackAP = 48;		Dex += 8;	CPower[3] = 55;	break;
			case 7  : CounterAttackAP = 58;		Dex += 9;	CPower[3] = 60;	break;
			case 6  : CounterAttackAP = 69;		Dex += 10;	CPower[3] = 65;	break;
			case 5  : CounterAttackAP = 81;		Dex += 11;	CPower[3] = 70;	break;
			case 4  : CounterAttackAP = 94;		Dex += 12;	CPower[3] = 75;	break;
			case 3  : CounterAttackAP = 108;	Dex += 13;	CPower[3] = 80;	break;
			case 2  : CounterAttackAP = 123;	Dex += 14;	CPower[3] = 85;	break;
			default : CounterAttackAP = 141;	Dex += 15;	CPower[3] = 90;	break;
		}
	} else  if (Race == 1) {
		switch (CounterAttackRank) {
			case 16 : CounterAttackAP = 0;		CPower[3] = 0;	break;
			case 15 : CounterAttackAP = 0;		Dex += 1;	CPower[3] = 20;	break;
			case 14 : CounterAttackAP = 1;		Dex += 2;	CPower[3] = 25;	break;
			case 13 : CounterAttackAP = 3;		Dex += 3;	CPower[3] = 30;	break;
			case 12 : CounterAttackAP = 7;		Dex += 4;	CPower[3] = 35;	break;
			case 11 : CounterAttackAP = 13;		Dex += 5;	CPower[3] = 40;	break;
			case 10 : CounterAttackAP = 21;		Dex += 6;	CPower[3] = 45;	break;
			case 9  : CounterAttackAP = 30;		Dex += 7;	CPower[3] = 50;	break;
			case 8  : CounterAttackAP = 39;		Dex += 8;	CPower[3] = 55;	break;
			case 7  : CounterAttackAP = 48;		Dex += 9;	CPower[3] = 60;	break;
			case 6  : CounterAttackAP = 57;		Dex += 10;	CPower[3] = 65;	break;
			case 5  : CounterAttackAP = 67;		Dex += 11;	CPower[3] = 70;	break;
			case 4  : CounterAttackAP = 77;		Dex += 12;	CPower[3] = 75;	break;
			case 3  : CounterAttackAP = 87;		Dex += 13;	CPower[3] = 80;	break;
			case 2  : CounterAttackAP = 97;		Dex += 14;	CPower[3] = 85;	break;
			default : CounterAttackAP = 112;	Dex += 15;	CPower[3] = 90;	break;
		}
	}
	switch (CounterAttackRank) {
		case 18 : CounterAttackAP += 7;	break;
		case 19 : CounterAttackAP += 10;	break;
		case 20 : CounterAttackAP += 15;	break;
	}
	document.Simulator.CounterAttackUseAp.value = CounterAttackAP;
	document.Simulator.CounterAttackCp.value = CPower[3];
	//スマッシュ
	if (Race == 0 || Race == 2) {
		switch (SmashRank) {
			case 16 : SmashAP = 0;		CPower[4] = 0;		break;
			case 15 : SmashAP = 1;		CPower[4] = 5;		break;
			case 14 : SmashAP = 5;		CPower[4] = 10;		break;
			case 13 : SmashAP = 9;		CPower[4] = 30;		break;
			case 12 : SmashAP = 13;		CPower[4] = 50;		break;
			case 11 : SmashAP = 18;		CPower[4] = 70;		break;
			case 10 : SmashAP = 24;		CPower[4] = 90;		break;
			case 9  : SmashAP = 31;		CPower[4] = 110;	break;
			case 8  : SmashAP = 39;		Str += 1;		Will += 1;	CPower[4] = 130;	break;
			case 7  : SmashAP = 49;		Str += 2;		Will += 2;	CPower[4] = 150;	break;
			case 6  : SmashAP = 61;		Str += 3;		Will += 3;	CPower[4] = 170;	break;
			case 5  : SmashAP = 81;		Str += 4;		Will += 4;	CPower[4] = 200;	break;
			case 4  : SmashAP = 103;	Str += 5;		Will += 5;	CPower[4] = 230;	break;
			case 3  : SmashAP = 127;	Str += 6;		Will += 6;	CPower[4] = 260;	break;
			case 2  : SmashAP = 153;	Str += 7;		Will += 7;	CPower[4] = 290;	break;
			default : SmashAP = 183;	Str += 8;		Will += 8;	CPower[4] = 320;	break;
		}
	} else  if (Race == 1) {
		switch (SmashRank) {
			case 16 : SmashAP = 0;		CPower[4] = 0;		break;
			case 15 : SmashAP = 0;		CPower[4] = 5;		break;
			case 14 : SmashAP = 2;		CPower[4] = 10;		break;
			case 13 : SmashAP = 6;		CPower[4] = 30;		break;
			case 12 : SmashAP = 12;		CPower[4] = 50;		break;
			case 11 : SmashAP = 20;		CPower[4] = 70;		break;
			case 10 : SmashAP = 30;		CPower[4] = 90;		break;
			case 9  : SmashAP = 41;		CPower[4] = 110;	break;
			case 8  : SmashAP = 52;		Str += 1;		Will += 1;	CPower[4] = 130;	break;
			case 7  : SmashAP = 63;		Str += 2;		Will += 2;	CPower[4] = 150;	break;
			case 6  : SmashAP = 74;		Str += 3;		Will += 3;	CPower[4] = 170;	break;
			case 5  : SmashAP = 87;		Str += 4;		Will += 4;	CPower[4] = 200;	break;
			case 4  : SmashAP = 100;	Str += 5;		Will += 5;	CPower[4] = 230;	break;
			case 3  : SmashAP = 113;	Str += 6;		Will += 6;	CPower[4] = 260;	break;
			case 2  : SmashAP = 126;	Str += 7;		Will += 7;	CPower[4] = 290;	break;
			default : SmashAP = 146;	Str += 8;		Will += 8;	CPower[4] = 320;	break;
		}
	}
	switch (SmashRank) {
		case 18 : SmashAP += 7;	break;
		case 19 : SmashAP += 10;	break;
		case 20 : SmashAP += 15;	break;
	}
	document.Simulator.SmashUseAp.value = SmashAP;
	document.Simulator.SmashCp.value = CPower[4];
	//ウィンドミル
	if (Race == 0 || Race == 2) {
		switch (WindMillRank) {
			case 16 : WindMillAP = 0;	CPower[5] = 0;	break;
			case 15 : WindMillAP = 3;	Str += 1;	Will += 3;	CPower[5] = 0;	break;
			case 14 : WindMillAP = 7;	Str += 2;	Will += 6;	CPower[5] = 5;		break;
			case 13 : WindMillAP = 11;	Str += 3;	Will += 9;	CPower[5] = 10;		break;
			case 12 : WindMillAP = 15;	Str += 4;	Will += 12;	CPower[5] = 15;		break;
			case 11 : WindMillAP = 20;	Str += 5;	Will += 15;	CPower[5] = 30;		break;
			case 10 : WindMillAP = 26;	Str += 7;	Will += 18;	CPower[5] = 50;		break;
			case 9  : WindMillAP = 33;	Str += 9;	Will += 21;	CPower[5] = 70;		break;
			case 8  : WindMillAP = 41;	Str += 11;	Will += 24;	CPower[5] = 90;		break;
			case 7  : WindMillAP = 51;	Str += 13;	Will += 27;	CPower[5] = 120;	break;
			case 6  : WindMillAP = 63;	Str += 15;	Will += 30;	CPower[5] = 150;	break;
			case 5  : WindMillAP = 81;	Str += 18;	Will += 34;	CPower[5] = 180;	break;
			case 4  : WindMillAP = 101;	Str += 21;	Will += 38;	CPower[5] = 220;	break;
			case 3  : WindMillAP = 123;	Str += 24;	Will += 42;	CPower[5] = 250;	break;
			case 2  : WindMillAP = 147;	Str += 27;	Will += 46;	CPower[5] = 300;	break;
			default : WindMillAP = 177;	Str += 30;	Will += 50;	CPower[5] = 350;	break;
		}
	} else  if (Race == 1) {
		switch (WindMillRank) {
			case 16 : WindMillAP = 0;	CPower[5] = 0;	break;
			case 15 : WindMillAP = 0;	Str += 1;	Will += 3;	CPower[5] = 0;	break;
			case 14 : WindMillAP = 1;	Str += 2;	Will += 6;	CPower[5] = 5;		break;
			case 13 : WindMillAP = 3;	Str += 3;	Will += 9;	CPower[5] = 10;		break;
			case 12 : WindMillAP = 7;	Str += 4;	Will += 12;	CPower[5] = 15;		break;
			case 11 : WindMillAP = 14;	Str += 5;	Will += 15;	CPower[5] = 30;		break;
			case 10 : WindMillAP = 25;	Str += 7;	Will += 18;	CPower[5] = 50;		break;
			case 9  : WindMillAP = 37;	Str += 9;	Will += 21;	CPower[5] = 70;		break;
			case 8  : WindMillAP = 50;	Str += 11;	Will += 24;	CPower[5] = 90;		break;
			case 7  : WindMillAP = 64;	Str += 13;	Will += 27;	CPower[5] = 120;	break;
			case 6  : WindMillAP = 79;	Str += 15;	Will += 30;	CPower[5] = 150;	break;
			case 5  : WindMillAP = 95;	Str += 18;	Will += 34;	CPower[5] = 180;	break;
			case 4  : WindMillAP = 112;	Str += 21;	Will += 38;	CPower[5] = 220;	break;
			case 3  : WindMillAP = 130;	Str += 24;	Will += 42;	CPower[5] = 250;	break;
			case 2  : WindMillAP = 149;	Str += 27;	Will += 46;	CPower[5] = 300;	break;
			default : WindMillAP = 169;	Str += 30;	Will += 50;	CPower[5] = 350;	break;
		}
	}
	switch (WindMillRank) {
		case 18 : WindMillAP += 7;	break;
		case 19 : WindMillAP += 10;	break;
		case 20 : WindMillAP += 15;	break;
	}
	document.Simulator.WindMillUseAp.value = WindMillAP;
	document.Simulator.WindMillCp.value = CPower[5];
	//ファイナルヒット
	switch (FinalHitRank) {
		case 16 : FinalHitAP = 0;	CPower[22] = 0;		break;
		case 15 : FinalHitAP = 5;	Str += 2;	CPower[22] = 30;	break;
		case 14 : FinalHitAP = 12;	Str += 4;	CPower[22] = 40;	break;
		case 13 : FinalHitAP = 21;	Str += 6;	CPower[22] = 50;	break;
		case 12 : FinalHitAP = 32;	Str += 8;	CPower[22] = 70;	break;
		case 11 : FinalHitAP = 45;	Str += 10;	CPower[22] = 90;	break;
		case 10 : FinalHitAP = 60;	Str += 12;	CPower[22] = 120;	break;
		case 9  : FinalHitAP = 80;	Str += 15;	Will += 1;	CPower[22] = 150;	break;
		case 8  : FinalHitAP = 104;	Str += 18;	Will += 2;	CPower[22] = 180;	break;
		case 7  : FinalHitAP = 132;	Str += 21;	Will += 3;	CPower[22] = 210;	break;
		case 6  : FinalHitAP = 164;	Str += 24;	Will += 4;	CPower[22] = 240;	break;
		case 5  : FinalHitAP = 204;	Str += 27;	Will += 5;	CPower[22] = 270;	break;
		case 4  : FinalHitAP = 249;	Str += 30;	Will += 6;	CPower[22] = 300;	break;
		case 3  : FinalHitAP = 299;	Str += 33;	Will += 7;	CPower[22] = 350;	break;
		case 2  : FinalHitAP = 354;	Str += 36;	Will += 8;	CPower[22] = 400;	break;
		default : FinalHitAP = 414;	Str += 46;	Will += 13;	CPower[22] = 450;	break;
	}
	document.Simulator.FinalHitUseAp.value = FinalHitAP;
	document.Simulator.FinalHitCp.value = CPower[22];
	//ストンプ
	switch (StompRank) {
		case 16 : StompAP = 0;		CPower[24] = 0;		break;
		case 15 : StompAP = 1;		Str += 1;	Stamina += 1;	CPower[24] = 5;	break;
		case 14 : StompAP = 2;		Str += 2;	Stamina += 2;	CPower[24] = 10;	break;
		case 13 : StompAP = 4;		Str += 3;	Stamina += 3;	CPower[24] = 20;	break;
		case 12 : StompAP = 8;		Str += 4;	Stamina += 4;	CPower[24] = 30;	break;
		case 11 : StompAP = 13;		Str += 5;	Stamina += 5;	CPower[24] = 40;	break;
		case 10 : StompAP = 20;		Str += 6;	Stamina += 6;	CPower[24] = 50;	break;
		case 9  : StompAP = 29;		Str += 8;	Stamina += 8;	CPower[24] = 60;	break;
		case 8  : StompAP = 39;		Str += 10;	Stamina += 10;	CPower[24] = 70;	break;
		case 7  : StompAP = 50;		Str += 12;	Stamina += 12;	CPower[24] = 80;	break;
		case 6  : StompAP = 63;		Str += 14;	Stamina += 14;	CPower[24] = 100;	break;
		case 5  : StompAP = 78;		Str += 17;	Stamina += 17;	CPower[24] = 120;	break;
		case 4  : StompAP = 93;		Str += 20;	Stamina += 20;	CPower[24] = 140;	break;
		case 3  : StompAP = 108;	Str += 23;	Stamina += 23;	CPower[24] = 160;	break;
		case 2  : StompAP = 123;	Str += 26;	Stamina += 26;	CPower[24] = 180;	break;
		default : StompAP = 153;	Str += 31;	Stamina += 31;	CPower[24] = 200;	break;
	}
	document.Simulator.StompUseAp.value = StompAP;
	document.Simulator.StompCp.value = CPower[24];
	//突進
	switch (AssaultRank) {
		case 16 : AssaultAP = 0;	CPower[30] = 0;	break;
		case 15 : AssaultAP = 3;	Stamina += 2;	CPower[30] = 0;	break;
		case 14 : AssaultAP = 7;	Stamina += 4;	CPower[30] = 5;	break;
		case 13 : AssaultAP = 12;	Stamina += 6;	CPower[30] = 10;	break;
		case 12 : AssaultAP = 18;	Stamina += 8;	CPower[30] = 15;	break;
		case 11 : AssaultAP = 25;	Stamina += 10;	CPower[30] = 30;	break;
		case 10 : AssaultAP = 33;	Stamina += 12;	CPower[30] = 50;	break;
		case 9  : AssaultAP = 43;	Stamina += 14;	Str += 1;	CPower[30] = 70;	break;
		case 8  : AssaultAP = 55;	Stamina += 16;	Str += 2;	CPower[30] = 90;	break;
		case 7  : AssaultAP = 69;	Stamina += 18;	Str += 3;	CPower[30] = 120;	break;
		case 6  : AssaultAP = 85;	Stamina += 20;	Str += 4;	CPower[30] = 150;	break;
		case 5  : AssaultAP = 105;	Stamina += 25;	Str += 5;	CPower[30] = 150;	break;
		case 4  : AssaultAP = 127;	Stamina += 30;	Str += 6;	CPower[30] = 150;	break;
		case 3  : AssaultAP = 151;	Stamina += 35;	Str += 7;	CPower[30] = 150;	break;
		case 2  : AssaultAP = 177;	Stamina += 40;	Str += 8;	CPower[30] = 150;	break;
		default : AssaultAP = 207;	Stamina += 40;	Str += 13;	CPower[30] = 150;	break;
	}
	document.Simulator.AssaultUseAp.value = AssaultAP;
	document.Simulator.AssaultCp.value = CPower[30];
	//ウィンドブレイカー
	switch (WindBreakerRank) {
		case 16 : WindBreakerAP = 0;					CPower[31] = 0;		break;
		case 15 : WindBreakerAP = 4;	Life += 3;	Will += 1;	CPower[31] = 30;	break;
		case 14 : WindBreakerAP = 10;	Life += 6;	Will += 2;	CPower[31] = 60;	break;
		case 13 : WindBreakerAP = 18;	Life += 9;	Will += 3;	CPower[31] = 90;	break;
		case 12 : WindBreakerAP = 28;	Life += 12;	Will += 4;	CPower[31] = 120;	break;
		case 11 : WindBreakerAP = 41;	Life += 15;	Will += 5;	CPower[31] = 150;	break;
		case 10 : WindBreakerAP = 56;	Life += 18;	Will += 6;	CPower[31] = 180;	break;
		case 9  : WindBreakerAP = 76;	Life += 23;	Will += 8;	CPower[31] = 210;	break;
		case 8  : WindBreakerAP = 101;	Life += 26;	Will += 10;	CPower[31] = 240;	break;
		case 7  : WindBreakerAP = 131;	Life += 29;	Will += 12;	CPower[31] = 270;	break;
		case 6  : WindBreakerAP = 166;	Life += 32;	Will += 14;	CPower[31] = 300;	break;
		case 5  : WindBreakerAP = 206;	Life += 37;	Will += 17;	CPower[31] = 330;	break;
		case 4  : WindBreakerAP = 251;	Life += 40;	Will += 19;	CPower[31] = 360;	break;
		case 3  : WindBreakerAP = 301;	Life += 43;	Will += 21;	CPower[31] = 390;	break;
		case 2  : WindBreakerAP = 356;	Life += 46;	Will += 23;	CPower[31] = 420;	break;
		default : WindBreakerAP = 416;	Life += 56;	Will += 28;	CPower[31] = 450;	break;
	}
	document.Simulator.WindBreakerUseAp.value = WindBreakerAP;
	document.Simulator.WindBreakerCp.value = CPower[31];
	//タウント
	switch (TauntRank) {
		case 16 : TauntAP = 0;						CPower[32] = 0;		break;
		case 15 : TauntAP = 3;		Stamina += 1;	Str += 1;	CPower[32] = 20;	break;
		case 14 : TauntAP = 7;		Stamina += 2;	Str += 2;	CPower[32] = 40;	break;
		case 13 : TauntAP = 12;		Stamina += 3;	Str += 3;	CPower[32] = 60;	break;
		case 12 : TauntAP = 18;		Stamina += 4;	Str += 4;	CPower[32] = 80;	break;
		case 11 : TauntAP = 25;		Stamina += 5;	Str += 5;	CPower[32] = 100;	break;
		case 10 : TauntAP = 33;		Stamina += 6;	Str += 6;	CPower[32] = 120;	break;
		case 9  : TauntAP = 43;		Stamina += 8;	Str += 8;	CPower[32] = 140;	break;
		case 8  : TauntAP = 53;		Stamina += 9;	Str += 9;	CPower[32] = 160;	break;
		case 7  : TauntAP = 63;		Stamina += 10;	Str += 10;	CPower[32] = 180;	break;
		case 6  : TauntAP = 75;		Stamina += 12;	Str += 12;	CPower[32] = 200;	break;
		case 5  : TauntAP = 89;		Stamina += 15;	Str += 15;	CPower[32] = 230;	break;
		case 4  : TauntAP = 105;	Stamina += 17;	Str += 17;	CPower[32] = 260;	break;
		case 3  : TauntAP = 123;	Stamina += 19;	Str += 19;	CPower[32] = 290;	break;
		case 2  : TauntAP = 143;	Stamina += 21;	Str += 21;	CPower[32] = 320;	break;
		default : TauntAP = 168;	Stamina += 24;	Str += 24;	CPower[32] = 350;	break;
	}
	document.Simulator.TauntUseAp.value = TauntAP;
	document.Simulator.TauntCp.value = CPower[32];
	
	//回避
	switch (EvasionRank) {
		case 16 : EvasionAP = 0;			CPower[45] = 0;		break;
		case 15 : EvasionAP = 1;			CPower[45] = 0;		break;
		case 14 : EvasionAP = 3;			CPower[45] = 5;		break;
		case 13 : EvasionAP = 7;			CPower[45] = 10;	break;
		case 12 : EvasionAP = 13;			CPower[45] = 15;	break;
		case 11 : EvasionAP = 21;			CPower[45] = 25;	break;
		case 10 : EvasionAP = 31;			CPower[45] = 40;	break;
		case 9  : EvasionAP = 43;	Dex += 1;	CPower[45] = 60;	break;
		case 8  : EvasionAP = 57;	Dex += 2;	CPower[45] = 80;	break;
		case 7  : EvasionAP = 73;	Dex += 3;	CPower[45] = 100;	break;
		case 6  : EvasionAP = 91;	Dex += 4;	CPower[45] = 130;	break;
		case 5  : EvasionAP = 111;	Dex += 5;	CPower[45] = 160;	break;
		case 4  : EvasionAP = 133;	Dex += 6;	CPower[45] = 190;	break;
		case 3  : EvasionAP = 157;	Dex += 7;	CPower[45] = 220;	break;
		case 2  : EvasionAP = 183;	Dex += 8;	CPower[45] = 250;	break;
		default : EvasionAP = 213;	Dex += 9;	CPower[45] = 300;	break;
	}
	document.Simulator.EvasionUseAp.value = EvasionAP;
	document.Simulator.EvasionCp.value = CPower[45];
	
	//シャープマインド
	switch (SharpMindRank) {
		case 16 : SharpMindAP = 0;	break;
		case 15 : SharpMindAP = 0;	Life += 2;	break;
		case 14 : SharpMindAP = 1;	Life += 4;	break;
		case 13 : SharpMindAP = 2;	Life += 6;	break;
		case 12 : SharpMindAP = 3;	Life += 8;	break;
		case 11 : SharpMindAP = 4;	Life += 10;	break;
		case 10 : SharpMindAP = 5;	Life += 12;	break;
		case 9  : SharpMindAP = 8;	Life += 14;	break;
		case 8  : SharpMindAP = 11;	Life += 16;	break;
		case 7  : SharpMindAP = 14;	Life += 18;	break;
		case 6  : SharpMindAP = 17;	Life += 20;	break;
		case 5  : SharpMindAP = 22;	Life += 23;	break;
		case 4  : SharpMindAP = 27;	Life += 26;	break;
		case 3  : SharpMindAP = 32;	Life += 29;	break;
		case 2  : SharpMindAP = 37;	Life += 32;	break;
		default : SharpMindAP = 47;	Life += 37;	break;
	}
	document.Simulator.SharpMindUseAp.value = SharpMindAP;

	//遠距離
	//レンジアタック
	if (Race == 0 || Race == 2) {
		switch (RengedAttackRank) {
			case 16 : RengedAttackAP = 0;													CPower[6] = 0;		break;
			case 15 : RengedAttackAP = 0;	Dex += 2;									Bal += 1;	CPower[6] = 0;		break;
			case 14 : RengedAttackAP = 1;	Dex += 4;	RengedMaxDam += 1;						Bal += 2;	CPower[6] = 10;		break;
			case 13 : RengedAttackAP = 4;	Dex += 6;	RengedMaxDam += 2;						Bal += 3;	CPower[6] = 20;		break;
			case 12 : RengedAttackAP = 9;	Dex += 8;	RengedMaxDam += 4;						Bal += 4;	CPower[6] = 40;		break;
			case 11 : RengedAttackAP = 16;	Dex += 10;	RengedMaxDam += 4;	RengedMinDam += 1;			Bal += 5;	CPower[6] = 80;		break;
			case 10 : RengedAttackAP = 24;	Dex += 14;	RengedMaxDam += 5;	RengedMinDam += 1;			Bal += 6;	CPower[6] = 120;	break;
			case 9  : RengedAttackAP = 33;	Dex += 18;	RengedMaxDam += 6;	RengedMinDam += 1;			Bal += 7;	CPower[6] = 160;	break;
			case 8  : RengedAttackAP = 43;	Dex += 22;	RengedMaxDam += 7;	RengedMinDam += 2;			Bal += 8;	CPower[6] = 200;	break;
			case 7  : RengedAttackAP = 55;	Dex += 26;	RengedMaxDam += 9;	RengedMinDam += 2;			Bal += 9;	CPower[6] = 240;	break;
			case 6  : RengedAttackAP = 69;	Dex += 30;	RengedMaxDam += 11;	RengedMinDam += 2;	Str += 1;	Bal += 10;	CPower[6] = 250;	break;
			case 5  : RengedAttackAP = 84;	Dex += 34;	RengedMaxDam += 13;	RengedMinDam += 3;	Str += 2;	Bal += 11;	CPower[6] = 260;	break;
			case 4  : RengedAttackAP = 100;	Dex += 38;	RengedMaxDam += 16;	RengedMinDam += 4;	Str += 3;	Bal += 12;	CPower[6] = 270;	break;
			case 3  : RengedAttackAP = 117;	Dex += 42;	RengedMaxDam += 19;	RengedMinDam += 6;	Str += 4;	Bal += 13;	CPower[6] = 280;	break;
			case 2  : RengedAttackAP = 135;	Dex += 46;	RengedMaxDam += 22;	RengedMinDam += 8;	Str += 5;	Bal += 14;	CPower[6] = 290;	break;
			default : RengedAttackAP = 155;	Dex += 50;	RengedMaxDam += 25;	RengedMinDam += 10;	Str += 6;	Bal += 15;	CPower[6] = 300;	break;
		}
	} else  if (Race == 1) {
		switch (RengedAttackRank) {
			case 16 : RengedAttackAP = 0;													CPower[6] = 0;		break;
			case 15 : RengedAttackAP = 0;	Dex += 1;									Bal += 1;	CPower[6] = 0;		break;
			case 14 : RengedAttackAP = 3;	Dex += 2;	RengedMaxDam += 1;						Bal += 2;	CPower[6] = 10;		break;
			case 13 : RengedAttackAP = 9;	Dex += 3;	RengedMaxDam += 2;						Bal += 3;	CPower[6] = 20;		break;
			case 12 : RengedAttackAP = 18;	Dex += 4;	RengedMaxDam += 3;						Bal += 4;	CPower[6] = 40;		break;
			case 11 : RengedAttackAP = 30;	Dex += 5;	RengedMaxDam += 4;						Bal += 5;	CPower[6] = 80;		break;
			case 10 : RengedAttackAP = 45;	Dex += 6;	RengedMaxDam += 5;						Bal += 6;	CPower[6] = 120;	break;
			case 9  : RengedAttackAP = 63;	Dex += 8;	RengedMaxDam += 6;	RengedMinDam += 1;			Bal += 7;	CPower[6] = 160;	break;
			case 8  : RengedAttackAP = 82;	Dex += 10;	RengedMaxDam += 7;	RengedMinDam += 2;			Bal += 8;	CPower[6] = 200;	break;
			case 7  : RengedAttackAP = 102;	Dex += 12;	RengedMaxDam += 8;	RengedMinDam += 3;			Bal += 9;	CPower[6] = 240;	break;
			case 6  : RengedAttackAP = 123;	Dex += 13;	RengedMaxDam += 9;	RengedMinDam += 4;	Str += 1;	Bal += 10;	CPower[6] = 250;	break;
			case 5  : RengedAttackAP = 145;	Dex += 14;	RengedMaxDam += 10;	RengedMinDam += 5;	Str += 2;	Bal += 11;	CPower[6] = 260;	break;
			case 4  : RengedAttackAP = 168;	Dex += 15;	RengedMaxDam += 11;	RengedMinDam += 6;	Str += 3;	Bal += 12;	CPower[6] = 270;	break;
			case 3  : RengedAttackAP = 192;	Dex += 16;	RengedMaxDam += 12;	RengedMinDam += 7;	Str += 4;	Bal += 13;	CPower[6] = 280;	break;
			case 2  : RengedAttackAP = 217;	Dex += 17;	RengedMaxDam += 13;	RengedMinDam += 8;	Str += 5;	Bal += 14;	CPower[6] = 290;	break;
			default : RengedAttackAP = 247;	Dex += 22;	RengedMaxDam += 15;	RengedMinDam += 10;	Str += 10;	Bal += 15;	CPower[6] = 300;	break;
		}
	}
	switch (RengedAttackRank) {
		case 18 : RengedAttackAP += 7;	break;
		case 19 : RengedAttackAP += 10;	break;
		case 20 : RengedAttackAP += 15;	break;
	}
	document.Simulator.RengedAttackUseAp.value = RengedAttackAP;
	document.Simulator.RengedAttackCp.value = CPower[6];
	//マグナムショット
	if (Race == 0 || Race == 2) {
		switch (MagnumShotRank) {
			case 16 : MagnumShotAP = 0;	CPower[7] = 0;	break;
			case 15 : MagnumShotAP = 1;	CPower[7] = 5;	break;
			case 14 : MagnumShotAP = 5;	CPower[7] = 10;	break;
			case 13 : MagnumShotAP = 10;	CPower[7] = 30;	break;
			case 12 : MagnumShotAP = 17;	CPower[7] = 50;	break;
			case 11 : MagnumShotAP = 26;	CPower[7] = 70;	break;
			case 10 : MagnumShotAP = 36;	CPower[7] = 90;	break;
			case 9  : MagnumShotAP = 48;	Dex += 2;	CPower[7] = 110;	break;
			case 8  : MagnumShotAP = 60;	Dex += 4;	CPower[7] = 130;	break;
			case 7  : MagnumShotAP = 72;	Dex += 6;	CPower[7] = 150;	break;
			case 6  : MagnumShotAP = 84;	Dex += 8;	CPower[7] = 170;	break;
			case 5  : MagnumShotAP = 104;	Dex += 10;	CPower[7] = 200;	break;
			case 4  : MagnumShotAP = 125;	Dex += 12;	CPower[7] = 230;	break;
			case 3  : MagnumShotAP = 147;	Dex += 14;	CPower[7] = 260;	break;
			case 2  : MagnumShotAP = 170;	Dex += 16;	CPower[7] = 290;	break;
			default : MagnumShotAP = 200;	Dex += 18;	CPower[7] = 320;	break;
		}
	} else  if (Race == 1) {
		switch (MagnumShotRank) {
			case 16 : MagnumShotAP = 0;	CPower[7] = 0;	break;
			case 15 : MagnumShotAP = 0;	CPower[7] = 5;	break;
			case 14 : MagnumShotAP = 3;	CPower[7] = 10;	break;
			case 13 : MagnumShotAP = 8;	CPower[7] = 30;	break;
			case 12 : MagnumShotAP = 15;	CPower[7] = 50;	break;
			case 11 : MagnumShotAP = 24;	CPower[7] = 70;	break;
			case 10 : MagnumShotAP = 35;	CPower[7] = 90;	break;
			case 9  : MagnumShotAP = 48;	Dex += 2;	CPower[7] = 110;	break;
			case 8  : MagnumShotAP = 62;	Dex += 4;	CPower[7] = 130;	break;
			case 7  : MagnumShotAP = 77;	Dex += 6;	CPower[7] = 150;	break;
			case 6  : MagnumShotAP = 93;	Dex += 8;	CPower[7] = 170;	break;
			case 5  : MagnumShotAP = 110;	Dex += 10;	CPower[7] = 200;	break;
			case 4  : MagnumShotAP = 129;	Dex += 12;	CPower[7] = 230;	break;
			case 3  : MagnumShotAP = 150;	Dex += 14;	CPower[7] = 260;	break;
			case 2  : MagnumShotAP = 173;	Dex += 16;	CPower[7] = 290;	break;
			default : MagnumShotAP = 203;	Dex += 18;	CPower[7] = 320;	break;
		}
	}
	switch (MagnumShotRank) {
		case 18 : MagnumShotAP += 7;	break;
		case 19 : MagnumShotAP += 10;	break;
		case 20 : MagnumShotAP += 15;	break;
	}
	document.Simulator.MagnumShotUseAp.value = MagnumShotAP;
	document.Simulator.MagnumShotCp.value = CPower[7];
	//サポートショット
	switch (SupportShotRank) {
		case 16 : break;
		case 15 : Dex += 1;	break;
	}
	//アローリボルバー
	switch (ArrowRevolverRank) {
		case 16 : ArrowRevolverAP = 0;		CPower[8] = 0;	break;
		case 15 : ArrowRevolverAP = 3;		Dex += 1;	CPower[8] = 30;	break;
		case 14 : ArrowRevolverAP = 8;		Dex += 2;	CPower[8] = 40;	break;
		case 13 : ArrowRevolverAP = 13;		Dex += 3;	CPower[8] = 50;	break;
		case 12 : ArrowRevolverAP = 23;		Dex += 4;	Str += 1;	CPower[8] = 70;		break;
		case 11 : ArrowRevolverAP = 28;		Dex += 5;	Str += 2;	CPower[8] = 90;		break;
		case 10 : ArrowRevolverAP = 33;		Dex += 7;	Str += 2;	CPower[8] = 120;	break;
		case 9  : ArrowRevolverAP = 43;		Dex += 9;	Str += 2;	CPower[8] = 150;	break;
		case 8  : ArrowRevolverAP = 50;		Dex += 11;	Str += 2;	CPower[8] = 180;	break;
		case 7  : ArrowRevolverAP = 57;		Dex += 13;	Str += 3;	CPower[8] = 210;	break;
		case 6  : ArrowRevolverAP = 64;		Dex += 15;	Str += 4;	CPower[8] = 240;	break;
		case 5  : ArrowRevolverAP = 79;		Dex += 18;	Str += 4;	CPower[8] = 270;	break;
		case 4  : ArrowRevolverAP = 99;		Dex += 21;	Str += 4;	CPower[8] = 300;	break;
		case 3  : ArrowRevolverAP = 124;	Dex += 24;	Str += 4;	CPower[8] = 350;	break;
		case 2  : ArrowRevolverAP = 154;	Dex += 27;	Str += 6;	CPower[8] = 400;	break;
		default : ArrowRevolverAP = 214;	Dex += 30;	Str += 8;	CPower[8] = 450;	break;
	}
	document.Simulator.ArrowRevolverUseAp.value = ArrowRevolverAP;
	document.Simulator.ArrowRevolverCp.value = CPower[8];
	//ミラージュミサイル
	switch (MirageMissileRank) {
		case 16 : MirageMissileAP = 0;		CPower[23] = 0;	break;
		case 15 : MirageMissileAP = 1;		Dex += 1;	CPower[23] = 5;	break;
		case 14 : MirageMissileAP = 3;		Dex += 2;	CPower[23] = 10;	break;
		case 13 : MirageMissileAP = 6;		Dex += 3;	CPower[23] = 30;	break;
		case 12 : MirageMissileAP = 10;		Dex += 4;	CPower[23] = 50;	break;
		case 11 : MirageMissileAP = 15;		Dex += 5;	CPower[23] = 70;	break;
		case 10 : MirageMissileAP = 21;		Dex += 6;	Int += 1;	CPower[23] = 90;	break;
		case 9  : MirageMissileAP = 30;		Dex += 7;	Int += 2;	CPower[23] = 110;	break;
		case 8  : MirageMissileAP = 44;		Dex += 8;	Int += 3;	CPower[23] = 130;	break;
		case 7  : MirageMissileAP = 57;		Dex += 9;	Int += 4;	CPower[23] = 150;	break;
		case 6  : MirageMissileAP = 72;		Dex += 10;	Int += 5;	CPower[23] = 170;	break;
		case 5  : MirageMissileAP = 92;		Dex += 12;	Int += 6;	CPower[23] = 200;	break;
		case 4  : MirageMissileAP = 114;	Dex += 14;	Int += 7;	CPower[23] = 230;	break;
		case 3  : MirageMissileAP = 138;	Dex += 16;	Int += 8;	CPower[23] = 260;	break;
		case 2  : MirageMissileAP = 164;	Dex += 18;	Int += 9;	CPower[23] = 290;	break;
		default : MirageMissileAP = 204;	Dex += 23;	Int += 14;	CPower[23] = 320;	break;
	}
	document.Simulator.MirageMissileUseAp.value = MirageMissileAP;
	document.Simulator.MirageMissileCp.value = CPower[23];
	//ファイナルショット
	switch (FinalShotRank) {
		case 16 : FinalShotAP = 0;					CPower[33] = 0;		break;
		case 15 : FinalShotAP = 5;			Dex += 2;	CPower[33] = 20;	break;
		case 14 : FinalShotAP = 12;			Dex += 4;	CPower[33] = 50;	break;
		case 13 : FinalShotAP = 21;			Dex += 6;	CPower[33] = 80;	break;
		case 12 : FinalShotAP = 32;			Dex += 8;	CPower[33] = 100;	break;
		case 11 : FinalShotAP = 45;			Dex += 10;	CPower[33] = 120;	break;
		case 10 : FinalShotAP = 60;			Dex += 12;	CPower[33] = 150;	break;
		case 9  : FinalShotAP = 80;	Stamina += 1;	Dex += 15;	CPower[33] = 180;	break;
		case 8  : FinalShotAP = 104;	Stamina += 2;	Dex += 18;	CPower[33] = 200;	break;
		case 7  : FinalShotAP = 132;	Stamina += 3;	Dex += 21;	CPower[33] = 230;	break;
		case 6  : FinalShotAP = 164;	Stamina += 4;	Dex += 24;	CPower[33] = 260;	break;
		case 5  : FinalShotAP = 204;	Stamina += 5;	Dex += 27;	CPower[33] = 290;	break;
		case 4  : FinalShotAP = 249;	Stamina += 8;	Dex += 30;	CPower[33] = 320;	break;
		case 3  : FinalShotAP = 299;	Stamina += 10;	Dex += 33;	CPower[33] = 350;	break;
		case 2  : FinalShotAP = 354;	Stamina += 12;	Dex += 36;	CPower[33] = 380;	break;
		default : FinalShotAP = 414;	Stamina += 17;	Dex += 41;	CPower[33] = 430;	break;
	}
	document.Simulator.FinalShotUseAp.value = FinalShotAP;
	document.Simulator.FinalShotCp.value = CPower[33];
	//投擲
	switch (ThrowAttackRank) {
		case 16 : ThrowAttackAP = 0;		CPower[25] = 0;		break;
		case 15 : ThrowAttackAP = 3;		Will += 1;	CPower[25] = 0;	break;
		case 14 : ThrowAttackAP = 6;		Will += 2;	CPower[25] = 0;	break;
		case 13 : ThrowAttackAP = 9;		Will += 3;	CPower[25] = 0;	break;
		case 12 : ThrowAttackAP = 14;		Will += 4;	CPower[25] = 0;	break;
		case 11 : ThrowAttackAP = 19;		Will += 5;	CPower[25] = 0;	break;
		case 10 : ThrowAttackAP = 21;		Will += 6;	CPower[25] = 0;	break;
		case 9  : ThrowAttackAP = 28;		Will += 7;	Str += 1;	CPower[25] = 0;	break;
		case 8  : ThrowAttackAP = 35;		Will += 8;	Str += 2;	CPower[25] = 0;	break;
		case 7  : ThrowAttackAP = 45;		Will += 9;	Str += 3;	CPower[25] = 0;	break;
		case 6  : ThrowAttackAP = 55;		Will += 10;	Str += 4;	CPower[25] = 0;	break;
		case 5  : ThrowAttackAP = 70;		Will += 11;	Str += 5;	CPower[25] = 0;	break;
		case 4  : ThrowAttackAP = 85;		Will += 12;	Str += 6;	CPower[25] = 0;	break;
		case 3  : ThrowAttackAP = 100;		Will += 13;	Str += 7;	CPower[25] = 0;	break;
		case 2  : ThrowAttackAP = 115;		Will += 14;	Str += 8;	CPower[25] = 0;	break;
		default : ThrowAttackAP = 145;		Will += 19;	Str += 13;	CPower[25] = 0;	break;
	}
	document.Simulator.ThrowAttackUseAp.value = ThrowAttackAP;
//	document.Simulator.ThrowAttackCp.value = CPower[25];



	//魔法
	//攻撃
	//アイスボルト
	if (Race == 0 || Race == 2) {
		switch (IceboltRank) {
			case 16 : IceboltAP = 0;	CPower[9] = 0;	break;
			case 15 : IceboltAP = 3;	Int += 1;	CPower[9] = 0;	break;
			case 14 : IceboltAP = 6;	Int += 3;	CPower[9] = 10;		break;
			case 13 : IceboltAP = 9;	Int += 5;	CPower[9] = 20;		break;
			case 12 : IceboltAP = 12;	Int += 7;	CPower[9] = 40;		break;
			case 11 : IceboltAP = 15;	Int += 10;	CPower[9] = 50;		break;
			case 10 : IceboltAP = 18;	Int += 13;	CPower[9] = 60;		break;
			case 9  : IceboltAP = 23;	Int += 16;	CPower[9] = 70;		break;
			case 8  : IceboltAP = 28;	Int += 20;	CPower[9] = 80;		break;
			case 7  : IceboltAP = 33;	Int += 24;	CPower[9] = 90;		break;
			case 6  : IceboltAP = 38;	Int += 28;	CPower[9] = 100;	break;
			case 5  : IceboltAP = 45;	Int += 32;	CPower[9] = 110;	break;
			case 4  : IceboltAP = 53;	Int += 37;	CPower[9] = 120;	break;
			case 3  : IceboltAP = 62;	Int += 42;	CPower[9] = 130;	break;
			case 2  : IceboltAP = 72;	Int += 47;	CPower[9] = 140;	break;
			default : IceboltAP = 92;	Int += 52;	CPower[9] = 150;	break;
		}
	} else  if (Race == 1) {
		switch (IceboltRank) {
			case 16 : IceboltAP = 0;	CPower[9] = 0;	break;
			case 15 : IceboltAP = 3;	Int += 1;	CPower[9] = 0;	break;
			case 14 : IceboltAP = 6;	Int += 3;	CPower[9] = 10;		break;
			case 13 : IceboltAP = 9;	Int += 5;	CPower[9] = 20;		break;
			case 12 : IceboltAP = 12;	Int += 7;	CPower[9] = 40;		break;
			case 11 : IceboltAP = 15;	Int += 10;	CPower[9] = 50;		break;
			case 10 : IceboltAP = 18;	Int += 13;	CPower[9] = 60;		break;
			case 9  : IceboltAP = 26;	Int += 16;	CPower[9] = 70;		break;
			case 8  : IceboltAP = 34;	Int += 20;	CPower[9] = 80;		break;
			case 7  : IceboltAP = 42;	Int += 24;	CPower[9] = 90;		break;
			case 6  : IceboltAP = 50;	Int += 28;	CPower[9] = 100;	break;
			case 5  : IceboltAP = 63;	Int += 32;	CPower[9] = 110;	break;
			case 4  : IceboltAP = 76;	Int += 37;	CPower[9] = 120;	break;
			case 3  : IceboltAP = 89;	Int += 42;	CPower[9] = 130;	break;
			case 2  : IceboltAP = 102;	Int += 47;	CPower[9] = 140;	break;
			default : IceboltAP = 122;	Int += 52;	CPower[9] = 150;	break;
		}
	}
	switch (IceboltRank) {
		case 18 : IceboltAP += 7;	break;
		case 19 : IceboltAP += 10;	break;
		case 20 : IceboltAP += 15;	break;
	}
	document.Simulator.IceboltUseAp.value = IceboltAP;
	document.Simulator.IceboltCp.value = CPower[9];
	//ファイアボルト
	if (Race == 0 || Race == 2) {
		switch (FireboltRank) {
			case 16 : FireboltAP = 0;	CPower[10] = 0;	break;
			case 15 : FireboltAP = 3;	Int += 1;	CPower[10] = 0;	break;
			case 14 : FireboltAP = 6;	Int += 3;	CPower[10] = 10;	break;
			case 13 : FireboltAP = 9;	Int += 5;	CPower[10] = 30;	break;
			case 12 : FireboltAP = 12;	Int += 7;	CPower[10] = 60;	break;
			case 11 : FireboltAP = 15;	Int += 10;	CPower[10] = 120;	break;
			case 10 : FireboltAP = 18;	Int += 13;	CPower[10] = 180;	break;
			case 9  : FireboltAP = 25;	Int += 16;	CPower[10] = 220;	break;
			case 8  : FireboltAP = 32;	Int += 20;	CPower[10] = 230;	break;
			case 7  : FireboltAP = 39;	Int += 24;	CPower[10] = 240;	break;
			case 6  : FireboltAP = 46;	Int += 28;	CPower[10] = 250;	break;
			case 5  : FireboltAP = 58;	Int += 32;	CPower[10] = 260;	break;
			case 4  : FireboltAP = 70;	Int += 37;	CPower[10] = 270;	break;
			case 3  : FireboltAP = 82;	Int += 42;	CPower[10] = 280;	break;
			case 2  : FireboltAP = 94;	Int += 47;	CPower[10] = 290;	break;
			default : FireboltAP = 109;	Int += 52;	CPower[10] = 300;	break;
		}
	} else  if (Race == 1) {
		switch (FireboltRank) {
			case 16 : FireboltAP = 0;	CPower[10] = 0;	break;
			case 15 : FireboltAP = 4;	Int += 1;	CPower[10] = 0;	break;
			case 14 : FireboltAP = 8;	Int += 3;	CPower[10] = 10;	break;
			case 13 : FireboltAP = 12;	Int += 5;	CPower[10] = 30;	break;
			case 12 : FireboltAP = 16;	Int += 7;	CPower[10] = 60;	break;
			case 11 : FireboltAP = 20;	Int += 10;	CPower[10] = 120;	break;
			case 10 : FireboltAP = 24;	Int += 13;	CPower[10] = 180;	break;
			case 9  : FireboltAP = 34;	Int += 16;	CPower[10] = 220;	break;
			case 8  : FireboltAP = 44;	Int += 20;	CPower[10] = 230;	break;
			case 7  : FireboltAP = 54;	Int += 24;	CPower[10] = 240;	break;
			case 6  : FireboltAP = 64;	Int += 28;	CPower[10] = 250;	break;
			case 5  : FireboltAP = 80;	Int += 32;	CPower[10] = 260;	break;
			case 4  : FireboltAP = 96;	Int += 37;	CPower[10] = 270;	break;
			case 3  : FireboltAP = 112;	Int += 42;	CPower[10] = 280;	break;
			case 2  : FireboltAP = 128;	Int += 47;	CPower[10] = 290;	break;
			default : FireboltAP = 148;	Int += 52;	CPower[10] = 300;	break;
		}
	}
	switch (FireboltRank) {
		case 18 : FireboltAP += 7;	break;
		case 19 : FireboltAP += 10;	break;
		case 20 : FireboltAP += 15;	break;
	}
	document.Simulator.FireboltUseAp.value = FireboltAP;
	document.Simulator.FireboltCp.value = CPower[10];
	//ライトニングボルト
	if (Race == 0 || Race == 2) {
		switch (LightningboltRank) {
			case 16 : LightningboltAP = 0;		CPower[11] = 0;	break;
			case 15 : LightningboltAP = 5;		Int += 1;	CPower[11] = 20;	break;
			case 14 : LightningboltAP = 10;		Int += 3;	CPower[11] = 30;	break;
			case 13 : LightningboltAP = 15;		Int += 5;	CPower[11] = 40;	break;
			case 12 : LightningboltAP = 20;		Int += 7;	CPower[11] = 50;	break;
			case 11 : LightningboltAP = 25;		Int += 10;	CPower[11] = 70;	break;
			case 10 : LightningboltAP = 30;		Int += 13;	CPower[11] = 90;	break;
			case 9  : LightningboltAP = 38;		Int += 16;	CPower[11] = 110;	break;
			case 8  : LightningboltAP = 46;		Int += 20;	CPower[11] = 130;	break;
			case 7  : LightningboltAP = 54;		Int += 24;	CPower[11] = 150;	break;
			case 6  : LightningboltAP = 62;		Int += 28;	CPower[11] = 170;	break;
			case 5  : LightningboltAP = 72;		Int += 32;	CPower[11] = 200;	break;
			case 4  : LightningboltAP = 82;		Int += 37;	CPower[11] = 230;	break;
			case 3  : LightningboltAP = 92;		Int += 42;	CPower[11] = 260;	break;
			case 2  : LightningboltAP = 102;	Int += 47;	CPower[11] = 290;	break;
			default : LightningboltAP = 122;	Int += 52;	CPower[11] = 320;	break;
		}
	} else  if (Race == 1) {
		switch (LightningboltRank) {
			case 16 : LightningboltAP = 0;		CPower[11] = 0;	break;
			case 15 : LightningboltAP = 6;		Int += 1;	CPower[11] = 20;	break;
			case 14 : LightningboltAP = 12;		Int += 3;	CPower[11] = 30;	break;
			case 13 : LightningboltAP = 18;		Int += 5;	CPower[11] = 40;	break;
			case 12 : LightningboltAP = 24;		Int += 7;	CPower[11] = 50;	break;
			case 11 : LightningboltAP = 30;		Int += 10;	CPower[11] = 70;	break;
			case 10 : LightningboltAP = 36;		Int += 13;	CPower[11] = 90;	break;
			case 9  : LightningboltAP = 46;		Int += 16;	CPower[11] = 110;	break;
			case 8  : LightningboltAP = 56;		Int += 20;	CPower[11] = 130;	break;
			case 7  : LightningboltAP = 66;		Int += 24;	CPower[11] = 150;	break;
			case 6  : LightningboltAP = 76;		Int += 28;	CPower[11] = 170;	break;
			case 5  : LightningboltAP = 92;		Int += 32;	CPower[11] = 200;	break;
			case 4  : LightningboltAP = 105;	Int += 37;	CPower[11] = 230;	break;
			case 3  : LightningboltAP = 119;	Int += 42;	CPower[11] = 260;	break;
			case 2  : LightningboltAP = 133;	Int += 47;	CPower[11] = 290;	break;
			default : LightningboltAP = 153;	Int += 52;	CPower[11] = 320;	break;
		}
	}
	switch (LightningboltRank) {
		case 18 : LightningboltAP += 7;	break;
		case 19 : LightningboltAP += 10;	break;
		case 20 : LightningboltAP += 15;	break;
	}
	document.Simulator.LightningboltUseAp.value = LightningboltAP;
	document.Simulator.LightningboltCp.value = CPower[11];
	//ファイアボール
	switch (FireballRank) {
		case 17 : FireballAP = 0;	CPower[12] = 0;		break;
		case 16 : FireballAP = 0;	CPower[12] = 100;	break;
		case 15 : FireballAP = 7;	Int += 3;		CPower[12] = 120;	break;
		case 14 : FireballAP = 15;	Int += 6;		CPower[12] = 140;	break;
		case 13 : FireballAP = 24;	Int += 9;		CPower[12] = 160;	break;
		case 12 : FireballAP = 34;	Int += 13;		CPower[12] = 180;	break;
		case 11 : FireballAP = 46;	Int += 16;		CPower[12] = 200;	break;
		case 10 : FireballAP = 61;	Int += 20;		CPower[12] = 220;	break;
		case 9  : FireballAP = 78;	Int += 24;		CPower[12] = 240;	break;
		case 8  : FireballAP = 98;	Int += 29;		CPower[12] = 260;	break;
		case 7  : FireballAP = 123;	Int += 34;		CPower[12] = 280;	break;
		case 6  : FireballAP = 153;	Int += 39;		CPower[12] = 300;	break;
		case 5  : FireballAP = 188;	Int += 44;		CPower[12] = 330;	break;
		case 4  : FireballAP = 228;	Int += 49;		Str += 2;		CPower[12] = 360;	break;
		case 3  : FireballAP = 273;	Int += 54;		Str += 4;		CPower[12] = 400;	break;
		case 2  : FireballAP = 323;	Int += 59;		Str += 6;		CPower[12] = 450;	break;
		default : FireballAP = 383;	Int += 64;		Str += 8;		CPower[12] = 500;	break;
	}
	document.Simulator.FireballUseAp.value = FireballAP;
	document.Simulator.FireballCp.value = CPower[12];
	//サンダー
	switch (ThunderRank) {
		case 17 : ThunderAP = 0;	CPower[13] = 0;		break;
		case 16 : ThunderAP = 0;	CPower[13] = 50;	break;
		case 15 : ThunderAP = 2;	Will += 1;		Mana += 5;	CPower[13] = 80;		break;
		case 14 : ThunderAP = 6;	Will += 2;		Mana += 10;	CPower[13] = 110;	break;
		case 13 : ThunderAP = 12;	Will += 3;		Mana += 15;	CPower[13] = 140;	break;
		case 12 : ThunderAP = 21;	Will += 4;		Mana += 21;	CPower[13] = 170;	break;
		case 11 : ThunderAP = 33;	Will += 5;		Mana += 27;	CPower[13] = 200;	break;
		case 10 : ThunderAP = 49;	Will += 6;		Mana += 33;	CPower[13] = 230;	break;
		case 9  : ThunderAP = 69;	Will += 8;		Mana += 40;	CPower[13] = 260;	break;
		case 8  : ThunderAP = 94;	Will += 10;		Mana += 47;	CPower[13] = 290;	break;
		case 7  : ThunderAP = 124;	Will += 12;		Mana += 55;	CPower[13] = 320;	break;
		case 6  : ThunderAP = 159;	Will += 14;		Mana += 65;	CPower[13] = 350;	break;
		case 5  : ThunderAP = 199;	Will += 17;		Mana += 70;	CPower[13] = 380;	break;
		case 4  : ThunderAP = 244;	Will += 20;		Mana += 75;	CPower[13] = 420;	break;
		case 3  : ThunderAP = 294;	Will += 23;		Mana += 80;	CPower[13] = 460;	break;
		case 2  : ThunderAP = 349;	Will += 26;		Mana += 85;	CPower[13] = 500;	break;
		default : ThunderAP = 409;	Will += 29;		Mana += 90;	CPower[13] = 550;	break;
	}
	document.Simulator.ThunderUseAp.value = ThunderAP;
	document.Simulator.ThunderCp.value = CPower[13];
	//アイススピア
	switch (IceSpearRank) {
		case 17 : IceSpearAP = 0;	CPower[21] = 0;	break;
		case 16 : IceSpearAP = 0;	CPower[21] = 0;	break;
		case 15 : IceSpearAP = 4;	Int += 1;	CPower[21] = 10;	break;
		case 14 : IceSpearAP = 10;	Int += 2;	CPower[21] = 20;	break;
		case 13 : IceSpearAP = 18;	Int += 3;	CPower[21] = 30;	break;
		case 12 : IceSpearAP = 28;	Int += 4;	CPower[21] = 40;	break;
		case 11 : IceSpearAP = 40;	Int += 5;	CPower[21] = 50;	break;
		case 10 : IceSpearAP = 54;	Int += 6;	CPower[21] = 60;	break;
		case 9  : IceSpearAP = 74;	Int += 8;	CPower[21] = 70;	break;
		case 8  : IceSpearAP = 99;	Int += 10;	CPower[21] = 80;	break;
		case 7  : IceSpearAP = 129;	Int += 12;	CPower[21] = 90;	break;
		case 6  : IceSpearAP = 164;	Int += 14;	CPower[21] = 100;	break;
		case 5  : IceSpearAP = 206;	Int += 17;	Mana += 5;		CPower[21] = 110;	break;
		case 4  : IceSpearAP = 254;	Int += 20;	Mana += 10;		CPower[21] = 120;	break;
		case 3  : IceSpearAP = 308;	Int += 23;	Mana += 15;		CPower[21] = 130;	break;
		case 2  : IceSpearAP = 368;	Int += 26;	Mana += 20;		CPower[21] = 140;	break;
		default : IceSpearAP = 438;	Int += 29;	Mana += 25;		CPower[21] = 150;	break;
	}
	document.Simulator.IceSpearUseAp.value = IceSpearAP;
	document.Simulator.IceSpearCp.value = CPower[21];
	//ブレイズ
	switch (BlazeRank) {
		case 17 : BlazeAP = 0;								CPower[44] = 0;		break;
		case 16 : BlazeAP = 0;								CPower[44] = 0;		break;
		case 15 : BlazeAP = 4;				Int += 2;	Mana += 2;	CPower[44] = 140;	break;
		case 14 : BlazeAP = 10;				Int += 4;	Mana += 4;	CPower[44] = 160;	break;
		case 13 : BlazeAP = 18;				Int += 6;	Mana += 6;	CPower[44] = 180;	break;
		case 12 : BlazeAP = 29;				Int += 8;	Mana += 8;	CPower[44] = 200;	break;
		case 11 : BlazeAP = 43;				Int += 10;	Mana += 10;	CPower[44] = 220;	break;
		case 10 : BlazeAP = 60;				Int += 12;	Mana += 12;	CPower[44] = 240;	break;
		case 9  : BlazeAP = 81;				Int += 14;	Mana += 14;	CPower[44] = 260;	break;
		case 8  : BlazeAP = 106;			Int += 16;	Mana += 16;	CPower[44] = 280;	break;
		case 7  : BlazeAP = 135;			Int += 18;	Mana += 18;	CPower[44] = 300;	break;
		case 6  : BlazeAP = 168;			Int += 20;	Mana += 20;	CPower[44] = 330;	break;
		case 5  : BlazeAP = 206;	Str += 1;	Int += 22;	Mana += 22;	CPower[44] = 360;	break;
		case 4  : BlazeAP = 249;	Str += 2;	Int += 24;	Mana += 24;	CPower[44] = 400;	break;
		case 3  : BlazeAP = 297;	Str += 3;	Int += 26;	Mana += 26;	CPower[44] = 450;	break;
		case 2  : BlazeAP = 350;	Str += 4;	Int += 28;	Mana += 28;	CPower[44] = 500;	break;
		default : BlazeAP = 410;	Str += 7;	Int += 33;	Mana += 33;	CPower[44] = 550;	break;
	}
	document.Simulator.BlazeUseAp.value = BlazeAP;
	document.Simulator.BlazeCp.value = CPower[44];
	//補助
	//ヒーリング
	switch (HealingRank) {
		case 16 : HealingAP = 0;	CPower[14] = 0;	break;
		case 15 : HealingAP = 2;	Int += 1;	CPower[14] = 20;	break;
		case 14 : HealingAP = 5;	Int += 3;	CPower[14] = 25;	break;
		case 13 : HealingAP = 10;	Int += 5;	CPower[14] = 30;	break;
		case 12 : HealingAP = 17;	Int += 7;	CPower[14] = 35;	break;
		case 11 : HealingAP = 25;	Int += 10;	CPower[14] = 40;	break;
		case 10 : HealingAP = 34;	Int += 13;	CPower[14] = 45;	break;
		case 9  : HealingAP = 44;	Int += 16;	CPower[14] = 50;	break;
		case 8  : HealingAP = 56;	Int += 20;	CPower[14] = 55;	break;
		case 7  : HealingAP = 70;	Int += 24;	CPower[14] = 60;	break;
		case 6  : HealingAP = 85;	Int += 28;	CPower[14] = 65;	break;
		case 5  : HealingAP = 105;	Int += 32;	CPower[14] = 70;	break;
		case 4  : HealingAP = 127;	Int += 37;	CPower[14] = 75;	break;
		case 3  : HealingAP = 151;	Int += 42;	CPower[14] = 80;	break;
		case 2  : HealingAP = 177;	Int += 47;	CPower[14] = 85;	break;
		default : HealingAP = 207;	Int += 52;	CPower[14] = 90;	break;
	}
	document.Simulator.HealingUseAp.value = HealingAP;
	document.Simulator.HealingCp.value = CPower[14];
	//メディテーション
	switch (MeditationRank) {
		case 16 : MeditationAP = 0;	CPower[15] = 0;	break;
		case 15 : MeditationAP = 2;	Mana += 5;	CPower[15] = 0;	break;
		case 14 : MeditationAP = 5;	Mana += 10;	CPower[15] = 0;	break;
		case 13 : MeditationAP = 9;	Mana += 15;	CPower[15] = 0;	break;
		case 12 : MeditationAP = 14;	Mana += 20;	CPower[15] = 0;	break;
		case 11 : MeditationAP = 19;	Mana += 27;	CPower[15] = 0;	break;
		case 10 : MeditationAP = 24;	Mana += 35;	CPower[15] = 0;	break;
		case 9  : MeditationAP = 29;	Mana += 42;	CPower[15] = 23;	break;
		case 8  : MeditationAP = 34;	Mana += 49;	CPower[15] = 26;	break;
		case 7  : MeditationAP = 40;	Mana += 57;	CPower[15] = 29;	break;
		case 6  : MeditationAP = 46;	Mana += 65;	CPower[15] = 33;	break;
		case 5  : MeditationAP = 53;	Mana += 75;	CPower[15] = 36;	break;
		case 4  : MeditationAP = 61;	Mana += 85;	CPower[15] = 39;	break;
		case 3  : MeditationAP = 71;	Mana += 95;	CPower[15] = 43;	break;
		case 2  : MeditationAP = 83;	Mana += 105;	CPower[15] = 46;	break;
		default : MeditationAP = 98;	Mana += 120;	CPower[15] = 49;	break;
	}
	document.Simulator.MeditationUseAp.value = MeditationAP;
	document.Simulator.MeditationCp.value = CPower[15];
	//エンチャント
	switch (EnchantRank) {
		case 16 : EnchantAP = 0;	break;
		case 15 : EnchantAP = 1;	Int += 1;	Dex += 1;	break;
		case 14 : EnchantAP = 3;	Int += 2;	Dex += 2;	break;
		case 13 : EnchantAP = 6;	Int += 3;	Dex += 3;	break;
		case 12 : EnchantAP = 10;	Int += 4;	Dex += 4;	break;
		case 11 : EnchantAP = 15;	Int += 5;	Dex += 5;	break;
		case 10 : EnchantAP = 21;	Int += 6;	Dex += 6;	break;
		case 9  : EnchantAP = 28;	Int += 7;	Dex += 7;	break;
		case 8  : EnchantAP = 36;	Int += 8;	Dex += 8;	break;
		case 7  : EnchantAP = 45;	Int += 9;	Dex += 9;	break;
		case 6  : EnchantAP = 55;	Int += 10;	Dex += 10;	break;
		case 5  : EnchantAP = 67;	Int += 11;	Dex += 11;	break;
		case 4  : EnchantAP = 81;	Int += 12;	Dex += 12;	break;
		case 3  : EnchantAP = 97;	Int += 13;	Dex += 13;	break;
		case 2  : EnchantAP = 115;	Int += 14;	Dex += 14;	break;
		default : EnchantAP = 135;	Int += 15;	Dex += 15;	break;
	}
	document.Simulator.EnchantUseAp.value = EnchantAP;
	//マジックマスタリ
	if (Race == 0 || Race == 1) {
		switch (MagicMasteryRank) {
			case 16 : MagicMasteryAP = 0;	CPower[16] = 0;	break;
			case 15 : MagicMasteryAP = 1;	Int += 0;	Mana += 10;	CPower[16] = 0;	break;
			case 14 : MagicMasteryAP = 2;	Int += 0;	Mana += 20;	CPower[16] = 10;	break;
			case 13 : MagicMasteryAP = 4;	Int += 0;	Mana += 30;	CPower[16] = 30;	break;
			case 12 : MagicMasteryAP = 6;	Int += 0;	Mana += 40;	CPower[16] = 60;	break;
			case 11 : MagicMasteryAP = 9;	Int += 0;	Mana += 50;	CPower[16] = 120;	break;
			case 10 : MagicMasteryAP = 12;	Int += 0;	Mana += 60;	CPower[16] = 180;	break;
			case 9  : MagicMasteryAP = 17;	Int += 1;	Mana += 70;	CPower[16] = 220;	break;
			case 8  : MagicMasteryAP = 22;	Int += 2;	Mana += 80;	CPower[16] = 230;	break;
			case 7  : MagicMasteryAP = 29;	Int += 3;	Mana += 90;	CPower[16] = 240;	break;
			case 6  : MagicMasteryAP = 36;	Int += 4;	Mana += 100;	CPower[16] = 250;	break;
			case 5  : MagicMasteryAP = 46;	Int += 6;	Mana += 110;	CPower[16] = 260;	break;
			case 4  : MagicMasteryAP = 56;	Int += 8;	Mana += 120;	CPower[16] = 270;	break;
			case 3  : MagicMasteryAP = 66;	Int += 10;	Mana += 130;	CPower[16] = 280;	break;
			case 2  : MagicMasteryAP = 76;	Int += 12;	Mana += 140;	CPower[16] = 290;	break;
			default : MagicMasteryAP = 91;	Int += 17;	Mana += 150;	CPower[16] = 300;	break;
		}
	} else if (Race == 2) {
		switch (MagicMasteryRank) {
			case 16 : MagicMasteryAP = 0;	CPower[16] = 0;	break;
			case 15 : MagicMasteryAP = 1;	Int += 0;	Mana += 5;	CPower[16] = 0;	break;
			case 14 : MagicMasteryAP = 2;	Int += 0;	Mana += 10;	CPower[16] = 10;	break;
			case 13 : MagicMasteryAP = 4;	Int += 0;	Mana += 15;	CPower[16] = 30;	break;
			case 12 : MagicMasteryAP = 6;	Int += 0;	Mana += 22;	CPower[16] = 60;	break;
			case 11 : MagicMasteryAP = 9;	Int += 0;	Mana += 29;	CPower[16] = 120;	break;
			case 10 : MagicMasteryAP = 12;	Int += 0;	Mana += 36;	CPower[16] = 180;	break;
			case 9  : MagicMasteryAP = 17;	Int += 0;	Mana += 46;	CPower[16] = 220;	break;
			case 8  : MagicMasteryAP = 22;	Int += 0;	Mana += 56;	CPower[16] = 230;	break;
			case 7  : MagicMasteryAP = 29;	Int += 0;	Mana += 66;	CPower[16] = 240;	break;
			case 6  : MagicMasteryAP = 36;	Int += 0;	Mana += 76;	CPower[16] = 250;	break;
			case 5  : MagicMasteryAP = 46;	Int += 1;	Mana += 86;	CPower[16] = 260;	break;
			case 4  : MagicMasteryAP = 56;	Int += 2;	Mana += 96;	CPower[16] = 270;	break;
			case 3  : MagicMasteryAP = 66;	Int += 3;	Mana += 106;	CPower[16] = 280;	break;
			case 2  : MagicMasteryAP = 76;	Int += 4;	Mana += 116;	CPower[16] = 290;	break;
			default : MagicMasteryAP = 91;	Int += 9;	Mana += 126;	CPower[16] = 300;	break;
		}
	}
	document.Simulator.MagicMasteryUseAp.value = MagicMasteryAP;
	document.Simulator.MagicMasteryCp.value = CPower[16];
	//パーティヒーリング
	switch (PartyHealingRank) {
		case 16 : PartyHealingAP = 0;	CPower[17] = 0;	break;
		case 15 : PartyHealingAP = 3;	Int += 1;	CPower[17] = 20;	break;
		case 14 : PartyHealingAP = 6;	Int += 2;	CPower[17] = 25;	break;
		case 13 : PartyHealingAP = 9;	Int += 3;	CPower[17] = 30;	break;
		case 12 : PartyHealingAP = 14;	Int += 5;	CPower[17] = 35;	break;
		case 11 : PartyHealingAP = 19;	Int += 7;	CPower[17] = 40;	break;
		case 10 : PartyHealingAP = 24;	Int += 9;	CPower[17] = 45;	break;
		case 9  : PartyHealingAP = 34;	Int += 12;	CPower[17] = 50;	break;
		case 8  : PartyHealingAP = 44;	Int += 15;	CPower[17] = 55;	break;
		case 7  : PartyHealingAP = 54;	Int += 18;	CPower[17] = 60;	break;
		case 6  : PartyHealingAP = 64;	Int += 21;	CPower[17] = 65;	break;
		case 5  : PartyHealingAP = 79;	Int += 25;	CPower[17] = 70;	break;
		case 4  : PartyHealingAP = 94;	Int += 29;	CPower[17] = 75;	break;
		case 3  : PartyHealingAP = 109;	Int += 33;	CPower[17] = 80;	break;
		case 2  : PartyHealingAP = 124;	Int += 37;	CPower[17] = 85;	break;
		default : PartyHealingAP = 154;	Int += 42;	CPower[17] = 90;	break;
	}
	document.Simulator.PartyHealingUseAp.value = PartyHealingAP;
	document.Simulator.PartyHealingCp.value = CPower[17];
	//アイスマジックシールド
	switch (IceMagicShieldRank) {
		case 16 : IceMagicShieldAP = 0;		CPower[26] = 0;	break;
		case 15 : IceMagicShieldAP = 1;		Mana += 1;	CPower[26] = 0;	break;
		case 14 : IceMagicShieldAP = 3;		Mana += 2;	CPower[26] = 0;	break;
		case 13 : IceMagicShieldAP = 6;		Mana += 3;	CPower[26] = 0;	break;
		case 12 : IceMagicShieldAP = 11;	Mana += 4;	CPower[26] = 0;	break;
		case 11 : IceMagicShieldAP = 18;	Mana += 5;	CPower[26] = 0;	break;
		case 10 : IceMagicShieldAP = 26;	Mana += 6;	CPower[26] = 0;	break;
		case 9  : IceMagicShieldAP = 36;	Mana += 7;	Will += 1;	CPower[26] = 0;	break;
		case 8  : IceMagicShieldAP = 46;	Mana += 8;	Will += 2;	CPower[26] = 0;	break;
		case 7  : IceMagicShieldAP = 59;	Mana += 9;	Will += 3;	CPower[26] = 0;	break;
		case 6  : IceMagicShieldAP = 74;	Mana += 10;	Will += 4;	CPower[26] = 0;	break;
		case 5  : IceMagicShieldAP = 91;	Mana += 11;	Will += 5;	CPower[26] = 0;	break;
		case 4  : IceMagicShieldAP = 109;	Mana += 12;	Will += 6;	CPower[26] = 0;	break;
		case 3  : IceMagicShieldAP = 128;	Mana += 13;	Will += 7;	CPower[26] = 0;	break;
		case 2  : IceMagicShieldAP = 148;	Mana += 14;	Will += 8;	CPower[26] = 0;	break;
		default : IceMagicShieldAP = 172;	Mana += 15;	Will += 9;	CPower[26] = 0;	break;
	}
	document.Simulator.IceMagicShieldUseAp.value = IceMagicShieldAP;
//	document.Simulator.IceMagicShieldCp.value = CPower[26];
	//ファイアマジックシールド
	switch (FireMagicShieldRank) {
		case 16 : FireMagicShieldAP = 0;	CPower[26] = 0;	break;
		case 15 : FireMagicShieldAP = 3;	Mana += 1;	CPower[26] = 0;	break;
		case 14 : FireMagicShieldAP = 6;	Mana += 2;	CPower[26] = 0;	break;
		case 13 : FireMagicShieldAP = 12;	Mana += 3;	CPower[26] = 0;	break;
		case 12 : FireMagicShieldAP = 18;	Mana += 4;	CPower[26] = 0;	break;
		case 11 : FireMagicShieldAP = 27;	Mana += 5;	CPower[26] = 0;	break;
		case 10 : FireMagicShieldAP = 36;	Mana += 6;	CPower[26] = 0;	break;
		case 9  : FireMagicShieldAP = 48;	Mana += 7;	Will += 1;	CPower[26] = 0;	break;
		case 8  : FireMagicShieldAP = 60;	Mana += 8;	Will += 2;	CPower[26] = 0;	break;
		case 7  : FireMagicShieldAP = 72;	Mana += 9;	Will += 3;	CPower[26] = 0;	break;
		case 6  : FireMagicShieldAP = 84;	Mana += 10;	Will += 4;	CPower[26] = 0;	break;
		case 5  : FireMagicShieldAP = 99;	Mana += 11;	Will += 5;	CPower[26] = 0;	break;
		case 4  : FireMagicShieldAP = 114;	Mana += 12;	Will += 6;	CPower[26] = 0;	break;
		case 3  : FireMagicShieldAP = 129;	Mana += 13;	Will += 7;	CPower[26] = 0;	break;
		case 2  : FireMagicShieldAP = 144;	Mana += 14;	Will += 8;	CPower[26] = 0;	break;
		default : FireMagicShieldAP = 164;	Mana += 15;	Will += 9;	CPower[26] = 0;	break;
	}
	document.Simulator.FireMagicShieldUseAp.value = FireMagicShieldAP;
//	document.Simulator.FireMagicShieldCp.value = CPower[26];
	//ライトニングマジックシールド
	switch (LightningMagicShieldRank) {
		case 16 : LightningMagicShieldAP = 0;	CPower[26] = 0;	break;
		case 15 : LightningMagicShieldAP = 2;	Mana += 1;	CPower[26] = 0;	break;
		case 14 : LightningMagicShieldAP = 4;	Mana += 2;	CPower[26] = 0;	break;
		case 13 : LightningMagicShieldAP = 6;	Mana += 3;	CPower[26] = 0;	break;
		case 12 : LightningMagicShieldAP = 14;	Mana += 4;	CPower[26] = 0;	break;
		case 11 : LightningMagicShieldAP = 22;	Mana += 5;	CPower[26] = 0;	break;
		case 10 : LightningMagicShieldAP = 30;	Mana += 6;	CPower[26] = 0;	break;
		case 9  : LightningMagicShieldAP = 44;	Mana += 7;	Will += 1;	CPower[26] = 0;	break;
		case 8  : LightningMagicShieldAP = 58;	Mana += 8;	Will += 2;	CPower[26] = 0;	break;
		case 7  : LightningMagicShieldAP = 72;	Mana += 9;	Will += 3;	CPower[26] = 0;	break;
		case 6  : LightningMagicShieldAP = 86;	Mana += 10;	Will += 4;	CPower[26] = 0;	break;
		case 5  : LightningMagicShieldAP = 104;	Mana += 11;	Will += 5;	CPower[26] = 0;	break;
		case 4  : LightningMagicShieldAP = 122;	Mana += 12;	Will += 6;	CPower[26] = 0;	break;
		case 3  : LightningMagicShieldAP = 140;	Mana += 13;	Will += 7;	CPower[26] = 0;	break;
		case 2  : LightningMagicShieldAP = 158;	Mana += 14;	Will += 8;	CPower[26] = 0;	break;
		default : LightningMagicShieldAP = 178;	Mana += 15;	Will += 9;	CPower[26] = 0;	break;
	}
	document.Simulator.LightningMagicShieldUseAp.value = LightningMagicShieldAP;
//	document.Simulator.LightningMagicShieldCp.value = CPower[26];
	//ナチュラルマジックシールド
	switch (NaturalMagicShieldRank) {
		case 16 : NaturalMagicShieldAP = 0;	CPower[26] = 0;	break;
		case 15 : NaturalMagicShieldAP = 1;	Mana += 1;	CPower[26] = 0;	break;
		case 14 : NaturalMagicShieldAP = 4;	Mana += 2;	CPower[26] = 0;	break;
		case 13 : NaturalMagicShieldAP = 9;	Mana += 3;	CPower[26] = 0;	break;
		case 12 : NaturalMagicShieldAP = 16;	Mana += 4;	CPower[26] = 0;	break;
		case 11 : NaturalMagicShieldAP = 25;	Mana += 5;	CPower[26] = 0;	break;
		case 10 : NaturalMagicShieldAP = 36;	Mana += 6;	CPower[26] = 0;	break;
		case 9  : NaturalMagicShieldAP = 48;	Mana += 7;	Will += 1;	CPower[26] = 0;	break;
		case 8  : NaturalMagicShieldAP = 61;	Mana += 8;	Will += 2;	CPower[26] = 0;	break;
		case 7  : NaturalMagicShieldAP = 75;	Mana += 9;	Will += 3;	CPower[26] = 0;	break;
		case 6  : NaturalMagicShieldAP = 90;	Mana += 10;	Will += 4;	CPower[26] = 0;	break;
		case 5  : NaturalMagicShieldAP = 107;	Mana += 11;	Will += 5;	CPower[26] = 0;	break;
		case 4  : NaturalMagicShieldAP = 125;	Mana += 12;	Will += 6;	CPower[26] = 0;	break;
		case 3  : NaturalMagicShieldAP = 144;	Mana += 13;	Will += 7;	CPower[26] = 0;	break;
		case 2  : NaturalMagicShieldAP = 164;	Mana += 14;	Will += 8;	CPower[26] = 0;	break;
		default : NaturalMagicShieldAP = 189;	Mana += 15;	Will += 9;	CPower[26] = 0;	break;
	}
	document.Simulator.NaturalMagicShieldUseAp.value = NaturalMagicShieldAP;
//	document.Simulator.NaturalMagicShieldCp.value = CPower[26];
	//マナシールド
	switch (ManaShieldRank) {
		case 16 : ManaShieldAP = 0;					CPower[34] = 0;		break;
		case 15 : ManaShieldAP = 4;	Mana += 2;			CPower[34] = 10;	break;
		case 14 : ManaShieldAP = 10;	Mana += 4;			CPower[34] = 20;	break;
		case 13 : ManaShieldAP = 18;	Mana += 6;			CPower[34] = 30;	break;
		case 12 : ManaShieldAP = 28;	Mana += 8;			CPower[34] = 40;	break;
		case 11 : ManaShieldAP = 40;	Mana += 10;			CPower[34] = 50;	break;
		case 10 : ManaShieldAP = 54;	Mana += 12;			CPower[34] = 60;	break;
		case 9  : ManaShieldAP = 71;	Mana += 15;	Int += 1;	CPower[34] = 80;	break;
		case 8  : ManaShieldAP = 91;	Mana += 18;	Int += 2;	CPower[34] = 100;	break;
		case 7  : ManaShieldAP = 114;	Mana += 21;	Int += 3;	CPower[34] = 120;	break;
		case 6  : ManaShieldAP = 140;	Mana += 24;	Int += 4;	CPower[34] = 140;	break;
		case 5  : ManaShieldAP = 170;	Mana += 28;	Int += 5;	CPower[34] = 170;	break;
		case 4  : ManaShieldAP = 204;	Mana += 32;	Int += 6;	CPower[34] = 200;	break;
		case 3  : ManaShieldAP = 242;	Mana += 36;	Int += 7;	CPower[34] = 230;	break;
		case 2  : ManaShieldAP = 284;	Mana += 40;	Int += 8;	CPower[34] = 260;	break;
		default : ManaShieldAP = 334;	Mana += 50;	Int += 11;	CPower[34] = 290;	break;
	}
	document.Simulator.ManaShieldUseAp.value = ManaShieldAP;
	document.Simulator.ManaShieldCp.value = CPower[34];


	//生活
	//補助
	//休憩
	switch (RestRank) {
		case 16 : RestAP = 0;	CPower[18] = 0;	break;
		case 15 : RestAP = 0;	Life += 5;	CPower[18] = 5;	break;
		case 14 : RestAP = 5;	Life += 15;	Str += 1;	Will -= 1;	CPower[18] = 6;		break;
		case 13 : RestAP = 15;	Life += 20;	Str += 1;	Will -= 2;	CPower[18] = 7;		break;
		case 12 : RestAP = 30;	Life += 25;	Str += 1;	Will -= 3;	CPower[18] = 8;		break;
		case 11 : RestAP = 45;	Life += 30;	Str += 1;	Will -= 4;	CPower[18] = 9;		break;
		case 10 : RestAP = 60;	Life += 35;	Str += 1;	Will -= 5;	CPower[18] = 10;	break;
		case 9  : RestAP = 75;	Life += 40;	Str += 1;	Will -= 6;	CPower[18] = 11;	break;
		case 8  : RestAP = 90;	Life += 45;	Str += 1;	Will -= 7;	CPower[18] = 12;	break;
		case 7  : RestAP = 105;	Life += 50;	Str += 1;	Will -= 8;	CPower[18] = 13;	break;
		case 6  : RestAP = 120;	Life += 55;	Str += 1;	Will -= 9;	CPower[18] = 14;	break;
		case 5  : RestAP = 135;	Life += 60;	Str += 1;	Will -= 10;	CPower[18] = 15;	break;
		case 4  : RestAP = 150;	Life += 65;	Str += 1;	Will -= 11;	CPower[18] = 17;	break;
		case 3  : RestAP = 167;	Life += 70;	Str += 1;	Will -= 12;	CPower[18] = 19;	break;
		case 2  : RestAP = 184;	Life += 75;	Str += 1;	Will -= 13;	CPower[18] = 22;	break;
		default : RestAP = 204;	Life += 80;	Str += 1;	Will -= 14;	CPower[18] = 25;	break;
	}
	document.Simulator.RestUseAp.value = RestAP;
	document.Simulator.RestCp.value = CPower[18];
	//応急治療
	switch (FirstAidRank) {
		case 16 : FirstAidAP = 0;	CPower[19] = 0;	break;
		case 15 : FirstAidAP = 1;	Dex += 1;	Life += 3;	CPower[19] = 1;		break;
		case 14 : FirstAidAP = 3;	Dex += 2;	Life += 6;	CPower[19] = 3;		break;
		case 13 : FirstAidAP = 6;	Dex += 3;	Life += 9;	CPower[19] = 5;		break;
		case 12 : FirstAidAP = 10;	Dex += 5;	Life += 13;	CPower[19] = 7;		break;
		case 11 : FirstAidAP = 15;	Dex += 7;	Life += 17;	CPower[19] = 9;		break;
		case 10 : FirstAidAP = 22;	Dex += 9;	Life += 21;	CPower[19] = 11;	break;
		case 9  : FirstAidAP = 32;	Dex += 11;	Life += 25;	CPower[19] = 13;	break;
		case 8  : FirstAidAP = 43;	Dex += 14;	Life += 30;	CPower[19] = 15;	break;
		case 7  : FirstAidAP = 55;	Dex += 17;	Life += 35;	CPower[19] = 17;	break;
		case 6  : FirstAidAP = 68;	Dex += 20;	Life += 40;	CPower[19] = 19;	break;
		case 5  : FirstAidAP = 84;	Dex += 23;	Life += 45;	CPower[19] = 21;	break;
		case 4  : FirstAidAP = 101;	Dex += 27;	Life += 51;	CPower[19] = 23;	break;
		case 3  : FirstAidAP = 119;	Dex += 31;	Life += 57;	CPower[19] = 25;	break;
		case 2  : FirstAidAP = 139;	Dex += 35;	Life += 63;	CPower[19] = 27;	break;
		default : FirstAidAP = 164;	Dex += 39;	Life += 73;	CPower[19] = 29;	break;
	}
	document.Simulator.FirstAidUseAp.value = FirstAidAP;
	document.Simulator.FirstAidCp.value = CPower[19];
	//キャンプファイア
	switch (CampFireRank) {
		case 16 : CampFireAP = 0;	break;
		case 15 : CampFireAP = 0;	Stamina += 1;	break;
		case 14 : CampFireAP = 1;	Stamina += 2;	break;
		case 13 : CampFireAP = 2;	Stamina += 3;	break;
		case 12 : CampFireAP = 3;	Stamina += 4;	break;
		case 11 : CampFireAP = 4;	Stamina += 5;	break;
		case 10 : CampFireAP = 5;	Stamina += 6;	break;
		case 9  : CampFireAP = 9;	Stamina += 8;	break;
		case 8  : CampFireAP = 11;	Stamina += 10;	break;
		case 7  : CampFireAP = 13;	Stamina += 12;	break;
		case 6  : CampFireAP = 15;	Stamina += 14;	break;
		case 5  : CampFireAP = 18;	Stamina += 17;	break;
		case 4  : CampFireAP = 22;	Stamina += 20;	break;
		case 3  : CampFireAP = 27;	Stamina += 23;	break;
		case 2  : CampFireAP = 33;	Stamina += 26;	break;
		default : CampFireAP = 43;	Stamina += 29;	break;
	}
	document.Simulator.CampFireUseAp.value = CampFireAP;
	//メイキングマスタリー
	switch (MakingMasteryRank) {
		case 16 : MakingMasteryAP = 0;	CPower[20] = 0;	break;
		case 15 : MakingMasteryAP = 1;	Stamina += 10;	CPower[20] = 0;		break;
		case 14 : MakingMasteryAP = 2;	Stamina += 20;	CPower[20] = 5;		break;
		case 13 : MakingMasteryAP = 3;	Stamina += 30;	CPower[20] = 10;	break;
		case 12 : MakingMasteryAP = 5;	Stamina += 40;	CPower[20] = 15;	break;
		case 11 : MakingMasteryAP = 7;	Stamina += 50;	CPower[20] = 20;	break;
		case 10 : MakingMasteryAP = 9;	Stamina += 60;	CPower[20] = 25;	break;
		case 9  : MakingMasteryAP = 14;	Stamina += 70;	Dex += 1;		CPower[20] = 30;	break;
		case 8  : MakingMasteryAP = 19;	Stamina += 80;	Dex += 2;		CPower[20] = 35;	break;
		case 7  : MakingMasteryAP = 24;	Stamina += 90;	Dex += 3;		CPower[20] = 40;	break;
		case 6  : MakingMasteryAP = 29;	Stamina += 100;	Dex += 4;		CPower[20] = 45;	break;
		case 5  : MakingMasteryAP = 36;	Stamina += 110;	Dex += 6;		CPower[20] = 60;	break;
		case 4  : MakingMasteryAP = 43;	Stamina += 120;	Dex += 8;		CPower[20] = 70;	break;
		case 3  : MakingMasteryAP = 50;	Stamina += 130;	Dex += 10;		CPower[20] = 80;	break;
		case 2  : MakingMasteryAP = 57;	Stamina += 140;	Dex += 12;		CPower[20] = 90;	break;
		default : MakingMasteryAP = 67;	Stamina += 150;	Dex += 17;		CPower[20] = 100;	break;
	}
	document.Simulator.MakingMasteryUseAp.value = MakingMasteryAP;
	document.Simulator.MakingMasteryCp.value = CPower[20];
	//紡織
	switch (WeavingRank) {
		case 16 : WeavingAP = 0;	break;
		case 15 : WeavingAP = 1;	Dex += 2;	break;
		case 14 : WeavingAP = 2;	Dex += 4;	break;
		case 13 : WeavingAP = 3;	Dex += 6;	break;
		case 12 : WeavingAP = 4;	Dex += 8;	break;
		case 11 : WeavingAP = 5;	Dex += 10;	break;
		case 10 : WeavingAP = 6;	Dex += 12;	break;
		case 9  : WeavingAP = 11;	Dex += 15;	break;
		case 8  : WeavingAP = 13;	Dex += 18;	break;
		case 7  : WeavingAP = 15;	Dex += 21;	break;
		case 6  : WeavingAP = 17;	Dex += 24;	break;
		case 5  : WeavingAP = 22;	Dex += 27;	break;
		case 4  : WeavingAP = 25;	Dex += 31;	break;
		case 3  : WeavingAP = 28;	Dex += 35;	break;
		case 2  : WeavingAP = 31;	Dex += 39;	break;
		default : WeavingAP = 41;	Dex += 43;	break;
	}
	document.Simulator.WeavingUseAp.value = WeavingAP;
	//裁縫
	switch (TailoringRank) {
		case 16 : TailoringAP = 0;	break;
		case 15 : TailoringAP = 3;	Dex += 1;	break;
		case 14 : TailoringAP = 6;	Dex += 2;	break;
		case 13 : TailoringAP = 9;	Dex += 3;	break;
		case 12 : TailoringAP = 12;	Dex += 4;	break;
		case 11 : TailoringAP = 15;	Dex += 5;	break;
		case 10 : TailoringAP = 18;	Dex += 6;	break;
		case 9  : TailoringAP = 23;	Dex += 7;	break;
		case 8  : TailoringAP = 28;	Dex += 8;	break;
		case 7  : TailoringAP = 33;	Dex += 9;	break;
		case 6  : TailoringAP = 36;	Dex += 10;	break;
		case 5  : TailoringAP = 43;	Dex += 11;	break;
		case 4  : TailoringAP = 50;	Dex += 12;	break;
		case 3  : TailoringAP = 57;	Dex += 13;	break;
		case 2  : TailoringAP = 64;	Dex += 14;	break;
		default : TailoringAP = 74;	Dex += 24;	break;
	}
	document.Simulator.TailoringUseAp.value = TailoringAP;
	//精錬
	switch (RefineRank) {
		case 16 : RefineAP = 0;		break;
		case 15 : RefineAP = 1;		Dex += 1;	break;
		case 14 : RefineAP = 3;		Dex += 2;	break;
		case 13 : RefineAP = 5;		Dex += 3;	break;
		case 12 : RefineAP = 7;		Dex += 4;	break;
		case 11 : RefineAP = 9;		Dex += 5;	break;
		case 10 : RefineAP = 11;	Dex += 6;	break;
		case 9  : RefineAP = 16;	Dex += 8;	break;
		case 8  : RefineAP = 19;	Dex += 10;	break;
		case 7  : RefineAP = 22;	Dex += 12;	break;
		case 6  : RefineAP = 25;	Dex += 14;	break;
		case 5  : RefineAP = 30;	Dex += 17;	break;
		case 4  : RefineAP = 33;	Dex += 20;	break;
		case 3  : RefineAP = 36;	Dex += 23;	break;
		case 2  : RefineAP = 43;	Dex += 26;	break;
		default : RefineAP = 53;	Dex += 36;	break;
	}
	document.Simulator.RefineUseAp.value = RefineAP;
	//鍛冶
	switch (BlacksmithRank) {
		case 16 : BlacksmithAP = 0;	break;
		case 15 : BlacksmithAP = 2;	Int += 1;	Dex += 1;	break;
		case 14 : BlacksmithAP = 4;	Int += 2;	Dex += 2;	break;
		case 13 : BlacksmithAP = 8;	Int += 3;	Dex += 3;	break;
		case 12 : BlacksmithAP = 10;	Int += 4;	Dex += 4;	break;
		case 11 : BlacksmithAP = 12;	Int += 5;	Dex += 5;	break;
		case 10 : BlacksmithAP = 18;	Int += 6;	Dex += 6;	Stamina += 1;	break;
		case 9  : BlacksmithAP = 21;	Int += 7;	Dex += 7;	Stamina += 1;	break;
		case 8  : BlacksmithAP = 24;	Int += 8;	Dex += 8;	Stamina += 1;	break;
		case 7  : BlacksmithAP = 27;	Int += 9;	Dex += 9;	Stamina += 1;	break;
		case 6  : BlacksmithAP = 33;	Int += 11;	Dex += 11;	Stamina += 3;	break;
		case 5  : BlacksmithAP = 37;	Int += 13;	Dex += 13;	Stamina += 3;	break;
		case 4  : BlacksmithAP = 41;	Int += 15;	Dex += 15;	Stamina += 3;	break;
		case 3  : BlacksmithAP = 46;	Int += 17;	Dex += 17;	Stamina += 3;	break;
		case 2  : BlacksmithAP = 52;	Int += 19;	Dex += 19;	Stamina += 3;	break;
		default : BlacksmithAP = 62;	Int += 21;	Dex += 21;	Stamina += 3;	break;
	}
	document.Simulator.BlacksmithUseAp.value = BlacksmithAP;
	//薬草学
	switch (HerbalismRank) {
		case 16 : HerbalismAP = 0;	break;
		case 15 : HerbalismAP = 5;	Int += 1;	break;
		case 14 : HerbalismAP = 10;	Int += 2;	break;
		case 13 : HerbalismAP = 15;	Int += 3;	break;
		case 12 : HerbalismAP = 21;	Int += 4;	break;
		case 11 : HerbalismAP = 27;	Int += 5;	break;
		case 10 : HerbalismAP = 33;	Int += 6;	break;
		case 9  : HerbalismAP = 40;	Int += 7;	Dex += 1;	break;
		case 8  : HerbalismAP = 47;	Int += 8;	Dex += 2;	break;
		case 7  : HerbalismAP = 54;	Int += 9;	Dex += 3;	break;
		case 6  : HerbalismAP = 62;	Int += 11;	Dex += 3;	break;
		case 5  : HerbalismAP = 70;	Int += 13;	Dex += 3;	break;
		case 4  : HerbalismAP = 78;	Int += 15;	Dex += 5;	break;
		case 3  : HerbalismAP = 87;	Int += 17;	Dex += 7;	break;
		case 2  : HerbalismAP = 96;	Int += 19;	Dex += 9;	break;
		default : HerbalismAP = 106;	Int += 21;	Dex += 11;	break;
	}
	document.Simulator.HerbalismUseAp.value = HerbalismAP;
	//ポーション調合
	switch (PotionMakingRank) {
		case 16 : PotionMakingAP = 0;	break;
		case 15 : PotionMakingAP = 1;	Int += 2;	break;
		case 14 : PotionMakingAP = 2;	Int += 4;	break;
		case 13 : PotionMakingAP = 3;	Int += 6;	break;
		case 12 : PotionMakingAP = 4;	Int += 8;	break;
		case 11 : PotionMakingAP = 5;	Int += 10;	break;
		case 10 : PotionMakingAP = 6;	Int += 12;	break;
		case 9  : PotionMakingAP = 8;	Int += 15;	break;
		case 8  : PotionMakingAP = 10;	Int += 18;	break;
		case 7  : PotionMakingAP = 12;	Int += 21;	break;
		case 6  : PotionMakingAP = 14;	Int += 24;	break;
		case 5  : PotionMakingAP = 17;	Int += 27;	break;
		case 4  : PotionMakingAP = 20;	Int += 29;	Dex += 2;	break;
		case 3  : PotionMakingAP = 23;	Int += 31;	Dex += 4;	break;
		case 2  : PotionMakingAP = 26;	Int += 33;	Dex += 6;	break;
		default : PotionMakingAP = 29;	Int += 35;	Dex += 8;	break;
	}
	document.Simulator.PotionMakingUseAp.value = PotionMakingAP;
	//料理
	switch (CookingRank) {
		case 16 : CookingAP = 0;	break;
		case 15 : CookingAP = 3;	Int += 1;	break;
		case 14 : CookingAP = 5;	Int += 2;	break;
		case 13 : CookingAP = 10;	Int += 2;	Dex += 1;	break;
		case 12 : CookingAP = 12;	Int += 2;	Dex += 2;	break;
		case 11 : CookingAP = 17;	Int += 3;	Dex += 3;	break;
		case 10 : CookingAP = 20;	Int += 3;	Dex += 4;	break;
		case 9  : CookingAP = 25;	Int += 4;	Dex += 5;	break;
		case 8  : CookingAP = 35;	Int += 5;	Dex += 6;	break;
		case 7  : CookingAP = 50;	Int += 6;	Dex += 7;	break;
		case 6  : CookingAP = 70;	Int += 8;	Dex += 9;	break;
		case 5  : CookingAP = 95;	Int += 10;	Dex += 11;	break;
		case 4  : CookingAP = 125;	Int += 12;	Dex += 13;	break;
		case 3  : CookingAP = 160;	Int += 14;	Dex += 15;	break;
		case 2  : CookingAP = 200;	Int += 16;	Dex += 17;	break;
		default : CookingAP = 245;	Int += 18;	Dex += 19;	break;
	}
	document.Simulator.CookingUseAp.value = CookingAP;
	//音楽知識
	switch (MusicalKnowledgeRank) {
		case 16 : MusicalKnowledgeAP = 0;	break;
		case 15 : MusicalKnowledgeAP = 1;	Int += 5;	break;
		case 14 : MusicalKnowledgeAP = 2;	Int += 10;	break;
		case 13 : MusicalKnowledgeAP = 3;	Int += 15;	break;
		case 12 : MusicalKnowledgeAP = 4;	Int += 20;	break;
		case 11 : MusicalKnowledgeAP = 5;	Int += 25;	break;
		case 10 : MusicalKnowledgeAP = 6;	Int += 30;	break;
		case 9  : MusicalKnowledgeAP = 8;	Int += 35;	break;
		case 8  : MusicalKnowledgeAP = 10;	Int += 40;	break;
		case 7  : MusicalKnowledgeAP = 12;	Int += 45;	break;
		case 6  : MusicalKnowledgeAP = 14;	Int += 50;	break;
		case 5  : MusicalKnowledgeAP = 17;	Int += 55;	break;
		case 4  : MusicalKnowledgeAP = 21;	Int += 60;	break;
		case 3  : MusicalKnowledgeAP = 26;	Int += 65;	break;
		case 2  : MusicalKnowledgeAP = 32;	Int += 70;	break;
		default : MusicalKnowledgeAP = 42;	Int += 85;	break;
	}
	document.Simulator.MusicalKnowledgeUseAp.value = MusicalKnowledgeAP;
	//楽器演奏
	switch (PlayingInstrumentRank) {
		case 16 : PlayingInstrumentAP = 0;	break;
		case 15 : PlayingInstrumentAP = 1;	Dex += 1;	break;
		case 14 : PlayingInstrumentAP = 3;	Dex += 2;	break;
		case 13 : PlayingInstrumentAP = 6;	Dex += 3;	break;
		case 12 : PlayingInstrumentAP = 10;	Dex += 4;	break;
		case 11 : PlayingInstrumentAP = 15;	Dex += 5;	break;
		case 10 : PlayingInstrumentAP = 20;	Dex += 6;	break;
		case 9  : PlayingInstrumentAP = 26;	Dex += 7;	break;
		case 8  : PlayingInstrumentAP = 32;	Dex += 8;	break;
		case 7  : PlayingInstrumentAP = 38;	Dex += 9;	break;
		case 6  : PlayingInstrumentAP = 44;	Dex += 10;	break;
		case 5  : PlayingInstrumentAP = 51;	Dex += 11;	break;
		case 4  : PlayingInstrumentAP = 58;	Dex += 12;	break;
		case 3  : PlayingInstrumentAP = 65;	Dex += 13;	break;
		case 2  : PlayingInstrumentAP = 72;	Dex += 14;	break;
		default : PlayingInstrumentAP = 87;	Dex += 24;	break;
	}
	document.Simulator.PlayingInstrumentUseAp.value = PlayingInstrumentAP;
	//作曲
	switch (ComposeRank) {
		case 16 : ComposeAP = 0;	break;
		case 15 : ComposeAP = 3;	Int += 5;	break;
		case 14 : ComposeAP = 6;	Int += 10;	break;
		case 13 : ComposeAP = 9;	Int += 15;	break;
		case 12 : ComposeAP = 12;	Int += 20;	break;
		case 11 : ComposeAP = 15;	Int += 25;	break;
		case 10 : ComposeAP = 18;	Int += 30;	break;
		case 9  : ComposeAP = 23;	Int += 35;	break;
		case 8  : ComposeAP = 28;	Int += 40;	break;
		case 7  : ComposeAP = 33;	Int += 45;	break;
		case 6  : ComposeAP = 38;	Int += 50;	break;
		case 5  : ComposeAP = 45;	Int += 55;	break;
		case 4  : ComposeAP = 52;	Int += 60;	break;
		case 3  : ComposeAP = 59;	Int += 65;	break;
		case 2  : ComposeAP = 66;	Int += 70;	break;
		default : ComposeAP = 76;	Int += 80;	break;
	}
	document.Simulator.ComposeUseAp.value = ComposeAP;
	//釣り
	switch (FishingRank) {
		case 16 : FishingAP = 0;	break;
		case 15 : FishingAP = 1;	Will += 1;	break;
		case 14 : FishingAP = 2;	Will += 2;	break;
		case 13 : FishingAP = 4;	Will += 3;	Dex += 1;	break;
		case 12 : FishingAP = 5;	Will += 4;	Dex += 1;	Str += 1;	break;
		case 11 : FishingAP = 7;	Will += 5;	Dex += 1;	Str += 1;	Stamina += 3;	break;
		case 10 : FishingAP = 9;	Will += 6;	Dex += 2;	Str += 1;	Stamina += 3;	break;
		case 9  : FishingAP = 12;	Will += 7;	Dex += 2;	Str += 2;	Stamina += 3;	break;
		case 8  : FishingAP = 17;	Will += 8;	Dex += 2;	Str += 2;	Stamina += 6;	break;
		case 7  : FishingAP = 22;	Will += 9;	Dex += 3;	Str += 2;	Stamina += 6;	break;
		case 6  : FishingAP = 30;	Will += 10;	Dex += 3;	Str += 3;	Stamina += 6;	break;
		case 5  : FishingAP = 40;	Will += 11;	Dex += 3;	Str += 3;	Stamina += 9;	break;
		case 4  : FishingAP = 55;	Will += 12;	Dex += 4;	Str += 3;	Stamina += 9;	break;
		case 3  : FishingAP = 75;	Will += 13;	Dex += 4;	Str += 4;	Stamina += 9;	break;
		case 2  : FishingAP = 100;	Will += 14;	Dex += 4;	Str += 4;	Stamina += 12;	break;
		default : FishingAP = 130;	Will += 15;	Dex += 5;	Str += 5;	Stamina += 15;	break;
	}
	document.Simulator.FishingUseAp.value = FishingAP;
	//ハンディクラフト
	switch (HandiCraftRank) {
		case 16 : HandiCraftAP = 0;	break;
		case 15 : HandiCraftAP = 0;	Dex += 1;	break;
		case 14 : HandiCraftAP = 1;	Dex += 2;	break;
		case 13 : HandiCraftAP = 2;	Dex += 3;	break;
		case 12 : HandiCraftAP = 3;	Dex += 4;	break;
		case 11 : HandiCraftAP = 4;	Dex += 5;	break;
		case 10 : HandiCraftAP = 5;	Dex += 6;	break;
		case 9  : HandiCraftAP = 10;	Dex += 8;	break;
		case 8  : HandiCraftAP = 12;	Dex += 10;	break;
		case 7  : HandiCraftAP = 14;	Dex += 12;	break;
		case 6  : HandiCraftAP = 16;	Dex += 14;	break;
		case 5  : HandiCraftAP = 21;	Dex += 17;	break;
		case 4  : HandiCraftAP = 24;	Dex += 20;	break;
		case 3  : HandiCraftAP = 27;	Dex += 23;	break;
		case 2  : HandiCraftAP = 30;	Dex += 26;	break;
		default : HandiCraftAP = 40;	Dex += 29;	break;
	}
	document.Simulator.HandiCraftUseAp.value = HandiCraftAP;
	//野生動物調教
	switch (AnimalTrainingRank) {
		case 16 : AnimalTrainingAP = 0;		break;
		case 15 : AnimalTrainingAP = 1;		break;
		case 14 : AnimalTrainingAP = 2;		break;
		case 13 : AnimalTrainingAP = 3;		break;
		case 12 : AnimalTrainingAP = 5;		break;
		case 11 : AnimalTrainingAP = 7;		break;
		case 10 : AnimalTrainingAP = 10;	break;
		case 9  : AnimalTrainingAP = 15;	break;
		case 8  : AnimalTrainingAP = 19;	break;
		case 7  : AnimalTrainingAP = 23;	break;
		case 6  : AnimalTrainingAP = 28;	break;
		case 5  : AnimalTrainingAP = 34;	break;
		case 4  : AnimalTrainingAP = 41;	break;
		case 3  : AnimalTrainingAP = 49;	break;
		case 2  : AnimalTrainingAP = 58;	break;
		default : AnimalTrainingAP = 68;	break;
	}
	document.Simulator.AnimalTrainingUseAp.value = AnimalTrainingAP;
	//鉱物採取
	switch (MetallurgyRank) {
		case 16 : MetallurgyAP = 0;	break;
		case 15 : MetallurgyAP = 3;	Stamina += 1;	break;
		case 14 : MetallurgyAP = 6;	Stamina += 2;	break;
		case 13 : MetallurgyAP = 10;	Stamina += 3;	break;
		case 12 : MetallurgyAP = 14;	Stamina += 4;	break;
		case 11 : MetallurgyAP = 19;	Stamina += 5;	break;
		case 10 : MetallurgyAP = 24;	Stamina += 6;	break;
		case 9  : MetallurgyAP = 31;	Stamina += 7;	Dex += 1;	break;
		case 8  : MetallurgyAP = 38;	Stamina += 8;	Dex += 2;	break;
		case 7  : MetallurgyAP = 45;	Stamina += 9;	Dex += 3;	break;
		case 6  : MetallurgyAP = 52;	Stamina += 10;	Dex += 4;	break;
		case 5  : MetallurgyAP = 61;	Stamina += 12;	Dex += 5;	break;
		case 4  : MetallurgyAP = 70;	Stamina += 14;	Dex += 6;	break;
		case 3  : MetallurgyAP = 79;	Stamina += 16;	Dex += 7;	break;
		case 2  : MetallurgyAP = 88;	Stamina += 18;	Dex += 8;	break;
		default : MetallurgyAP = 100;	Stamina += 21;	Dex += 11;	break;
	}
	document.Simulator.MetallurgyUseAp.value = MetallurgyAP;
	
	//木工
	switch (CarpentryRank) {
		case 16 : CarpentryAP = 0;	break;
		case 15 : CarpentryAP = 5;	Str += 2;	break;
		case 14 : CarpentryAP = 10;	Str += 4;	break;
		case 13 : CarpentryAP = 15;	Str += 6;	break;
		case 12 : CarpentryAP = 22;	Str += 8;	break;
		case 11 : CarpentryAP = 29;	Str += 10;	break;
		case 10 : CarpentryAP = 36;	Str += 12;	break;
		case 9  : CarpentryAP = 46;	Str += 15;	break;
		case 8  : CarpentryAP = 56;	Str += 17;	break;
		case 7  : CarpentryAP = 66;	Str += 19;	break;
		case 6  : CarpentryAP = 76;	Str += 21;	break;
		case 5  : CarpentryAP = 87;	Str += 26;	break;
		case 4  : CarpentryAP = 99;	Str += 39;	break;
		case 3  : CarpentryAP = 112;	Str += 32;	break;
		case 2  : CarpentryAP = 126;	Str += 35;	break;
		default : CarpentryAP = 146;	Str += 42;	break;
	}
	document.Simulator.CarpentryUseAp.value = CarpentryAP;


//錬金術
	//アルケミマスタリ
	switch (AlchemyMasteryRank) {
		case 16 : AlchemyMasteryAP = 0;						CPower[35] = 0;		break;
		case 15 : AlchemyMasteryAP = 3;		Mana += 2;	Stamina += 4;	CPower[35] = 20;	break;
		case 14 : AlchemyMasteryAP = 6;		Mana += 4;	Stamina += 8;	CPower[35] = 25;	break;
		case 13 : AlchemyMasteryAP = 9;		Mana += 6;	Stamina += 12;	CPower[35] = 30;	break;
		case 12 : AlchemyMasteryAP = 15;	Mana += 8;	Stamina += 16;	CPower[35] = 35;	break;
		case 11 : AlchemyMasteryAP = 21;	Mana += 10;	Stamina += 20;	CPower[35] = 40;	break;
		case 10 : AlchemyMasteryAP = 27;	Mana += 12;	Stamina += 24;	CPower[35] = 45;	break;
		case 9  : AlchemyMasteryAP = 36;	Mana += 14;	Stamina += 28;	CPower[35] = 50;	break;
		case 8  : AlchemyMasteryAP = 45;	Mana += 16;	Stamina += 32;	CPower[35] = 60;	break;
		case 7  : AlchemyMasteryAP = 54;	Mana += 18;	Stamina += 36;	CPower[35] = 70;	break;
		case 6  : AlchemyMasteryAP = 63;	Mana += 20;	Stamina += 40;	CPower[35] = 80;	break;
		case 5  : AlchemyMasteryAP = 75;	Mana += 24;	Stamina += 48;	CPower[35] = 90;	break;
		case 4  : AlchemyMasteryAP = 87;	Mana += 26;	Stamina += 52;	CPower[35] = 100;	break;
		case 3  : AlchemyMasteryAP = 99;	Mana += 28;	Stamina += 56;	CPower[35] = 110;	break;
		case 2  : AlchemyMasteryAP = 111;	Mana += 30;	Stamina += 60;	CPower[35] = 120;	break;
		default : AlchemyMasteryAP = 126;	Mana += 34;	Stamina += 68;	CPower[35] = 130;	break;
	}
	document.Simulator.AlchemyMasteryUseAp.value = AlchemyMasteryAP;
	document.Simulator.AlchemyMasteryCp.value = CPower[35];
	//合成
	switch (SynthesisRank) {
		case 16 : SynthesisAP = 0;					break;
		case 15 : SynthesisAP = 3;					break;
		case 14 : SynthesisAP = 6;					break;
		case 13 : SynthesisAP = 9;					break;
		case 12 : SynthesisAP = 12;					break;
		case 11 : SynthesisAP = 15;					break;
		case 10 : SynthesisAP = 18;					break;
		case 9  : SynthesisAP = 23;	Mana += 1;			break;
		case 8  : SynthesisAP = 28;	Mana += 2;			break;
		case 7  : SynthesisAP = 33;	Mana += 3;			break;
		case 6  : SynthesisAP = 38;	Mana += 4;			break;
		case 5  : SynthesisAP = 45;	Mana += 6;	Stamina += 1;	break;
		case 4  : SynthesisAP = 52;	Mana += 8;	Stamina += 2;	break;
		case 3  : SynthesisAP = 59;	Mana += 10;	Stamina += 3;	break;
		case 2  : SynthesisAP = 66;	Mana += 12;	Stamina += 4;	break;
		default : SynthesisAP = 76;	Mana += 15;	Stamina += 6;	break;
	}
	document.Simulator.SynthesisUseAp.value = SynthesisAP;
//	document.Simulator.SynthesisCp.value = CPower[35];
	//分解
	switch (DissolutionRank) {
		case 16 : DissolutionAP = 0;			break;
		case 15 : DissolutionAP = 3;			break;
		case 14 : DissolutionAP = 6;			break;
		case 13 : DissolutionAP = 9;			break;
		case 12 : DissolutionAP = 14;			break;
		case 11 : DissolutionAP = 19;			break;
		case 10 : DissolutionAP = 24;			break;
		case 9  : DissolutionAP = 31;	Stamina += 1;	break;
		case 8  : DissolutionAP = 38;	Stamina += 2;	break;
		case 7  : DissolutionAP = 45;	Stamina += 3;	break;
		case 6  : DissolutionAP = 52;	Stamina += 4;	break;
		case 5  : DissolutionAP = 61;	Stamina += 6;	break;
		case 4  : DissolutionAP = 70;	Stamina += 8;	break;
		case 3  : DissolutionAP = 79;	Stamina += 10;	break;
		case 2  : DissolutionAP = 88;	Stamina += 12;	break;
		default : DissolutionAP = 103;	Stamina += 15;	break;
	}
	document.Simulator.DissolutionUseAp.value = DissolutionAP;
//	document.Simulator.DissolutionCp.value = CPower[35];
	//マナフォーミング
	switch (ManaFormingRank) {
		case 16 : ManaFormingAP = 0;			break;
		case 15 : ManaFormingAP = 3;	Life += 2;	break;
		case 14 : ManaFormingAP = 8;	Life += 4;	break;
		case 13 : ManaFormingAP = 14;	Life += 6;	break;
		case 12 : ManaFormingAP = 22;	Life += 8;	break;
		case 11 : ManaFormingAP = 32;	Life += 10;	break;
		case 10 : ManaFormingAP = 44;	Life += 12;	break;
		case 9  : ManaFormingAP = 57;	Life += 15;	break;
		case 8  : ManaFormingAP = 72;	Life += 18;	break;
		case 7  : ManaFormingAP = 90;	Life += 21;	break;
		case 6  : ManaFormingAP = 114;	Life += 24;	break;
		case 5  : ManaFormingAP = 134;	Life += 27;	break;
		case 4  : ManaFormingAP = 156;	Life += 30;	break;
		case 3  : ManaFormingAP = 180;	Life += 33;	break;
		case 2  : ManaFormingAP = 206;	Life += 36;	break;
		default : ManaFormingAP = 236;	Life += 40;	break;
	}
	document.Simulator.ManaFormingUseAp.value = ManaFormingAP;
//	document.Simulator.ManaFormingCp.value = CPower[35];
	//ゴーレム練成
	switch (GolemTransmutationRank) {
		case 16 : GolemTransmutationAP = 0;	break;
		case 15 : GolemTransmutationAP = 2;	break;
		case 14 : GolemTransmutationAP = 5;	break;
		case 13 : GolemTransmutationAP = 9;	break;
		case 12 : GolemTransmutationAP = 14;	break;
		case 11 : GolemTransmutationAP = 20;	break;
		case 10 : GolemTransmutationAP = 27;	break;
		case 9  : GolemTransmutationAP = 37;	break;
		case 8  : GolemTransmutationAP = 49;	break;
		case 7  : GolemTransmutationAP = 63;	break;
		case 6  : GolemTransmutationAP = 79;	break;
		case 5  : GolemTransmutationAP = 99;	break;
		case 4  : GolemTransmutationAP = 121;	break;
		case 3  : GolemTransmutationAP = 145;	break;
		case 2  : GolemTransmutationAP = 171;	break;
		default : GolemTransmutationAP = 201;	break;
	}
	document.Simulator.GolemTransmutationUseAp.value = GolemTransmutationAP;
//	document.Simulator.GolemTransmutationCp.value = CPower[35];
	//金属変換
	switch (MetalExtractionRank) {
		case 16 : MetalExtractionAP = 0;							break;
		case 15 : MetalExtractionAP = 1;	Mana += 1;	Stamina += 1;			break;
		case 14 : MetalExtractionAP = 2;	Mana += 2;	Stamina += 2;			break;
		case 13 : MetalExtractionAP = 4;	Mana += 3;	Stamina += 3;			break;
		case 12 : MetalExtractionAP = 6;	Mana += 4;	Stamina += 4;			break;
		case 11 : MetalExtractionAP = 9;	Mana += 5;	Stamina += 5;			break;
		case 10 : MetalExtractionAP = 13;	Mana += 6;	Stamina += 6;			break;
		case 9  : MetalExtractionAP = 18;	Mana += 7;	Stamina += 7;	Dex += 1;	break;
		case 8  : MetalExtractionAP = 24;	Mana += 8;	Stamina += 8;	Dex += 2;	break;
		case 7  : MetalExtractionAP = 30;	Mana += 9;	Stamina += 9;	Dex += 3;	break;
		case 6  : MetalExtractionAP = 36;	Mana += 10;	Stamina += 10;	Dex += 4;	break;
		case 5  : MetalExtractionAP = 43;	Mana += 12;	Stamina += 12;	Dex += 5;	break;
		case 4  : MetalExtractionAP = 50;	Mana += 14;	Stamina += 14;	Dex += 6;	break;
		case 3  : MetalExtractionAP = 58;	Mana += 16;	Stamina += 16;	Dex += 7;	break;
		case 2  : MetalExtractionAP = 66;	Mana += 18;	Stamina += 18;	Dex += 8;	break;
		default : MetalExtractionAP = 76;	Mana += 20;	Stamina += 20;	Dex += 10;	break;
	}
	document.Simulator.MetalExtractionUseAp.value = MetalExtractionAP;
//	document.Simulator.MetalExtractionCp.value = CPower[35];
	//防御壁
	switch (ProtectiveWallRank) {
		case 16 : ProtectiveWallAP = 0;		CPower[36] = 0;		break;
		case 15 : ProtectiveWallAP = 2;		CPower[36] = 5;		break;
		case 14 : ProtectiveWallAP = 5;		CPower[36] = 7;		break;
		case 13 : ProtectiveWallAP = 8;		CPower[36] = 10;	break;
		case 12 : ProtectiveWallAP = 12;	CPower[36] = 13;	break;
		case 11 : ProtectiveWallAP = 16;	CPower[36] = 16;	break;
		case 10 : ProtectiveWallAP = 21;	CPower[36] = 20;	break;
		case 9  : ProtectiveWallAP = 31;	CPower[36] = 30;	break;
		case 8  : ProtectiveWallAP = 42;	CPower[36] = 35;	break;
		case 7  : ProtectiveWallAP = 54;	CPower[36] = 40;	break;
		case 6  : ProtectiveWallAP = 67;	CPower[36] = 45;	break;
		case 5  : ProtectiveWallAP = 82;	CPower[36] = 60;	break;
		case 4  : ProtectiveWallAP = 98;	CPower[36] = 65;	break;
		case 3  : ProtectiveWallAP = 115;	CPower[36] = 70;	break;
		case 2  : ProtectiveWallAP = 133;	CPower[36] = 75;	break;
		default : ProtectiveWallAP = 153;	CPower[36] = 90;	break;
	}
	document.Simulator.ProtectiveWallUseAp.value = ProtectiveWallAP;
	document.Simulator.ProtectiveWallCp.value = CPower[36];
	//ライフドレイン
	switch (LifeDrainRank) {
		case 16 : LifeDrainAP = 0;			CPower[37] = 0;		break;
		case 15 : LifeDrainAP = 3;	Life += 2;	CPower[37] = 0;		break;
		case 14 : LifeDrainAP = 8;	Life += 4;	CPower[37] = 5;		break;
		case 13 : LifeDrainAP = 14;	Life += 6;	CPower[37] = 10;	break;
		case 12 : LifeDrainAP = 22;	Life += 8;	CPower[37] = 15;	break;
		case 11 : LifeDrainAP = 32;	Life += 10;	CPower[37] = 30;	break;
		case 10 : LifeDrainAP = 44;	Life += 12;	CPower[37] = 50;	break;
		case 9  : LifeDrainAP = 57;	Life += 15;	CPower[37] = 70;	break;
		case 8  : LifeDrainAP = 72;	Life += 18;	CPower[37] = 90;	break;
		case 7  : LifeDrainAP = 90;	Life += 21;	CPower[37] = 120;	break;
		case 6  : LifeDrainAP = 114;	Life += 24;	CPower[37] = 150;	break;
		case 5  : LifeDrainAP = 146;	Life += 28;	CPower[37] = 180;	break;
		case 4  : LifeDrainAP = 182;	Life += 32;	CPower[37] = 220;	break;
		case 3  : LifeDrainAP = 223;	Life += 36;	CPower[37] = 250;	break;
		case 2  : LifeDrainAP = 268;	Life += 40;	CPower[37] = 300;	break;
		default : LifeDrainAP = 328;	Life += 45;	CPower[37] = 350;	break;
	}
	document.Simulator.LifeDrainUseAp.value = LifeDrainAP;
	document.Simulator.LifeDrainCp.value = CPower[37];
	//ウォーターキャノン
	switch (WaterCannonRank) {
		case 16 : WaterCannonAP = 0;	CPower[38] = 0;		break;
		case 15 : WaterCannonAP = 3;	CPower[38] = 0;		break;
		case 14 : WaterCannonAP = 6;	CPower[38] = 20;	break;
		case 13 : WaterCannonAP = 9;	CPower[38] = 40;	break;
		case 12 : WaterCannonAP = 14;	CPower[38] = 80;	break;
		case 11 : WaterCannonAP = 19;	CPower[38] = 130;	break;
		case 10 : WaterCannonAP = 24;	CPower[38] = 200;	break;
		case 9  : WaterCannonAP = 31;	CPower[38] = 240;	break;
		case 8  : WaterCannonAP = 38;	CPower[38] = 260;	break;
		case 7  : WaterCannonAP = 45;	CPower[38] = 270;	break;
		case 6  : WaterCannonAP = 52;	CPower[38] = 290;	break;
		case 5  : WaterCannonAP = 62;	CPower[38] = 310;	break;
		case 4  : WaterCannonAP = 77;	CPower[38] = 320;	break;
		case 3  : WaterCannonAP = 97;	CPower[38] = 330;	break;
		case 2  : WaterCannonAP = 122;	CPower[38] = 340;	break;
		default : WaterCannonAP = 152;	CPower[38] = 350;	break;
	}
	document.Simulator.WaterCannonUseAp.value = WaterCannonAP;
	document.Simulator.WaterCannonCp.value = CPower[38];
	//ウインドブラスト
	switch (WindBlastRank) {
		case 16 : WindBlastAP = 0;	CPower[39] = 0;		break;
		case 15 : WindBlastAP = 3;	CPower[39] = 10;	break;
		case 14 : WindBlastAP = 6;	CPower[39] = 20;	break;
		case 13 : WindBlastAP = 9;	CPower[39] = 30;	break;
		case 12 : WindBlastAP = 14;	CPower[39] = 40;	break;
		case 11 : WindBlastAP = 19;	CPower[39] = 50;	break;
		case 10 : WindBlastAP = 24;	CPower[39] = 60;	break;
		case 9  : WindBlastAP = 31;	CPower[39] = 80;	break;
		case 8  : WindBlastAP = 38;	CPower[39] = 90;	break;
		case 7  : WindBlastAP = 45;	CPower[39] = 100;	break;
		case 6  : WindBlastAP = 52;	CPower[39] = 110;	break;
		case 5  : WindBlastAP = 62;	CPower[39] = 130;	break;
		case 4  : WindBlastAP = 72;	CPower[39] = 150;	break;
		case 3  : WindBlastAP = 82;	CPower[39] = 170;	break;
		case 2  : WindBlastAP = 92;	CPower[39] = 190;	break;
		default : WindBlastAP = 107;	CPower[39] = 210;	break;
	}
	document.Simulator.WindBlastUseAp.value = WindBlastAP;
	document.Simulator.WindBlastCp.value = CPower[39];
	//フレイマー
	switch (FlamerRank) {
		case 16 : FlamerAP = 0;		CPower[40] = 0;		break;
		case 15 : FlamerAP = 3;		CPower[40] = 0;		break;
		case 14 : FlamerAP = 6;		CPower[40] = 20;	break;
		case 13 : FlamerAP = 11;	CPower[40] = 40;	break;
		case 12 : FlamerAP = 16;	CPower[40] = 70;	break;
		case 11 : FlamerAP = 23;	CPower[40] = 100;	break;
		case 10 : FlamerAP = 30;	CPower[40] = 130;	break;
		case 9  : FlamerAP = 40;	CPower[40] = 170;	break;
		case 8  : FlamerAP = 50;	CPower[40] = 200;	break;
		case 7  : FlamerAP = 60;	CPower[40] = 230;	break;
		case 6  : FlamerAP = 70;	CPower[40] = 260;	break;
		case 5  : FlamerAP = 85;	CPower[40] = 280;	break;
		case 4  : FlamerAP = 100;	CPower[40] = 300;	break;
		case 3  : FlamerAP = 115;	CPower[40] = 320;	break;
		case 2  : FlamerAP = 135;	CPower[40] = 340;	break;
		default : FlamerAP = 160;	CPower[40] = 350;	break;
	}
	document.Simulator.FlamerUseAp.value = FlamerAP;
	document.Simulator.FlamerCp.value = CPower[40];
	//サンドバースト
	switch (SandBurstRank) {
		case 16 : SandBurstAP = 0;	CPower[41] = 0;		break;
		case 15 : SandBurstAP = 3;	CPower[41] = 50;	break;
		case 14 : SandBurstAP = 6;	CPower[41] = 55;	break;
		case 13 : SandBurstAP = 9;	CPower[41] = 60;	break;
		case 12 : SandBurstAP = 14;	CPower[41] = 65;	break;
		case 11 : SandBurstAP = 19;	CPower[41] = 70;	break;
		case 10 : SandBurstAP = 24;	CPower[41] = 75;	break;
		case 9  : SandBurstAP = 31;	CPower[41] = 80;	break;
		case 8  : SandBurstAP = 38;	CPower[41] = 85;	break;
		case 7  : SandBurstAP = 45;	CPower[41] = 90;	break;
		case 6  : SandBurstAP = 52;	CPower[41] = 110;	break;
		case 5  : SandBurstAP = 62;	CPower[41] = 130;	break;
		case 4  : SandBurstAP = 72;	CPower[41] = 150;	break;
		case 3  : SandBurstAP = 82;	CPower[41] = 170;	break;
		case 2  : SandBurstAP = 97;	CPower[41] = 190;	break;
		default : SandBurstAP = 117;	CPower[41] = 210;	break;
	}
	document.Simulator.SandBurstUseAp.value = SandBurstAP;
	document.Simulator.SandBurstCp.value = CPower[41];
	//フローズンブラスト
	switch (FrozenBlastRank) {
		case 16 : FrozenBlastAP = 0;			CPower[42] = 0;			break;
		case 15 : FrozenBlastAP = 4;	Stamina += 2;	CPower[42] = 20;		break;
		case 14 : FrozenBlastAP = 11;	Stamina += 4;	CPower[42] = 50;		break;
		case 13 : FrozenBlastAP = 21;	Stamina += 6;	CPower[42] = 80;		break;
		case 12 : FrozenBlastAP = 33;	Stamina += 8;	CPower[42] = 100;		break;
		case 11 : FrozenBlastAP = 48;	Stamina += 10;	CPower[42] = 120;		break;
		case 10 : FrozenBlastAP = 66;	Stamina += 12;	CPower[42] = 150;		break;
		case 9  : FrozenBlastAP = 86;	Stamina += 14;	CPower[42] = 180;		break;
		case 8  : FrozenBlastAP = 109;	Stamina += 16;	CPower[42] = 200;		break;
		case 7  : FrozenBlastAP = 134;	Stamina += 18;	CPower[42] = 220;		break;
		case 6  : FrozenBlastAP = 162;	Stamina += 20;	CPower[42] = 250;		break;
		case 5  : FrozenBlastAP = 192;	Stamina += 22;	CPower[42] = 280;		break;
		case 4  : FrozenBlastAP = 224;	Stamina += 24;	CPower[42] = 320;		break;
		case 3  : FrozenBlastAP = 259;	Stamina += 26;	CPower[42] = 350;		break;
		case 2  : FrozenBlastAP = 299;	Stamina += 28;	CPower[42] = 380;		break;
		default : FrozenBlastAP = 347;	Stamina += 30;	CPower[42] = 440;		break;
	}
	document.Simulator.FrozenBlastUseAp.value = FrozenBlastAP;
	document.Simulator.FrozenBlastCp.value = CPower[42];
	//レインキャスティング　戦闘力不明
	switch (RainCastingRank) {
		case 16 : RainCastingAP = 0;			CPower[43] = 0;	break;
		case 15 : RainCastingAP = 5;	Stamina += 2;	CPower[43] = 0;	break;
		case 14 : RainCastingAP = 12;	Stamina += 4;	CPower[43] = 0;	break;
		case 13 : RainCastingAP = 21;	Stamina += 6;	CPower[43] = 0;	break;
		case 12 : RainCastingAP = 32;	Stamina += 8;	CPower[43] = 0;	break;
		case 11 : RainCastingAP = 45;	Stamina += 10;	CPower[43] = 0;	break;
		case 10 : RainCastingAP = 60;	Stamina += 12;	CPower[43] = 0;	break;
		case 9  : RainCastingAP = 80;	Stamina += 14;	CPower[43] = 0;	break;
		case 8  : RainCastingAP = 103;	Stamina += 16;	CPower[43] = 0;	break;
		case 7  : RainCastingAP = 129;	Stamina += 19;	CPower[43] = 0;	break;
		case 6  : RainCastingAP = 158;	Stamina += 22;	CPower[43] = 0;	break;
		case 5  : RainCastingAP = 193;	Stamina += 25;	CPower[43] = 0;	break;
		case 4  : RainCastingAP = 233;	Stamina += 28;	CPower[43] = 0;	break;
		case 3  : RainCastingAP = 278;	Stamina += 31;	CPower[43] = 0;	break;
		case 2  : RainCastingAP = 328;	Stamina += 34;	CPower[43] = 0;	break;
		default : RainCastingAP = 388;	Stamina += 44;	CPower[43] = 0;	break;
	}
	document.Simulator.RainCastingUseAp.value = RainCastingAP;
	document.Simulator.RainCastingCp.value = CPower[43];
	
		//スパーク
	switch (SparkRank) {
		case 16 : SparkAP = 0;				CPower[46] = 100;	break;
		case 15 : SparkAP = 4;		Mana += 2;	CPower[46] = 120;	break;
		case 14 : SparkAP = 10;		Mana += 4;	CPower[46] = 140;	break;
		case 13 : SparkAP = 18;		Mana += 6;	CPower[46] = 160;	break;
		case 12 : SparkAP = 31;		Mana += 8;	CPower[46] = 180;	break;
		case 11 : SparkAP = 47;		Mana += 10;	CPower[46] = 200;	break;
		case 10 : SparkAP = 67;		Mana += 12;	CPower[46] = 220;	break;
		case 9  : SparkAP = 91;		Mana += 15;	CPower[46] = 240;	break;
		case 8  : SparkAP = 119;	Mana += 18;	CPower[46] = 260;	break;
		case 7  : SparkAP = 152;	Mana += 21;	CPower[46] = 280;	break;
		case 6  : SparkAP = 189;	Mana += 24;	CPower[46] = 300;	break;
		case 5  : SparkAP = 230;	Mana += 28;	CPower[46] = 330;	break;
		case 4  : SparkAP = 275;	Mana += 32;	CPower[46] = 360;	break;
		case 3  : SparkAP = 324;	Mana += 36;	CPower[46] = 400;	break;
		case 2  : SparkAP = 378;	Mana += 40;	CPower[46] = 450;	break;
		default : SparkAP = 448;	Mana += 44;	CPower[46] = 500;	break;
	}
	document.Simulator.SparkUseAp.value = SparkAP;
	document.Simulator.SparkCp.value = CPower[43];
	


	//パラディンスキル
	//スピリットオブオーダー
	switch (SpiritOfOrderRank) {
		case 16 : SpiritOfOrderLv = 0;		SpiritOfOrderLife = 0;		SpiritOfOrderMana = 0;		SpiritOfOrderStamina = 0;	SpiritOfOrderDef = 0;	SpiritOfOrderProt = 0;	break;
		case 15 : SpiritOfOrderLv = 0;		SpiritOfOrderLife = 220;	SpiritOfOrderMana = 105;	SpiritOfOrderStamina = 520;	SpiritOfOrderDef = 10;	SpiritOfOrderProt = 2;	break;
		case 14 : SpiritOfOrderLv = 10;		SpiritOfOrderLife = 240;	SpiritOfOrderMana = 110;	SpiritOfOrderStamina = 540;	SpiritOfOrderDef = 11;	SpiritOfOrderProt = 2;	break;
		case 13 : SpiritOfOrderLv = 21;		SpiritOfOrderLife = 260;	SpiritOfOrderMana = 115;	SpiritOfOrderStamina = 570;	SpiritOfOrderDef = 11;	SpiritOfOrderProt = 3;	break;
		case 12 : SpiritOfOrderLv = 33;		SpiritOfOrderLife = 280;	SpiritOfOrderMana = 120;	SpiritOfOrderStamina = 600;	SpiritOfOrderDef = 12;	SpiritOfOrderProt = 3;	break;
		case 11 : SpiritOfOrderLv = 47;		SpiritOfOrderLife = 300;	SpiritOfOrderMana = 125;	SpiritOfOrderStamina = 640;	SpiritOfOrderDef = 13;	SpiritOfOrderProt = 3;	break;
		case 10 : SpiritOfOrderLv = 63;		SpiritOfOrderLife = 330;	SpiritOfOrderMana = 130;	SpiritOfOrderStamina = 680;	SpiritOfOrderDef = 13;	SpiritOfOrderProt = 4;	break;
		case 9  : SpiritOfOrderLv = 82;		SpiritOfOrderLife = 360;	SpiritOfOrderMana = 140;	SpiritOfOrderStamina = 720;	SpiritOfOrderDef = 13;	SpiritOfOrderProt = 4;	break;
		case 8  : SpiritOfOrderLv = 104;	SpiritOfOrderLife = 390;	SpiritOfOrderMana = 150;	SpiritOfOrderStamina = 770;	SpiritOfOrderDef = 13;	SpiritOfOrderProt = 4;	break;
		case 7  : SpiritOfOrderLv = 130;	SpiritOfOrderLife = 420;	SpiritOfOrderMana = 165;	SpiritOfOrderStamina = 820;	SpiritOfOrderDef = 14;	SpiritOfOrderProt = 4;	break;
		case 6  : SpiritOfOrderLv = 160;	SpiritOfOrderLife = 450;	SpiritOfOrderMana = 180;	SpiritOfOrderStamina = 870;	SpiritOfOrderDef = 14;	SpiritOfOrderProt = 4;	break;
		case 5  : SpiritOfOrderLv = 195;	SpiritOfOrderLife = 480;	SpiritOfOrderMana = 195;	SpiritOfOrderStamina = 920;	SpiritOfOrderDef = 14;	SpiritOfOrderProt = 5;	break;
		case 4  : SpiritOfOrderLv = 235;	SpiritOfOrderLife = 510;	SpiritOfOrderMana = 210;	SpiritOfOrderStamina = 980;	SpiritOfOrderDef = 14;	SpiritOfOrderProt = 5;	break;
		case 3  : SpiritOfOrderLv = 281;	SpiritOfOrderLife = 540;	SpiritOfOrderMana = 230;	SpiritOfOrderStamina = 1040;	SpiritOfOrderDef = 15;	SpiritOfOrderProt = 5;	break;
		case 2  : SpiritOfOrderLv = 333;	SpiritOfOrderLife = 575;	SpiritOfOrderMana = 250;	SpiritOfOrderStamina = 1080;	SpiritOfOrderDef = 15;	SpiritOfOrderProt = 5;	break;
		default : SpiritOfOrderLv = 392;	SpiritOfOrderLife = 650;	SpiritOfOrderMana = 300;	SpiritOfOrderStamina = 1200;	SpiritOfOrderDef = 15;	SpiritOfOrderProt = 6;	break;
	}
	document.Simulator.SpiritOfOrderUseLv.value = SpiritOfOrderLv;
	//パワーオブオーダー
	switch (PowerOfOrderRank) {
		case 16 : PowerOfOrderLv = 0;	PowerOfOrderStr = 0;	PowerOfOrderWill = 0;	break;
		case 15 : PowerOfOrderLv = 0;	PowerOfOrderStr = 100;	PowerOfOrderWill = 10;	break;
		case 14 : PowerOfOrderLv = 10;	PowerOfOrderStr = 110;	PowerOfOrderWill = 12;	break;
		case 13 : PowerOfOrderLv = 21;	PowerOfOrderStr = 120;	PowerOfOrderWill = 14;	break;
		case 12 : PowerOfOrderLv = 33;	PowerOfOrderStr = 130;	PowerOfOrderWill = 16;	break;
		case 11 : PowerOfOrderLv = 47;	PowerOfOrderStr = 140;	PowerOfOrderWill = 18;	break;
		case 10 : PowerOfOrderLv = 63;	PowerOfOrderStr = 150;	PowerOfOrderWill = 20;	break;
		case 9  : PowerOfOrderLv = 82;	PowerOfOrderStr = 160;	PowerOfOrderWill = 22;	break;
		case 8  : PowerOfOrderLv = 104;	PowerOfOrderStr = 170;	PowerOfOrderWill = 24;	break;
		case 7  : PowerOfOrderLv = 130;	PowerOfOrderStr = 180;	PowerOfOrderWill = 26;	break;
		case 6  : PowerOfOrderLv = 160;	PowerOfOrderStr = 190;	PowerOfOrderWill = 28;	break;
		case 5  : PowerOfOrderLv = 195;	PowerOfOrderStr = 200;	PowerOfOrderWill = 33;	break;
		case 4  : PowerOfOrderLv = 235;	PowerOfOrderStr = 210;	PowerOfOrderWill = 36;	break;
		case 3  : PowerOfOrderLv = 281;	PowerOfOrderStr = 220;	PowerOfOrderWill = 40;	break;
		case 2  : PowerOfOrderLv = 333;	PowerOfOrderStr = 230;	PowerOfOrderWill = 44;	break;
		default : PowerOfOrderLv = 392;	PowerOfOrderStr = 250;	PowerOfOrderWill = 50;	break;
	}
	document.Simulator.PowerOfOrderUseLv.value = PowerOfOrderLv;
	//アイオブオーダー
	switch (EyeOfOrderRank) {
		case 16 : EyeOfOrderLv = 0;	EyeOfOrderDex = 0;	EyeOfOrderBal = 0;	break;
		case 15 : EyeOfOrderLv = 0;	EyeOfOrderDex = 100;	EyeOfOrderBal = 5;	break;
		case 14 : EyeOfOrderLv = 10;	EyeOfOrderDex = 110;	EyeOfOrderBal = 5;	break;
		case 13 : EyeOfOrderLv = 21;	EyeOfOrderDex = 120;	EyeOfOrderBal = 6;	break;
		case 12 : EyeOfOrderLv = 33;	EyeOfOrderDex = 130;	EyeOfOrderBal = 6;	break;
		case 11 : EyeOfOrderLv = 47;	EyeOfOrderDex = 140;	EyeOfOrderBal = 7;	break;
		case 10 : EyeOfOrderLv = 63;	EyeOfOrderDex = 150;	EyeOfOrderBal = 7;	break;
		case 9  : EyeOfOrderLv = 82;	EyeOfOrderDex = 160;	EyeOfOrderBal = 7;	break;
		case 8  : EyeOfOrderLv = 104;	EyeOfOrderDex = 170;	EyeOfOrderBal = 8;	break;
		case 7  : EyeOfOrderLv = 130;	EyeOfOrderDex = 180;	EyeOfOrderBal = 8;	break;
		case 6  : EyeOfOrderLv = 160;	EyeOfOrderDex = 190;	EyeOfOrderBal = 8;	break;
		case 5  : EyeOfOrderLv = 195;	EyeOfOrderDex = 200;	EyeOfOrderBal = 9;	break;
		case 4  : EyeOfOrderLv = 235;	EyeOfOrderDex = 210;	EyeOfOrderBal = 9;	break;
		case 3  : EyeOfOrderLv = 281;	EyeOfOrderDex = 220;	EyeOfOrderBal = 10;	break;
		case 2  : EyeOfOrderLv = 333;	EyeOfOrderDex = 230;	EyeOfOrderBal = 10;	break;
		default : EyeOfOrderLv = 392;	EyeOfOrderDex = 250;	EyeOfOrderBal = 12;	break;
	}
	document.Simulator.EyeOfOrderUseLv.value = EyeOfOrderLv;
	//ソードオブオーダー
	switch (SwordOfOrderRank) {
		case 16 : SwordOfOrderLv = 0;	SwordOfOrderDam = 0;	SwordOfOrderInj = 0;	break;
		case 15 : SwordOfOrderLv = 0;	SwordOfOrderDam = 10;	SwordOfOrderInj = 20;	break;
		case 14 : SwordOfOrderLv = 10;	SwordOfOrderDam = 11;	SwordOfOrderInj = 23;	break;
		case 13 : SwordOfOrderLv = 21;	SwordOfOrderDam = 13;	SwordOfOrderInj = 26;	break;
		case 12 : SwordOfOrderLv = 33;	SwordOfOrderDam = 15;	SwordOfOrderInj = 29;	break;
		case 11 : SwordOfOrderLv = 47;	SwordOfOrderDam = 16;	SwordOfOrderInj = 32;	break;
		case 10 : SwordOfOrderLv = 63;	SwordOfOrderDam = 17;	SwordOfOrderInj = 35;	break;
		case 9  : SwordOfOrderLv = 82;	SwordOfOrderDam = 19;	SwordOfOrderInj = 38;	break;
		case 8  : SwordOfOrderLv = 104;	SwordOfOrderDam = 20;	SwordOfOrderInj = 41;	break;
		case 7  : SwordOfOrderLv = 130;	SwordOfOrderDam = 22;	SwordOfOrderInj = 44;	break;
		case 6  : SwordOfOrderLv = 160;	SwordOfOrderDam = 23;	SwordOfOrderInj = 47;	break;
		case 5  : SwordOfOrderLv = 195;	SwordOfOrderDam = 25;	SwordOfOrderInj = 50;	break;
		case 4  : SwordOfOrderLv = 235;	SwordOfOrderDam = 27;	SwordOfOrderInj = 54;	break;
		case 3  : SwordOfOrderLv = 281;	SwordOfOrderDam = 29;	SwordOfOrderInj = 58;	break;
		case 2  : SwordOfOrderLv = 333;	SwordOfOrderDam = 31;	SwordOfOrderInj = 62;	break;
		default : SwordOfOrderLv = 392;	SwordOfOrderDam = 34;	SwordOfOrderInj = 68;	break;
	}
	document.Simulator.SwordOfOrderUseLv.value = SwordOfOrderLv;
	//ヘビースタンダー
	switch (PaladinHeavyStanderRank) {
		case 16 : PaladinHeavyStanderLv = 0;	break;
		case 15 : PaladinHeavyStanderLv = 0;	break;
		case 14 : PaladinHeavyStanderLv = 10;	break;
		case 13 : PaladinHeavyStanderLv = 21;	break;
		case 12 : PaladinHeavyStanderLv = 33;	break;
		case 11 : PaladinHeavyStanderLv = 47;	break;
		case 10 : PaladinHeavyStanderLv = 63;	break;
		case 9  : PaladinHeavyStanderLv = 82;	break;
		case 8  : PaladinHeavyStanderLv = 104;	break;
		case 7  : PaladinHeavyStanderLv = 130;	break;
		case 6  : PaladinHeavyStanderLv = 160;	break;
		case 5  : PaladinHeavyStanderLv = 195;	break;
		case 4  : PaladinHeavyStanderLv = 235;	break;
		case 3  : PaladinHeavyStanderLv = 281;	break;
		case 2  : PaladinHeavyStanderLv = 333;	break;
		default : PaladinHeavyStanderLv = 392;	break;
	}
	document.Simulator.PaladinHeavyStanderUseLv.value = PaladinHeavyStanderLv;
	//ナチュラルシールド
	switch (PaladinNaturalShieldRank) {
		case 16 : PaladinNaturalShieldLv = 0;	break;
		case 15 : PaladinNaturalShieldLv = 0;	break;
		case 14 : PaladinNaturalShieldLv = 10;	break;
		case 13 : PaladinNaturalShieldLv = 21;	break;
		case 12 : PaladinNaturalShieldLv = 33;	break;
		case 11 : PaladinNaturalShieldLv = 47;	break;
		case 10 : PaladinNaturalShieldLv = 63;	break;
		case 9  : PaladinNaturalShieldLv = 82;	break;
		case 8  : PaladinNaturalShieldLv = 104;	break;
		case 7  : PaladinNaturalShieldLv = 130;	break;
		case 6  : PaladinNaturalShieldLv = 160;	break;
		case 5  : PaladinNaturalShieldLv = 195;	break;
		case 4  : PaladinNaturalShieldLv = 235;	break;
		case 3  : PaladinNaturalShieldLv = 281;	break;
		case 2  : PaladinNaturalShieldLv = 333;	break;
		default : PaladinNaturalShieldLv = 392;	break;
	}
	document.Simulator.PaladinNaturalShieldUseLv.value = PaladinNaturalShieldLv;
	//マナリフレクター
	switch (PaladinManaRefractorRank) {
		case 16 : PaladinManaRefractorLv = 0;	break;
		case 15 : PaladinManaRefractorLv = 0;	break;
		case 14 : PaladinManaRefractorLv = 10;	break;
		case 13 : PaladinManaRefractorLv = 21;	break;
		case 12 : PaladinManaRefractorLv = 33;	break;
		case 11 : PaladinManaRefractorLv = 47;	break;
		case 10 : PaladinManaRefractorLv = 63;	break;
		case 9  : PaladinManaRefractorLv = 82;	break;
		case 8  : PaladinManaRefractorLv = 104;	break;
		case 7  : PaladinManaRefractorLv = 130;	break;
		case 6  : PaladinManaRefractorLv = 160;	break;
		case 5  : PaladinManaRefractorLv = 195;	break;
		case 4  : PaladinManaRefractorLv = 235;	break;
		case 3  : PaladinManaRefractorLv = 281;	break;
		case 2  : PaladinManaRefractorLv = 333;	break;
		default : PaladinManaRefractorLv = 392;	break;
	}
	document.Simulator.PaladinManaRefractorUseLv.value = PaladinManaRefractorLv;


	//ダークナイトスキル
	//ソウルオブカオス
	switch (SoulOfChaosRank) {
		case 16 : SoulOfChaosLv = 0;	SoulOfChaosLife = 0;	SoulOfChaosMana = 0;	SoulOfChaosStamina = 0;		break;
		case 15 : SoulOfChaosLv = 0;	SoulOfChaosLife = 440;	SoulOfChaosMana = 210;	SoulOfChaosStamina = 195;	break;
		case 14 : SoulOfChaosLv = 10;	SoulOfChaosLife = 480;	SoulOfChaosMana = 220;	SoulOfChaosStamina = 190;	break;
		case 13 : SoulOfChaosLv = 21;	SoulOfChaosLife = 520;	SoulOfChaosMana = 230;	SoulOfChaosStamina = 195;	break;
		case 12 : SoulOfChaosLv = 33;	SoulOfChaosLife = 560;	SoulOfChaosMana = 240;	SoulOfChaosStamina = 200;	break;
		case 11 : SoulOfChaosLv = 47;	SoulOfChaosLife = 600;	SoulOfChaosMana = 250;	SoulOfChaosStamina = 215;	break;
		case 10 : SoulOfChaosLv = 63;	SoulOfChaosLife = 660;	SoulOfChaosMana = 260;	SoulOfChaosStamina = 220;	break;
		case 9  : SoulOfChaosLv = 82;	SoulOfChaosLife = 720;	SoulOfChaosMana = 280;	SoulOfChaosStamina = 220;	break;
		case 8  : SoulOfChaosLv = 104;	SoulOfChaosLife = 780;	SoulOfChaosMana = 300;	SoulOfChaosStamina = 230;	break;
		case 7  : SoulOfChaosLv = 130;	SoulOfChaosLife = 840;	SoulOfChaosMana = 330;	SoulOfChaosStamina = 215;	break;
		case 6  : SoulOfChaosLv = 160;	SoulOfChaosLife = 900;	SoulOfChaosMana = 360;	SoulOfChaosStamina = 240;	break;
		case 5  : SoulOfChaosLv = 195;	SoulOfChaosLife = 960;	SoulOfChaosMana = 390;	SoulOfChaosStamina = 245;	break;
		case 4  : SoulOfChaosLv = 235;	SoulOfChaosLife = 1020;	SoulOfChaosMana = 420;	SoulOfChaosStamina = 260;	break;
		case 3  : SoulOfChaosLv = 281;	SoulOfChaosLife = 1080;	SoulOfChaosMana = 460;	SoulOfChaosStamina = 270;	break;
		case 2  : SoulOfChaosLv = 333;	SoulOfChaosLife = 1150;	SoulOfChaosMana = 540;	SoulOfChaosStamina = 255;	break;
		default : SoulOfChaosLv = 392;	SoulOfChaosLife = 1300;	SoulOfChaosMana = 600;	SoulOfChaosStamina = 250;	break;
	}
	document.Simulator.SoulOfChaosUseLv.value = SoulOfChaosLv;
	//ボディオブカオス
	switch (BodyOfChaosRank) {
		case 16 : BodyOfChaosLv = 0;	BodyOfChaosStr = 0;	break;
		case 15 : BodyOfChaosLv = 0;	BodyOfChaosStr = 100;	break;
		case 14 : BodyOfChaosLv = 10;	BodyOfChaosStr = 105;	break;
		case 13 : BodyOfChaosLv = 21;	BodyOfChaosStr = 110;	break;
		case 12 : BodyOfChaosLv = 33;	BodyOfChaosStr = 115;	break;
		case 11 : BodyOfChaosLv = 47;	BodyOfChaosStr = 120;	break;
		case 10 : BodyOfChaosLv = 63;	BodyOfChaosStr = 125;	break;
		case 9  : BodyOfChaosLv = 82;	BodyOfChaosStr = 140;	break;
		case 8  : BodyOfChaosLv = 104;	BodyOfChaosStr = 145;	break;
		case 7  : BodyOfChaosLv = 130;	BodyOfChaosStr = 150;	break;
		case 6  : BodyOfChaosLv = 160;	BodyOfChaosStr = 155;	break;
		case 5  : BodyOfChaosLv = 195;	BodyOfChaosStr = 170;	break;
		case 4  : BodyOfChaosLv = 235;	BodyOfChaosStr = 175;	break;
		case 3  : BodyOfChaosLv = 281;	BodyOfChaosStr = 180;	break;
		case 2  : BodyOfChaosLv = 333;	BodyOfChaosStr = 185;	break;
		default : BodyOfChaosLv = 392;	BodyOfChaosStr = 200;	break;
	}
	document.Simulator.BodyOfChaosUseLv.value = BodyOfChaosLv;
	//ハンズオブカオス
	switch (HandsOfChaosRank) {
		case 16 : HandsOfChaosLv = 0;	HandsOfChaosDex = 0;	break;
		case 15 : HandsOfChaosLv = 0;	HandsOfChaosDex = 100;	break;
		case 14 : HandsOfChaosLv = 10;	HandsOfChaosDex = 105;	break;
		case 13 : HandsOfChaosLv = 21;	HandsOfChaosDex = 110;	break;
		case 12 : HandsOfChaosLv = 33;	HandsOfChaosDex = 115;	break;
		case 11 : HandsOfChaosLv = 47;	HandsOfChaosDex = 120;	break;
		case 10 : HandsOfChaosLv = 63;	HandsOfChaosDex = 125;	break;
		case 9  : HandsOfChaosLv = 82;	HandsOfChaosDex = 140;	break;
		case 8  : HandsOfChaosLv = 104;	HandsOfChaosDex = 145;	break;
		case 7  : HandsOfChaosLv = 130;	HandsOfChaosDex = 150;	break;
		case 6  : HandsOfChaosLv = 160;	HandsOfChaosDex = 155;	break;
		case 5  : HandsOfChaosLv = 195;	HandsOfChaosDex = 170;	break;
		case 4  : HandsOfChaosLv = 235;	HandsOfChaosDex = 175;	break;
		case 3  : HandsOfChaosLv = 281;	HandsOfChaosDex = 180;	break;
		case 2  : HandsOfChaosLv = 333;	HandsOfChaosDex = 185;	break;
		default : HandsOfChaosLv = 392;	HandsOfChaosDex = 200;	break;
	}
	document.Simulator.HandsOfChaosUseLv.value = HandsOfChaosLv;
	//ブレインオブカオス
	switch (BrainOfChaosRank) {
		case 16 : BrainOfChaosLv = 0;	BrainOfChaosInt = 0;	BrainOfChaosCrit = 0;	break;
		case 15 : BrainOfChaosLv = 0;	BrainOfChaosInt = 100;	BrainOfChaosCrit = 10;	break;
		case 14 : BrainOfChaosLv = 10;	BrainOfChaosInt = 105;	BrainOfChaosCrit = 10;	break;
		case 13 : BrainOfChaosLv = 21;	BrainOfChaosInt = 110;	BrainOfChaosCrit = 11;	break;
		case 12 : BrainOfChaosLv = 33;	BrainOfChaosInt = 115;	BrainOfChaosCrit = 11;	break;
		case 11 : BrainOfChaosLv = 47;	BrainOfChaosInt = 120;	BrainOfChaosCrit = 12;	break;
		case 10 : BrainOfChaosLv = 63;	BrainOfChaosInt = 125;	BrainOfChaosCrit = 12;	break;
		case 9  : BrainOfChaosLv = 82;	BrainOfChaosInt = 140;	BrainOfChaosCrit = 14;	break;
		case 8  : BrainOfChaosLv = 104;	BrainOfChaosInt = 145;	BrainOfChaosCrit = 14;	break;
		case 7  : BrainOfChaosLv = 130;	BrainOfChaosInt = 150;	BrainOfChaosCrit = 15;	break;
		case 6  : BrainOfChaosLv = 160;	BrainOfChaosInt = 155;	BrainOfChaosCrit = 15;	break;
		case 5  : BrainOfChaosLv = 195;	BrainOfChaosInt = 170;	BrainOfChaosCrit = 17;	break;
		case 4  : BrainOfChaosLv = 235;	BrainOfChaosInt = 175;	BrainOfChaosCrit = 17;	break;
		case 3  : BrainOfChaosLv = 281;	BrainOfChaosInt = 180;	BrainOfChaosCrit = 18;	break;
		case 2  : BrainOfChaosLv = 333;	BrainOfChaosInt = 185;	BrainOfChaosCrit = 18;	break;
		default : BrainOfChaosLv = 392;	BrainOfChaosInt = 200;	BrainOfChaosCrit = 20;	break;
	}
	document.Simulator.BrainOfChaosUseLv.value = BrainOfChaosLv;
	//ヘビースタンダー
	switch (DarkHeavyStanderRank) {
		case 16 : DarkHeavyStanderLv = 0;	break;
		case 15 : DarkHeavyStanderLv = 0;	break;
		case 14 : DarkHeavyStanderLv = 10;	break;
		case 13 : DarkHeavyStanderLv = 21;	break;
		case 12 : DarkHeavyStanderLv = 33;	break;
		case 11 : DarkHeavyStanderLv = 47;	break;
		case 10 : DarkHeavyStanderLv = 63;	break;
		case 9  : DarkHeavyStanderLv = 82;	break;
		case 8  : DarkHeavyStanderLv = 104;	break;
		case 7  : DarkHeavyStanderLv = 130;	break;
		case 6  : DarkHeavyStanderLv = 160;	break;
		case 5  : DarkHeavyStanderLv = 195;	break;
		case 4  : DarkHeavyStanderLv = 235;	break;
		case 3  : DarkHeavyStanderLv = 281;	break;
		case 2  : DarkHeavyStanderLv = 333;	break;
		default : DarkHeavyStanderLv = 392;	break;
	}
	document.Simulator.DarkHeavyStanderUseLv.value = DarkHeavyStanderLv;
	//ナチュラルシールド
	switch (DarkNaturalShieldRank) {
		case 16 : DarkNaturalShieldLv = 0;	break;
		case 15 : DarkNaturalShieldLv = 0;	break;
		case 14 : DarkNaturalShieldLv = 10;	break;
		case 13 : DarkNaturalShieldLv = 21;	break;
		case 12 : DarkNaturalShieldLv = 33;	break;
		case 11 : DarkNaturalShieldLv = 47;	break;
		case 10 : DarkNaturalShieldLv = 63;	break;
		case 9  : DarkNaturalShieldLv = 82;	break;
		case 8  : DarkNaturalShieldLv = 104;	break;
		case 7  : DarkNaturalShieldLv = 130;	break;
		case 6  : DarkNaturalShieldLv = 160;	break;
		case 5  : DarkNaturalShieldLv = 195;	break;
		case 4  : DarkNaturalShieldLv = 235;	break;
		case 3  : DarkNaturalShieldLv = 281;	break;
		case 2  : DarkNaturalShieldLv = 333;	break;
		default : DarkNaturalShieldLv = 392;	break;
	}
	document.Simulator.DarkNaturalShieldUseLv.value = DarkNaturalShieldLv;
	//マナリフレクター
	switch (DarkManaRefractorRank) {
		case 16 : DarkManaRefractorLv = 0;	break;
		case 15 : DarkManaRefractorLv = 0;	break;
		case 14 : DarkManaRefractorLv = 10;	break;
		case 13 : DarkManaRefractorLv = 21;	break;
		case 12 : DarkManaRefractorLv = 33;	break;
		case 11 : DarkManaRefractorLv = 47;	break;
		case 10 : DarkManaRefractorLv = 63;	break;
		case 9  : DarkManaRefractorLv = 82;	break;
		case 8  : DarkManaRefractorLv = 104;	break;
		case 7  : DarkManaRefractorLv = 130;	break;
		case 6  : DarkManaRefractorLv = 160;	break;
		case 5  : DarkManaRefractorLv = 195;	break;
		case 4  : DarkManaRefractorLv = 235;	break;
		case 3  : DarkManaRefractorLv = 281;	break;
		case 2  : DarkManaRefractorLv = 333;	break;
		default : DarkManaRefractorLv = 392;	break;
	}
	document.Simulator.DarkManaRefractorUseLv.value = DarkManaRefractorLv;
	//コントロールオブダークネス
	switch (ControlOfDarknessRank) {
		case 16 : ControlOfDarknessLv = 0;	break;
		case 15 : ControlOfDarknessLv = 0;	break;
		case 14 : ControlOfDarknessLv = 10;	break;
		case 13 : ControlOfDarknessLv = 21;	break;
		case 12 : ControlOfDarknessLv = 33;	break;
		case 11 : ControlOfDarknessLv = 47;	break;
		case 10 : ControlOfDarknessLv = 63;	break;
		case 9  : ControlOfDarknessLv = 82;	break;
		case 8  : ControlOfDarknessLv = 104;	break;
		case 7  : ControlOfDarknessLv = 130;	break;
		case 6  : ControlOfDarknessLv = 160;	break;
		case 5  : ControlOfDarknessLv = 195;	break;
		case 4  : ControlOfDarknessLv = 235;	break;
		case 3  : ControlOfDarknessLv = 281;	break;
		case 2  : ControlOfDarknessLv = 333;	break;
		default : ControlOfDarknessLv = 392;	break;
	}
	document.Simulator.ControlOfDarknessUseLv.value = ControlOfDarknessLv;

	//ファルコンスキル
	//ヒューリーオブコンヌース
	switch (FuryOfConnousRank) {
		case 16 : FuryOfConnousLv = 0;		FuryOfConnousLife = 0;		FuryOfConnousStamina = 0;	FuryOfConnousStr = 0;	FuryOfConnousMaxDam = 0;	FuryOfConnousMinDam = 0;	break;
		case 15 : FuryOfConnousLv = 0;		FuryOfConnousLife = 200;	FuryOfConnousStamina = 200;	FuryOfConnousStr = 100;	FuryOfConnousMaxDam = 3;	FuryOfConnousMinDam = 1;	break;
		case 14 : FuryOfConnousLv = 10;		FuryOfConnousLife = 210;	FuryOfConnousStamina = 210;	FuryOfConnousStr = 105;	FuryOfConnousMaxDam = 4;	FuryOfConnousMinDam = 2;	break;
		case 13 : FuryOfConnousLv = 21;		FuryOfConnousLife = 220;	FuryOfConnousStamina = 220;	FuryOfConnousStr = 110;	FuryOfConnousMaxDam = 5;	FuryOfConnousMinDam = 2;	break;
		case 12 : FuryOfConnousLv = 33;		FuryOfConnousLife = 230;	FuryOfConnousStamina = 230;	FuryOfConnousStr = 115;	FuryOfConnousMaxDam = 6;	FuryOfConnousMinDam = 3;	break;
		case 11 : FuryOfConnousLv = 47;		FuryOfConnousLife = 240;	FuryOfConnousStamina = 240;	FuryOfConnousStr = 120;	FuryOfConnousMaxDam = 7;	FuryOfConnousMinDam = 3;	break;
		case 10 : FuryOfConnousLv = 63;		FuryOfConnousLife = 250;	FuryOfConnousStamina = 250;	FuryOfConnousStr = 125;	FuryOfConnousMaxDam = 12;	FuryOfConnousMinDam = 6;	break;
		case 9  : FuryOfConnousLv = 82;		FuryOfConnousLife = 270;	FuryOfConnousStamina = 270;	FuryOfConnousStr = 140;	FuryOfConnousMaxDam = 13;	FuryOfConnousMinDam = 6;	break;
		case 8  : FuryOfConnousLv = 104;	FuryOfConnousLife = 290;	FuryOfConnousStamina = 290;	FuryOfConnousStr = 145;	FuryOfConnousMaxDam = 14;	FuryOfConnousMinDam = 7;	break;
		case 7  : FuryOfConnousLv = 130;	FuryOfConnousLife = 310;	FuryOfConnousStamina = 310;	FuryOfConnousStr = 150;	FuryOfConnousMaxDam = 15;	FuryOfConnousMinDam = 7;	break;
		case 6  : FuryOfConnousLv = 160;	FuryOfConnousLife = 330;	FuryOfConnousStamina = 330;	FuryOfConnousStr = 155;	FuryOfConnousMaxDam = 16;	FuryOfConnousMinDam = 8;	break;
		case 5  : FuryOfConnousLv = 195;	FuryOfConnousLife = 360;	FuryOfConnousStamina = 360;	FuryOfConnousStr = 170;	FuryOfConnousMaxDam = 21;	FuryOfConnousMinDam = 11;	break;
		case 4  : FuryOfConnousLv = 235;	FuryOfConnousLife = 390;	FuryOfConnousStamina = 390;	FuryOfConnousStr = 175;	FuryOfConnousMaxDam = 22;	FuryOfConnousMinDam = 11;	break;
		case 3  : FuryOfConnousLv = 281;	FuryOfConnousLife = 420;	FuryOfConnousStamina = 420;	FuryOfConnousStr = 180;	FuryOfConnousMaxDam = 23;	FuryOfConnousMinDam = 12;	break;
		case 2  : FuryOfConnousLv = 333;	FuryOfConnousLife = 450;	FuryOfConnousStamina = 450;	FuryOfConnousStr = 185;	FuryOfConnousMaxDam = 24;	FuryOfConnousMinDam = 12;	break;
		default : FuryOfConnousLv = 392;	FuryOfConnousLife = 500;	FuryOfConnousStamina = 500;	FuryOfConnousStr = 200;	FuryOfConnousMaxDam = 30;	FuryOfConnousMinDam = 15;	break;
	}
	document.Simulator.FuryOfConnousUseLv.value = FuryOfConnousLv;
	//エルブンマジックミサイル
	switch (ElvenMagicMissileRank) {
		case 16 : ElvenMagicMissileLv = 0;	break;
		case 15 : ElvenMagicMissileLv = 0;	break;
		case 14 : ElvenMagicMissileLv = 10;	break;
		case 13 : ElvenMagicMissileLv = 21;	break;
		case 12 : ElvenMagicMissileLv = 33;	break;
		case 11 : ElvenMagicMissileLv = 47;	break;
		case 10 : ElvenMagicMissileLv = 63;	break;
		case 9  : ElvenMagicMissileLv = 82;	break;
		case 8  : ElvenMagicMissileLv = 104;	break;
		case 7  : ElvenMagicMissileLv = 130;	break;
		case 6  : ElvenMagicMissileLv = 160;	break;
		case 5  : ElvenMagicMissileLv = 195;	break;
		case 4  : ElvenMagicMissileLv = 235;	break;
		case 3  : ElvenMagicMissileLv = 281;	break;
		case 2  : ElvenMagicMissileLv = 333;	break;
		default : ElvenMagicMissileLv = 392;	break;
	}
	document.Simulator.ElvenMagicMissileUseLv.value = ElvenMagicMissileLv;
	//アーマーオブコンヌース
	switch (ArmorOfConnousRank) {
		case 16 : ArmorOfConnousLv = 0;		ArmorOfConnousWill = 0;		ArmorOfConnousProt = 0;	break;
		case 15 : ArmorOfConnousLv = 0;		ArmorOfConnousWill = 100;	ArmorOfConnousProt = 4;	break;
		case 14 : ArmorOfConnousLv = 10;	ArmorOfConnousWill = 105;	ArmorOfConnousProt = 5;	break;
		case 13 : ArmorOfConnousLv = 21;	ArmorOfConnousWill = 110;	ArmorOfConnousProt = 6;	break;
		case 12 : ArmorOfConnousLv = 33;	ArmorOfConnousWill = 115;	ArmorOfConnousProt = 7;	break;
		case 11 : ArmorOfConnousLv = 47;	ArmorOfConnousWill = 120;	ArmorOfConnousProt = 8;	break;
		case 10 : ArmorOfConnousLv = 63;	ArmorOfConnousWill = 125;	ArmorOfConnousProt = 9;	break;
		case 9  : ArmorOfConnousLv = 82;	ArmorOfConnousWill = 140;	ArmorOfConnousProt = 10;	break;
		case 8  : ArmorOfConnousLv = 104;	ArmorOfConnousWill = 145;	ArmorOfConnousProt = 11;	break;
		case 7  : ArmorOfConnousLv = 130;	ArmorOfConnousWill = 150;	ArmorOfConnousProt = 12;	break;
		case 6  : ArmorOfConnousLv = 160;	ArmorOfConnousWill = 155;	ArmorOfConnousProt = 13;	break;
		case 5  : ArmorOfConnousLv = 195;	ArmorOfConnousWill = 170;	ArmorOfConnousProt = 14;	break;
		case 4  : ArmorOfConnousLv = 235;	ArmorOfConnousWill = 175;	ArmorOfConnousProt = 15;	break;
		case 3  : ArmorOfConnousLv = 281;	ArmorOfConnousWill = 180;	ArmorOfConnousProt = 16;	break;
		case 2  : ArmorOfConnousLv = 333;	ArmorOfConnousWill = 185;	ArmorOfConnousProt = 17;	break;
		default : ArmorOfConnousLv = 392;	ArmorOfConnousWill = 200;	ArmorOfConnousProt = 18;	break;
	}
	document.Simulator.ArmorOfConnousUseLv.value = ArmorOfConnousLv;
	//マインドオブコンヌース
	switch (MindOfConnousRank) {
		case 16 : MindOfConnousLv = 0;		MindOfConnousMana = 0;		MindOfConnousInt = 0;	break;
		case 15 : MindOfConnousLv = 0;		MindOfConnousMana = 400;	MindOfConnousInt = 100;	break;
		case 14 : MindOfConnousLv = 10;		MindOfConnousMana = 410;	MindOfConnousInt = 105;	break;
		case 13 : MindOfConnousLv = 21;		MindOfConnousMana = 420;	MindOfConnousInt = 110;	break;
		case 12 : MindOfConnousLv = 33;		MindOfConnousMana = 430;	MindOfConnousInt = 115;	break;
		case 11 : MindOfConnousLv = 47;		MindOfConnousMana = 440;	MindOfConnousInt = 120;	break;
		case 10 : MindOfConnousLv = 63;		MindOfConnousMana = 450;	MindOfConnousInt = 125;	break;
		case 9  : MindOfConnousLv = 82;		MindOfConnousMana = 470;	MindOfConnousInt = 140;	break;
		case 8  : MindOfConnousLv = 104;	MindOfConnousMana = 490;	MindOfConnousInt = 145;	break;
		case 7  : MindOfConnousLv = 130;	MindOfConnousMana = 510;	MindOfConnousInt = 150;	break;
		case 6  : MindOfConnousLv = 160;	MindOfConnousMana = 530;	MindOfConnousInt = 155;	break;
		case 5  : MindOfConnousLv = 195;	MindOfConnousMana = 560;	MindOfConnousInt = 170;	break;
		case 4  : MindOfConnousLv = 235;	MindOfConnousMana = 590;	MindOfConnousInt = 175;	break;
		case 3  : MindOfConnousLv = 281;	MindOfConnousMana = 620;	MindOfConnousInt = 180;	break;
		case 2  : MindOfConnousLv = 333;	MindOfConnousMana = 650;	MindOfConnousInt = 185;	break;
		default : MindOfConnousLv = 392;	MindOfConnousMana = 700;	MindOfConnousInt = 200;	break;
	}
	document.Simulator.MindOfConnousUseLv.value = MindOfConnousLv;
	//シャープネスオブコンヌース
	switch (SharpnessOfConnousRank) {
		case 16 : SharpnessOfConnousLv = 0;	SharpnessOfConnousDex = 0;	SharpnessOfConnousCriBal = 0;	break;
		case 15 : SharpnessOfConnousLv = 0;	SharpnessOfConnousDex = 100;	SharpnessOfConnousCriBal = 6;	break;
		case 14 : SharpnessOfConnousLv = 10;	SharpnessOfConnousDex = 105;	SharpnessOfConnousCriBal = 6;	break;
		case 13 : SharpnessOfConnousLv = 21;	SharpnessOfConnousDex = 110;	SharpnessOfConnousCriBal = 7;	break;
		case 12 : SharpnessOfConnousLv = 33;	SharpnessOfConnousDex = 115;	SharpnessOfConnousCriBal = 7;	break;
		case 11 : SharpnessOfConnousLv = 47;	SharpnessOfConnousDex = 120;	SharpnessOfConnousCriBal = 8;	break;
		case 10 : SharpnessOfConnousLv = 63;	SharpnessOfConnousDex = 125;	SharpnessOfConnousCriBal = 8;	break;
		case 9  : SharpnessOfConnousLv = 82;	SharpnessOfConnousDex = 140;	SharpnessOfConnousCriBal = 9;	break;
		case 8  : SharpnessOfConnousLv = 104;	SharpnessOfConnousDex = 145;	SharpnessOfConnousCriBal = 10;	break;
		case 7  : SharpnessOfConnousLv = 130;	SharpnessOfConnousDex = 150;	SharpnessOfConnousCriBal = 11;	break;
		case 6  : SharpnessOfConnousLv = 160;	SharpnessOfConnousDex = 155;	SharpnessOfConnousCriBal = 12;	break;
		case 5  : SharpnessOfConnousLv = 195;	SharpnessOfConnousDex = 170;	SharpnessOfConnousCriBal = 13;	break;
		case 4  : SharpnessOfConnousLv = 235;	SharpnessOfConnousDex = 175;	SharpnessOfConnousCriBal = 14;	break;
		case 3  : SharpnessOfConnousLv = 281;	SharpnessOfConnousDex = 180;	SharpnessOfConnousCriBal = 15;	break;
		case 2  : SharpnessOfConnousLv = 333;	SharpnessOfConnousDex = 185;	SharpnessOfConnousCriBal = 16;	break;
		default : SharpnessOfConnousLv = 392;	SharpnessOfConnousDex = 200;	SharpnessOfConnousCriBal = 18;	break;
	}
	document.Simulator.SharpnessOfConnousUseLv.value = SharpnessOfConnousLv;
	//コンヌースヘビースタンダー
	switch (ConnousHeavyStanderRank) {
		case 16 : ConnousHeavyStanderLv = 0;	break;
		case 15 : ConnousHeavyStanderLv = 0;	break;
		case 14 : ConnousHeavyStanderLv = 10;	break;
		case 13 : ConnousHeavyStanderLv = 21;	break;
		case 12 : ConnousHeavyStanderLv = 33;	break;
		case 11 : ConnousHeavyStanderLv = 47;	break;
		case 10 : ConnousHeavyStanderLv = 63;	break;
		case 9  : ConnousHeavyStanderLv = 82;	break;
		case 8  : ConnousHeavyStanderLv = 104;	break;
		case 7  : ConnousHeavyStanderLv = 130;	break;
		case 6  : ConnousHeavyStanderLv = 160;	break;
		case 5  : ConnousHeavyStanderLv = 195;	break;
		case 4  : ConnousHeavyStanderLv = 235;	break;
		case 3  : ConnousHeavyStanderLv = 281;	break;
		case 2  : ConnousHeavyStanderLv = 333;	break;
		default : ConnousHeavyStanderLv = 392;	break;
	}
	document.Simulator.ConnousHeavyStanderUseLv.value = ConnousHeavyStanderLv;
	//コンヌースナチュラルシールド
	switch (ConnousNaturalShieldRank) {
		case 16 : ConnousNaturalShieldLv = 0;	break;
		case 15 : ConnousNaturalShieldLv = 0;	break;
		case 14 : ConnousNaturalShieldLv = 10;	break;
		case 13 : ConnousNaturalShieldLv = 21;	break;
		case 12 : ConnousNaturalShieldLv = 33;	break;
		case 11 : ConnousNaturalShieldLv = 47;	break;
		case 10 : ConnousNaturalShieldLv = 63;	break;
		case 9  : ConnousNaturalShieldLv = 82;	break;
		case 8  : ConnousNaturalShieldLv = 104;	break;
		case 7  : ConnousNaturalShieldLv = 130;	break;
		case 6  : ConnousNaturalShieldLv = 160;	break;
		case 5  : ConnousNaturalShieldLv = 195;	break;
		case 4  : ConnousNaturalShieldLv = 235;	break;
		case 3  : ConnousNaturalShieldLv = 281;	break;
		case 2  : ConnousNaturalShieldLv = 333;	break;
		default : ConnousNaturalShieldLv = 392;	break;
	}
	document.Simulator.ConnousNaturalShieldUseLv.value = ConnousNaturalShieldLv;
	//コンヌースマナリフレクター
	switch (ConnousManaRefractorRank) {
		case 16 : ConnousManaRefractorLv = 0;	break;
		case 15 : ConnousManaRefractorLv = 0;	break;
		case 14 : ConnousManaRefractorLv = 10;	break;
		case 13 : ConnousManaRefractorLv = 21;	break;
		case 12 : ConnousManaRefractorLv = 33;	break;
		case 11 : ConnousManaRefractorLv = 47;	break;
		case 10 : ConnousManaRefractorLv = 63;	break;
		case 9  : ConnousManaRefractorLv = 82;	break;
		case 8  : ConnousManaRefractorLv = 104;	break;
		case 7  : ConnousManaRefractorLv = 130;	break;
		case 6  : ConnousManaRefractorLv = 160;	break;
		case 5  : ConnousManaRefractorLv = 195;	break;
		case 4  : ConnousManaRefractorLv = 235;	break;
		case 3  : ConnousManaRefractorLv = 281;	break;
		case 2  : ConnousManaRefractorLv = 333;	break;
		default : ConnousManaRefractorLv = 392;	break;
	}
	document.Simulator.ConnousManaRefractorUseLv.value = ConnousManaRefractorLv;

	//ビーストスキル
	//デーモンオブピシス
	switch (DemonOfPhysisRank) {
		case 16 : DemonOfPhysisLv = 0;	break;
		case 15 : DemonOfPhysisLv = 0;	break;
		case 14 : DemonOfPhysisLv = 10;	break;
		case 13 : DemonOfPhysisLv = 21;	break;
		case 12 : DemonOfPhysisLv = 33;	break;
		case 11 : DemonOfPhysisLv = 47;	break;
		case 10 : DemonOfPhysisLv = 63;	break;
		case 9  : DemonOfPhysisLv = 82;	break;
		case 8  : DemonOfPhysisLv = 104;	break;
		case 7  : DemonOfPhysisLv = 130;	break;
		case 6  : DemonOfPhysisLv = 160;	break;
		case 5  : DemonOfPhysisLv = 195;	break;
		case 4  : DemonOfPhysisLv = 235;	break;
		case 3  : DemonOfPhysisLv = 281;	break;
		case 2  : DemonOfPhysisLv = 333;	break;
		default : DemonOfPhysisLv = 392;	break;
	}
	document.Simulator.DemonOfPhysisUseLv.value = DemonOfPhysisLv;
	//ジャイアントフルスイング
	switch (GiantFullSwingRank) {
		case 16 : GiantFullSwingLv = 0;	break;
		case 15 : GiantFullSwingLv = 0;	break;
		case 14 : GiantFullSwingLv = 10;	break;
		case 13 : GiantFullSwingLv = 21;	break;
		case 12 : GiantFullSwingLv = 33;	break;
		case 11 : GiantFullSwingLv = 47;	break;
		case 10 : GiantFullSwingLv = 63;	break;
		case 9  : GiantFullSwingLv = 82;	break;
		case 8  : GiantFullSwingLv = 104;	break;
		case 7  : GiantFullSwingLv = 130;	break;
		case 6  : GiantFullSwingLv = 160;	break;
		case 5  : GiantFullSwingLv = 195;	break;
		case 4  : GiantFullSwingLv = 235;	break;
		case 3  : GiantFullSwingLv = 281;	break;
		case 2  : GiantFullSwingLv = 333;	break;
		default : GiantFullSwingLv = 392;	break;
	}
	document.Simulator.GiantFullSwingUseLv.value = GiantFullSwingLv;
	//シールドオブピシス
	switch (ShieldOfPhysisRank) {
		case 16 : ShieldOfPhysisLv = 0;	break;
		case 15 : ShieldOfPhysisLv = 0;	break;
		case 14 : ShieldOfPhysisLv = 10;	break;
		case 13 : ShieldOfPhysisLv = 21;	break;
		case 12 : ShieldOfPhysisLv = 33;	break;
		case 11 : ShieldOfPhysisLv = 47;	break;
		case 10 : ShieldOfPhysisLv = 63;	break;
		case 9  : ShieldOfPhysisLv = 82;	break;
		case 8  : ShieldOfPhysisLv = 104;	break;
		case 7  : ShieldOfPhysisLv = 130;	break;
		case 6  : ShieldOfPhysisLv = 160;	break;
		case 5  : ShieldOfPhysisLv = 195;	break;
		case 4  : ShieldOfPhysisLv = 235;	break;
		case 3  : ShieldOfPhysisLv = 281;	break;
		case 2  : ShieldOfPhysisLv = 333;	break;
		default : ShieldOfPhysisLv = 392;	break;
	}
	document.Simulator.ShieldOfPhysisUseLv.value = ShieldOfPhysisLv;
	//スペルオブピシス
	switch (SpellOfPhysisRank) {
		case 16 : SpellOfPhysisLv = 0;	break;
		case 15 : SpellOfPhysisLv = 0;	break;
		case 14 : SpellOfPhysisLv = 10;	break;
		case 13 : SpellOfPhysisLv = 21;	break;
		case 12 : SpellOfPhysisLv = 33;	break;
		case 11 : SpellOfPhysisLv = 47;	break;
		case 10 : SpellOfPhysisLv = 63;	break;
		case 9  : SpellOfPhysisLv = 82;	break;
		case 8  : SpellOfPhysisLv = 104;	break;
		case 7  : SpellOfPhysisLv = 130;	break;
		case 6  : SpellOfPhysisLv = 160;	break;
		case 5  : SpellOfPhysisLv = 195;	break;
		case 4  : SpellOfPhysisLv = 235;	break;
		case 3  : SpellOfPhysisLv = 281;	break;
		case 2  : SpellOfPhysisLv = 333;	break;
		default : SpellOfPhysisLv = 392;	break;
	}
	document.Simulator.SpellOfPhysisUseLv.value = SpellOfPhysisLv;
	//ライフオブピシス
	switch (LifeOfPhysisRank) {
		case 16 : LifeOfPhysisLv = 0;	break;
		case 15 : LifeOfPhysisLv = 0;	break;
		case 14 : LifeOfPhysisLv = 10;	break;
		case 13 : LifeOfPhysisLv = 21;	break;
		case 12 : LifeOfPhysisLv = 33;	break;
		case 11 : LifeOfPhysisLv = 47;	break;
		case 10 : LifeOfPhysisLv = 63;	break;
		case 9  : LifeOfPhysisLv = 82;	break;
		case 8  : LifeOfPhysisLv = 104;	break;
		case 7  : LifeOfPhysisLv = 130;	break;
		case 6  : LifeOfPhysisLv = 160;	break;
		case 5  : LifeOfPhysisLv = 195;	break;
		case 4  : LifeOfPhysisLv = 235;	break;
		case 3  : LifeOfPhysisLv = 281;	break;
		case 2  : LifeOfPhysisLv = 333;	break;
		default : LifeOfPhysisLv = 392;	break;
	}
	document.Simulator.LifeOfPhysisUseLv.value = LifeOfPhysisLv;
	//ピシスヘビースタンダー
	switch (PhysisHeavyStanderRank) {
		case 16 : PhysisHeavyStanderLv = 0;	break;
		case 15 : PhysisHeavyStanderLv = 0;	break;
		case 14 : PhysisHeavyStanderLv = 10;	break;
		case 13 : PhysisHeavyStanderLv = 21;	break;
		case 12 : PhysisHeavyStanderLv = 33;	break;
		case 11 : PhysisHeavyStanderLv = 47;	break;
		case 10 : PhysisHeavyStanderLv = 63;	break;
		case 9  : PhysisHeavyStanderLv = 82;	break;
		case 8  : PhysisHeavyStanderLv = 104;	break;
		case 7  : PhysisHeavyStanderLv = 130;	break;
		case 6  : PhysisHeavyStanderLv = 160;	break;
		case 5  : PhysisHeavyStanderLv = 195;	break;
		case 4  : PhysisHeavyStanderLv = 235;	break;
		case 3  : PhysisHeavyStanderLv = 281;	break;
		case 2  : PhysisHeavyStanderLv = 333;	break;
		default : PhysisHeavyStanderLv = 392;	break;
	}
	document.Simulator.PhysisHeavyStanderUseLv.value = PhysisHeavyStanderLv;
	//ピシスナチュラルシールド
	switch (PhysisNaturalShieldRank) {
		case 16 : PhysisNaturalShieldLv = 0;	break;
		case 15 : PhysisNaturalShieldLv = 0;	break;
		case 14 : PhysisNaturalShieldLv = 10;	break;
		case 13 : PhysisNaturalShieldLv = 21;	break;
		case 12 : PhysisNaturalShieldLv = 33;	break;
		case 11 : PhysisNaturalShieldLv = 47;	break;
		case 10 : PhysisNaturalShieldLv = 63;	break;
		case 9  : PhysisNaturalShieldLv = 82;	break;
		case 8  : PhysisNaturalShieldLv = 104;	break;
		case 7  : PhysisNaturalShieldLv = 130;	break;
		case 6  : PhysisNaturalShieldLv = 160;	break;
		case 5  : PhysisNaturalShieldLv = 195;	break;
		case 4  : PhysisNaturalShieldLv = 235;	break;
		case 3  : PhysisNaturalShieldLv = 281;	break;
		case 2  : PhysisNaturalShieldLv = 333;	break;
		default : PhysisNaturalShieldLv = 392;	break;
	}
	document.Simulator.PhysisNaturalShieldUseLv.value = PhysisNaturalShieldLv;
	//ピシスマナリフレクター
	switch (PhysisManaRefractorRank) {
		case 16 : PhysisManaRefractorLv = 0;	break;
		case 15 : PhysisManaRefractorLv = 0;	break;
		case 14 : PhysisManaRefractorLv = 10;	break;
		case 13 : PhysisManaRefractorLv = 21;	break;
		case 12 : PhysisManaRefractorLv = 33;	break;
		case 11 : PhysisManaRefractorLv = 47;	break;
		case 10 : PhysisManaRefractorLv = 63;	break;
		case 9  : PhysisManaRefractorLv = 82;	break;
		case 8  : PhysisManaRefractorLv = 104;	break;
		case 7  : PhysisManaRefractorLv = 130;	break;
		case 6  : PhysisManaRefractorLv = 160;	break;
		case 5  : PhysisManaRefractorLv = 195;	break;
		case 4  : PhysisManaRefractorLv = 235;	break;
		case 3  : PhysisManaRefractorLv = 281;	break;
		case 2  : PhysisManaRefractorLv = 333;	break;
		default : PhysisManaRefractorLv = 392;	break;
	}
	document.Simulator.PhysisManaRefractorUseLv.value = PhysisManaRefractorLv;

//半神化スキル
	//光の覚醒
	switch (AwakeningOfLightRank) {
		case 16 : AwakeningOfLightLv = 0;	break;
		case 15 : AwakeningOfLightLv = 0;	break;
		case 14 : AwakeningOfLightLv = 35;	break;
		case 13 : AwakeningOfLightLv = 71;	break;
		case 12 : AwakeningOfLightLv = 110;	break;
		case 11 : AwakeningOfLightLv = 151;	break;
		case 10 : AwakeningOfLightLv = 193;	break;
		case 9  : AwakeningOfLightLv = 239;	break;
		case 8  : AwakeningOfLightLv = 287;	break;
		case 7  : AwakeningOfLightLv = 337;	break;
		case 6  : AwakeningOfLightLv = 390;	break;
		case 5  : AwakeningOfLightLv = 446;	break;
		case 4  : AwakeningOfLightLv = 505;	break;
		case 3  : AwakeningOfLightLv = 569;	break;
		case 2  : AwakeningOfLightLv = 638;	break;
		default : AwakeningOfLightLv = 713;	break;
	}
	document.Simulator.AwakeningOfLightUseLv.value = AwakeningOfLightLv;
	//スピアオブライト
	switch (SpearOfLightRank) {
		case 16 : SpearOfLightLv = 0;	break;
		case 15 : SpearOfLightLv = 0;	break;
		case 14 : SpearOfLightLv = 35;	break;
		case 13 : SpearOfLightLv = 71;	break;
		case 12 : SpearOfLightLv = 110;	break;
		case 11 : SpearOfLightLv = 151;	break;
		case 10 : SpearOfLightLv = 193;	break;
		case 9  : SpearOfLightLv = 239;	break;
		case 8  : SpearOfLightLv = 287;	break;
		case 7  : SpearOfLightLv = 337;	break;
		case 6  : SpearOfLightLv = 390;	break;
		case 5  : SpearOfLightLv = 446;	break;
		case 4  : SpearOfLightLv = 505;	break;
		case 3  : SpearOfLightLv = 569;	break;
		case 2  : SpearOfLightLv = 638;	break;
		default : SpearOfLightLv = 713;	break;
	}
	document.Simulator.SpearOfLightUseLv.value = SpearOfLightLv;
	//フューリーオブライト
	switch (FuryOfLightRank) {
		case 16 : FuryOfLightLv = 0;	break;
		case 15 : FuryOfLightLv = 0;	break;
		case 14 : FuryOfLightLv = 35;	break;
		case 13 : FuryOfLightLv = 71;	break;
		case 12 : FuryOfLightLv = 110;	break;
		case 11 : FuryOfLightLv = 151;	break;
		case 10 : FuryOfLightLv = 193;	break;
		case 9  : FuryOfLightLv = 239;	break;
		case 8  : FuryOfLightLv = 287;	break;
		case 7  : FuryOfLightLv = 337;	break;
		case 6  : FuryOfLightLv = 390;	break;
		case 5  : FuryOfLightLv = 446;	break;
		case 4  : FuryOfLightLv = 505;	break;
		case 3  : FuryOfLightLv = 569;	break;
		case 2  : FuryOfLightLv = 638;	break;
		default : FuryOfLightLv = 713;	break;
	}
	document.Simulator.FuryOfLightUseLv.value = FuryOfLightLv;
	
	//シャドウオブスピリット
	switch (ShadowOfSpiritRank) {
		case 16 : ShadowOfSpiritLv = 0;		break;
		case 15 : ShadowOfSpiritLv = 0;		break;
		case 14 : ShadowOfSpiritLv = 35;	break;
		case 13 : ShadowOfSpiritLv = 71;	break;
		case 12 : ShadowOfSpiritLv = 110;	break;
		case 11 : ShadowOfSpiritLv = 151;	break;
		case 10 : ShadowOfSpiritLv = 193;	break;
		case 9  : ShadowOfSpiritLv = 239;	break;
		case 8  : ShadowOfSpiritLv = 287;	break;
		case 7  : ShadowOfSpiritLv = 337;	break;
		case 6  : ShadowOfSpiritLv = 390;	break;
		case 5  : ShadowOfSpiritLv = 446;	break;
		case 4  : ShadowOfSpiritLv = 505;	break;
		case 3  : ShadowOfSpiritLv = 569;	break;
		case 2  : ShadowOfSpiritLv = 638;	break;
		default : ShadowOfSpiritLv = 713;	break;
	}
	document.Simulator.ShadowOfSpiritUseLv.value = ShadowOfSpiritLv;


	SkillLife = Life;
	SkillMana = Mana;
	SkillStamina = Stamina;
	SkillStr = Str;
	SkillInt = Int;
	SkillDex = Dex;
	SkillWill = Will;
	SkillMaxDam = MaxDam;
	SkillMinDam = MinDam;
	SkillRengedMaxDam = RengedMaxDam;
	SkillRengedMinDam = RengedMinDam;
	SkillDef = Def;
	SkillBal = Bal;

}