label training_mikan_02
advmenuoff
@bgm10
date_close
@all_layerrelease
#--  --------------------------------------------------------------------
mva_op=0
mva_ki=0
mva_ma=0
mva_an=0
mva_os=0
mva_it=0
mva_at=0
mva_sp=0

add_miryoku=0
mikan_bondage_flag=0

add_karada=0
add_atama=0
add_kokoro=0

#-- Ct -------------------------------------------------------------------
tairyoku=mikan_kenkou_max
seishin=mikan_kiryoku_max
tairyoku_max=tairyoku
seishin_max=seishin
lifebar_set	life_tairyoku,tairyoku
lifebar_setmax	life_tairyoku,tairyoku_max
lifebar_set	life_seishin,seishin
lifebar_setmax	life_seishin,seishin_max


macro	training_mikan_load
window_close
ScreenBlackoutMS	1000
waitms		1000
#--
all			= -1				# ׂ

#-- C[`
l_back			= 1				# wi
l_hair_back		= 5				# 딯
l_head			= 10				# 
l_hair_side		= 11				# ݂
l_eye			= 12				# 
l_eye_hi		= 13				# nCCg
l_eye_f			= 14				# 
l_eyeblow		= 15				# 
l_mouth			= 16				# 
l_hair_front		= 20				# O
l_body			= 25				# 
l_arm_right_back	= 24				# r
l_arm			= 31				# r
l_arm_back		= 30				# r
l_leg			= 35				# 
l_insert		= 40				# 
l_effect		= 45				# GtFNg

#C[0@wi
if t_mikan_bondage_flag=0 then layer_load 		l_back,"event\ev_mik_050\ev_mik_050_back.png"
if t_mikan_bondage_flag=1 then layer_load 		l_back,"event\ev_mik_050\ev_mik_050_back_b.png"
layer_position_set 	l_back,-64,-48

#C[5@̌
layer_load 		l_hair_back,"updates\training\EV_MIK_050\ev_mik_050_hair_back.png"
layer_position_set 	l_hair_back,-64,-48

#C[10@
layer_load 		l_head,"updates\training\EV_MIK_050\ev_mik_050_head.png"
#layer_load_parts	l_head,1,"event\ev_mik_050\ev_mik_050_eye_back.png"
layer_position_set 	l_head,-64,-48

#C[11@݂
#layer_load 		l_hair_side,"event\ev_mik_050\ev_mik_050_hair_side.png"
#layer_reference_set	l_hair_side,l_head		# ̃C[ɘA

#C[20@O
layer_load 		l_hair_front,"updates\training\EV_MIK_050\ev_mik_050_hair_front.png"
layer_reference_set	l_hair_front,l_head		# ̃C[ɘA

#C[12  
layer_load 		l_eye,"event\ev_mik_050\ev_mik_050_eye.png"
layer_position_set	l_eye,0+2,0+2
layer_reference_set	l_eye,l_head			# ̃C[ɘA

#C[13@̃nCCg
layer_load 		l_eye_hi,"event\ev_mik_050\ev_mik_050_eye_hi.png"
layer_reference_set	l_eye_hi,l_head			# ̃C[ɘA

#C[14@
layer_load 		l_eye_f,"updates\training\EV_MIK_050\ev_mik_050_eye_front.png"
layer_load_parts	l_eye_f,1,"event\ev_mik_050\ev_mik_050_eye_front2.png"
layer_load_parts	l_eye_f,2,"event\ev_mik_050\ev_mik_050_eye_front3.png"
layer_load_parts	l_eye_f,3,"event\ev_mik_050\ev_mik_050_eye2_front.png"
layer_reference_set	l_eye_f,l_head			# ̃C[ɘA

#C[15@
layer_load 		l_eyeblow,"event\ev_mik_050\ev_mik_050_eyeblow.png"
layer_load_parts	l_eyeblow,1,"event\ev_mik_050\ev_mik_050_eyeblow2.png"
layer_load_parts	l_eyeblow,2,"event\ev_mik_050\ev_mik_050_eyeblow3.png"
layer_reference_set	l_eyeblow,l_head		# ̃C[ɘA

#C[16@
layer_load 		l_mouth,"event\ev_mik_050\ev_mik_050_mouth.png"
layer_load_parts	l_mouth,1,"event\ev_mik_050\ev_mik_050_mouth2.png"
layer_load_parts	l_mouth,2,"event\ev_mik_050\ev_mik_050_mouth3.png"
layer_load_parts	l_mouth,3,"event\ev_mik_050\ev_mik_050_mouth4.png"
layer_load_parts	l_mouth,4,"event\ev_mik_050\ev_mik_050_mouth5.png"
layer_load_parts	l_mouth,5,"event\ev_mik_050\ev_mik_050_mouth6.png"
layer_reference_set	l_mouth,l_head			# ̃C[ɘA

#C[20@Od
#layer_load 		20,"event\ev_mik_050\ev_mik_050_hair_front.png"
#layer_position_set 	20,-64,-48

#C[25@
if t_mikan_bondage_flag=0 then layer_load 		l_body,"updates\training\ev_mik_050\ev_mik_050_body.png"
if t_mikan_bondage_flag=1 then layer_load 		l_body,"event\ev_mik_050\ev_mik_050_body_b.png"
layer_position_set 		l_body,-64,-48

#C[24@r
if t_mikan_bondage_flag=0 then layer_load 		l_arm_right_back,"event\ev_mik_050\ev_mik_050_arm_right_back.png"
layer_position_set 	l_arm_right_back,378,126
layer_reference_set	l_arm_right_back,l_back		# ̃C[ɘA

#C[30@r
if t_mikan_bondage_flag=0 then layer_load 		l_arm_back,"event\ev_mik_050\ev_mik_050_arm_left_back.png"
#layer_position_set 	l_arm_back,-64,-48
layer_reference_set	l_arm_back,l_arm		# ̃C[ɘA


#C[31@r
if t_mikan_bondage_flag=0 then layer_load 		l_arm,"updates\training\EV_MIK_050\ev_mik_050_arm_left_front.png"
layer_position_set 	l_arm,-64,-48

#C[35 
if t_mikan_bondage_flag=0 then layer_load 		l_leg,"event\ev_mik_050\ev_mik_050_leg.png"
if t_mikan_bondage_flag=1 then layer_load 		l_leg,"event\ev_mik_050\ev_mik_050_leg_b.png"
layer_position_set 	l_leg,-64,-48

#layer_movepass_clear	all


# -- Aj[V` ------------------------------------------------------
# -- 			Zbg0
layer_anime_add		l_eye_f,0,	5000,	0
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_add		l_eye_f,0,	100,	2
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_add		l_eye_f,0,	5000,	0
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_add		l_eye_f,0,	100,	2
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_add		l_eye_f,0,	100,	0
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_add		l_eye_f,0,	100,	2
layer_anime_add		l_eye_f,0,	70,	1
layer_anime_play	l_eye_f,0,	PLAY_LOOP


# -- 
layer_anime_add		l_eyeblow,0,	1000,	0
layer_anime_play	l_eyeblow,0,	PLAY_LOOP

#
layer_anime_add		l_mouth,0,	300,	0
layer_anime_add		l_mouth,0,	100,	2
layer_anime_add		l_mouth,0,	100,	5
layer_anime_add		l_mouth,0,	100,	2
layer_anime_lipsync	l_mouth,0,	_TRUE

# -- [V` ----------------------------------------------------------
# -- Zbg0(ʏ) -----------------------------------------------------------
# -- 			Zbg0
layer_movepass_add 	l_eye,0,	5000,	0,	0
layer_movepass_add 	l_eye,0,	50,	4,	-1
layer_movepass_add 	l_eye,0,	500,	4,	-1
layer_movepass_add 	l_eye,0,	50,	0,	0
layer_movepass_add 	l_eye,0,	5000,	0,	0
layer_movepass_add 	l_eye,0,	50,	-4,	1
layer_movepass_add 	l_eye,0,	500,	-4,	1
layer_movepass_add 	l_eye,0,	50,	0,	0
layer_movepass_add 	l_eye,0,	5000,	0,	0
layer_movepass_add 	l_eye,0,	50,	1,	2
layer_movepass_add 	l_eye,0,	500,	1,	2
layer_movepass_add 	l_eye,0,	50,	0,	0
layer_movepass_add 	l_eye,0,	5000,	0,	0
layer_movepass_add 	l_eye,0,	50,	-1,	-2
layer_movepass_add 	l_eye,0,	500,	-1,	-2
layer_movepass_add 	l_eye,0,	50,	0,	0
layer_movepass_add 	l_eye,0,	5000,	0,	0
layer_movepass_play	l_eye,0,	PLAY_LOOP

# -- nCCg	Zbg0
layer_movepass_add 	l_eye_hi,0,	30,	1,	2
layer_movepass_add 	l_eye_hi,0,	30,	-1,	-2
layer_movepass_type	l_eye_hi,0,	PASSTYPE_LINEAR
layer_movepass_play	l_eye_hi,0,	PLAY_LOOP

# -- wi		Zbg0
layer_movepass_add 	l_back,0,	500,0,-2
layer_movepass_add 	l_back,0,	500,0,0
layer_movepass_add 	l_back,0,	500,0,2
layer_movepass_add 	l_back,0,	500,0,0
layer_movepass_play	l_back,0,	PLAY_LOOP

# -- ̌		Zbg0
layer_movepass_add 	l_hair_back,0,	500,0,-2
layer_movepass_add 	l_hair_back,0,	500,0,0
layer_movepass_add 	l_hair_back,0,	500,0,2
layer_movepass_add 	l_hair_back,0,	500,0,0
layer_movepass_play	l_hair_back,0,	PLAY_LOOP

# -- 			Zbg0
layer_movepass_add 	l_head,0,	500,4,3
layer_movepass_add 	l_head,0,	500,0,0
layer_movepass_add 	l_head,0,	500,-4,-3
layer_movepass_add 	l_head,0,	500,0,0
layer_movepass_play	l_head,0,	PLAY_LOOP

# -- ݂		Zbg0
layer_scalepass_add 	l_hair_side,0,	800,-2,4
layer_scalepass_add 	l_hair_side,0,	200,0,0
layer_scalepass_add 	l_hair_side,0,	800,2,-4
layer_scalepass_add 	l_hair_side,0,	200,0,0
layer_scalepass_play	l_hair_side,0,	PLAY_LOOP

#C[20@O
layer_movepass_add 	l_hair_front,0,	700,-2,4
layer_movepass_add 	l_hair_front,0,	300,0,0
layer_movepass_add 	l_hair_front,0,	700,2,-4
layer_movepass_add 	l_hair_front,0,	300,0,0
layer_movepass_play	l_hair_front,0,	PLAY_LOOP

layer_scalepass_add 	l_hair_front,0,	700,0,2
layer_scalepass_add 	l_hair_front,0,	300,0,0
layer_scalepass_add 	l_hair_front,0,	700,0,-2
layer_scalepass_add 	l_hair_front,0,	300,0,0
layer_scalepass_play	l_hair_front,0,	PLAY_LOOP

# -- r			Zbg0
layer_movepass_add	l_arm,0,	700,0,4
layer_movepass_add	l_arm,0,	300,0,0
layer_movepass_add	l_arm,0,	700,0,-4
layer_movepass_add	l_arm,0,	300,0,0
layer_movepass_play	l_arm,0,	PLAY_LOOP

layer_scalepass_add	l_arm,0,	700,-3,0
layer_scalepass_add	l_arm,0,	300,0,0
layer_scalepass_add	l_arm,0,	700,3,0
layer_scalepass_add	l_arm,0,	300,0,0
layer_scalepass_play	l_arm,0,	PLAY_LOOP

# -- 
layer_movepass_add	l_body,0,	600,0,6
layer_movepass_add	l_body,0,	400,0,0
layer_movepass_add	l_body,0,	600,0,-6
layer_movepass_add	l_body,0,	400,0,0
layer_movepass_play	l_body,0,	PLAY_LOOP

layer_scalepass_add	l_body,0,	600,0,4
layer_scalepass_add	l_body,0,	400,0,0
layer_scalepass_add	l_body,0,	600,0,-4
layer_scalepass_add	l_body,0,	400,0,0
layer_scalepass_play	l_body,0,	PLAY_LOOP

#C[35 
layer_movepass_add	l_leg,0,	500,0,-6
layer_movepass_add	l_leg,0,	500,0,0
layer_movepass_add	l_leg,0,	500,0,6
layer_movepass_add	l_leg,0,	500,0,0
layer_movepass_play	l_leg,0,	PLAY_LOOP

layer_scalepass_add	l_leg,0,	500,-2,0
layer_scalepass_add	l_leg,0,	500,0,0
layer_scalepass_add	l_leg,0,	500,2,0
layer_scalepass_add	l_leg,0,	500,0,0
layer_scalepass_play	l_leg,0,	PLAY_LOOP

#--Zbg1 (ɂ)-----------------------------------------------------------

#\
layer_anime_add		l_eye_f,1,	5000,	3
layer_anime_add		l_eye_f,1,	500,	1
layer_anime_add		l_eye_f,1,	100,	0
layer_anime_add		l_eye_f,1,	100,	1
layer_anime_add		l_eye_f,1,	100,	3
layer_anime_add		l_eye_f,1,	5000,	1
layer_anime_add		l_eyeblow,1,	10000,	1
layer_anime_add		l_mouth,1,	1000,	3
layer_anime_add		l_mouth,1,	500,	2
layer_anime_add		l_mouth,1,	500,	1

#wi
layer_movepass_add	l_back,1,	100,0,-8
layer_movepass_add	l_back,1,	100,0,8
#layer_movepass_add	l_back,1,	100,0,-4
#layer_movepass_add	l_back,1,	100,0,4
layer_movepass_add	l_back,1,	300,0,0

#딯
layer_movepass_add	l_hair_back,1,	200,0,-16
layer_movepass_add	l_hair_back,1,	300,0,0
layer_scalepass_add	l_hair_back,1,	200,-5,-10
layer_scalepass_add	l_hair_back,1,	300,0,0

#݂
layer_scalepass_add	l_hair_side,1,	200,0,-12
layer_scalepass_add	l_hair_side,1,	300,0,12

#O
layer_movepass_add	l_hair_front,1,	200,-4,-8
layer_movepass_add	l_hair_front,1,	200,3,0
layer_movepass_add	l_hair_front,1,	100,0,0

#
layer_movepass_add	l_head,1,	200,6,24
layer_movepass_add	l_head,1,	300,0,0
#r
layer_movepass_add	l_arm,1,	200,0,6
layer_movepass_add	l_arm,1,	300,0,0
layer_scalepass_add	l_arm,1,	200,-4,0
layer_scalepass_add	l_arm,1,	300,0,0
#
layer_movepass_add	l_body,1,	200,0,4
layer_movepass_add	l_body,1,	300,0,0
layer_scalepass_add	l_body,1,	200,0,-5
layer_scalepass_add	l_body,1,	300,0,0
#
layer_movepass_add	l_leg,1,	200,0,-4
layer_movepass_add	l_leg,1,	300,0,0
layer_scalepass_add	l_leg,1,	200,-5,-4
layer_scalepass_add	l_leg,1,	300,0,0

# -- Zbg2(Ă) ---------------------------------------------------
#\
layer_anime_add		l_eye_f,2,	5000,	3
layer_anime_add		l_eye_f,2,	500,	1
layer_anime_add		l_eye_f,2,	100,	0
layer_anime_add		l_eye_f,2,	100,	1
layer_anime_add		l_eye_f,2,	100,	3
layer_anime_add		l_eye_f,2,	5000,	1
layer_anime_add		l_eyeblow,2,	10000,	1
layer_anime_add		l_mouth,2,	500,	3
#layer_anime_add		l_mouth,2,	250,	2
#layer_anime_add		l_mouth,2,	250,	1
layer_anime_add		l_mouth,2,	300,	0
layer_anime_add		l_mouth,2,	100,	2
layer_anime_add		l_mouth,2,	100,	5
layer_anime_add		l_mouth,2,	100,	2

# -- wi		Zbg0
layer_movepass_add 	l_back,2,	250,4,-2
layer_movepass_add 	l_back,2,	250,4,0
layer_movepass_add 	l_back,2,	250,4,2
layer_movepass_add 	l_back,2,	250,4,0
layer_movepass_play	l_back,2,	PLAY_LOOP

# -- ̌		Zbg0
layer_movepass_add 	l_hair_back,2,	250,4,-2
layer_movepass_add 	l_hair_back,2,	250,4,0
layer_movepass_add 	l_hair_back,2,	250,4,2
layer_movepass_add 	l_hair_back,2,	250,4,0
layer_movepass_play	l_hair_back,2,	PLAY_LOOP

# -- 			Zbg0
layer_movepass_add 	l_head,2,	250,-8,3
layer_movepass_add 	l_head,2,	250,-16,0
layer_movepass_add 	l_head,2,	250,-8,-3
layer_movepass_add 	l_head,2,	250,-4,0
layer_movepass_play	l_head,2,	PLAY_LOOP

# -- ݂		Zbg0
layer_scalepass_add 	l_hair_side,2,	400,-4,4
layer_scalepass_add 	l_hair_side,2,	100,4,0
layer_scalepass_add 	l_hair_side,2,	400,4,-4
layer_scalepass_add 	l_hair_side,2,	100,4,0
layer_scalepass_play	l_hair_side,2,	PLAY_LOOP

#C[20@O
layer_movepass_add 	l_hair_front,2,	350,-4,4
layer_movepass_add 	l_hair_front,2,	150,0,0
layer_movepass_add 	l_hair_front,2,	350,0,-4
layer_movepass_add 	l_hair_front,2,	150,0,0
layer_movepass_play	l_hair_front,2,	PLAY_LOOP

layer_scalepass_add 	l_hair_front,2,	350,2,2
layer_scalepass_add 	l_hair_front,2,	150,2,0
layer_scalepass_add 	l_hair_front,2,	350,2,-2
layer_scalepass_add 	l_hair_front,2,	150,2,0
layer_scalepass_play	l_hair_front,2,	PLAY_LOOP

# -- r			Zbg0
layer_movepass_add	l_arm,2,	350,-4,4
layer_movepass_add	l_arm,2,	150,-4,0
layer_movepass_add	l_arm,2,	350,-4,-4
layer_movepass_add	l_arm,2,	150,-4,0
layer_movepass_play	l_arm,2,	PLAY_LOOP

layer_scalepass_add	l_arm,2,	350,2,0
layer_scalepass_add	l_arm,2,	150,-2,0
layer_scalepass_add	l_arm,2,	350,-2,0
layer_scalepass_add	l_arm,2,	150,-2,0
layer_scalepass_play	l_arm,2,	PLAY_LOOP

# -- 
layer_movepass_add	l_body,2,	300,-4,6
layer_movepass_add	l_body,2,	200,-4,0
layer_movepass_add	l_body,2,	300,-4,-6
layer_movepass_add	l_body,2,	200,-4,0
layer_movepass_play	l_body,2,	PLAY_LOOP

layer_scalepass_add	l_body,2,	300,2,2
layer_scalepass_add	l_body,2,	200,2,0
layer_scalepass_add	l_body,2,	300,2,-2
layer_scalepass_add	l_body,2,	200,2,0
layer_scalepass_play	l_body,2,	PLAY_LOOP

#C[35 
layer_movepass_add	l_leg,2,	250,4,-6
layer_movepass_add	l_leg,2,	250,4,0
layer_movepass_add	l_leg,2,	250,4,6
layer_movepass_add	l_leg,2,	250,4,0
layer_movepass_play	l_leg,2,	PLAY_LOOP

layer_scalepass_add	l_leg,2,	250,-6,0
layer_scalepass_add	l_leg,2,	250,4,0
layer_scalepass_add	l_leg,2,	250,4,0
layer_scalepass_add	l_leg,2,	250,4,0
layer_scalepass_play	l_leg,2,	PLAY_LOOP


#--Zbg3 (Ă)---------------------------------------------------------

#\
layer_anime_add		l_eye_f,3,	5000,	3
layer_anime_add		l_eye_f,3,	500,	1
layer_anime_add		l_eye_f,3,	100,	0
layer_anime_add		l_eye_f,3,	100,	1
layer_anime_add		l_eye_f,3,	100,	3
layer_anime_add		l_eye_f,3,	5000,	1
layer_anime_add		l_eyeblow,3,	10000,	1
layer_anime_add		l_mouth,3,	500,	2
layer_anime_add		l_mouth,3,	500,	1

#wi
layer_movepass_add	l_back,3,	100,0,-4
layer_movepass_add	l_back,3,	100,0,4
#layer_movepass_add	l_back,3,	100,0,-2
#layer_movepass_add	l_back,3,	100,0,2
layer_movepass_add	l_back,3,	300,0,0

#딯
layer_movepass_add	l_hair_back,3,	200,0,-8
layer_movepass_add	l_hair_back,3,	300,0,0
layer_scalepass_add	l_hair_back,3,	200,-2,-5
layer_scalepass_add	l_hair_back,3,	300,0,0

#݂
layer_scalepass_add	l_hair_side,3,	200,0,-6
layer_scalepass_add	l_hair_side,3,	300,0,6

#O
layer_movepass_add	l_hair_front,3,	200,-2,-4
layer_movepass_add	l_hair_front,3,	200,3,0
layer_movepass_add	l_hair_front,3,	100,0,0

#
layer_movepass_add	l_head,3,	200,3,12
layer_movepass_add	l_head,3,	300,0,0
#r
layer_movepass_add	l_arm,3,	200,0,3
layer_movepass_add	l_arm,3,	300,0,0
layer_scalepass_add	l_arm,3,	200,-2,0
layer_scalepass_add	l_arm,3,	300,0,0
#
layer_movepass_add	l_body,3,	200,0,2
layer_movepass_add	l_body,3,	300,0,0
layer_scalepass_add	l_body,3,	200,0,-3
layer_scalepass_add	l_body,3,	300,0,0
#
layer_movepass_add	l_leg,3,	200,0,-2
layer_movepass_add	l_leg,3,	300,0,0
layer_scalepass_add	l_leg,3,	200,-3,-2
layer_scalepass_add	l_leg,3,	300,0,0

ScreenBlackinMS		1000

#-- `܂ --------------------------------------------------------------
endm

@training_mikan_load

lifebar_open	life_tairyoku
lifebar_open	life_seishin
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin


if mikan_command_cnt<15 then voice "A02544"	#uZccDĂˁccv
if mikan_command_cnt>=15 then voice "A02546"	#uAӁccZccv

window_close



bgvoice	"A04241"
label ev_mik_050_loop
if tairyoku<=0 then goto ev_mik_050_end
if seishin<=0 then goto ev_mik_050_end



#-- ACRI --------------------------------------------------------------
window_close
#J[\ftHg
mousecursor_set "parts\TrainingSystem\cur_aibu.png",25,30
layer_lockmouse_set	l_eye,_ON
select_icon_init
select_icon_add		0,"parts\iconselect\icon_quit.png","߂"
#select_icon_add	1,"parts\iconselect\icon_aibu.png",""
select_icon_add		2,"parts\iconselect\icon_nikubou.png","_g"
select_icon_add		3,"parts\iconselect\icon_spanking.png","XpLO"
if _ITEM(206)=1 then select_icon_add		4,"parts\iconselect\icon_vibe.png","傫ȃoCuŃ}RJ"
if _ITEM(202)=1 then select_icon_add		5,"parts\iconselect\icon_analbeads.png","Air[YŃAiJ"
if _ITEM(210)=1 then 	 select_icon_add		6,"parts\iconselect\icon_analexpand.png","AigxgŃAiJ"
if _ITEM(203)=1 then 	 select_icon_add		7,"parts\iconselect\icon_rousoku.png","XCg"

if _ITEM(200)=1 then	select_icon_add		8,"parts\iconselect\icon_muchi.png","ڂg"

if t_mikan_bondage_flag=0 and _ITEM(303)=1 then select_icon_add	9,"parts\iconselect\icon_bondage.png","{f[W𒅂"
if t_mikan_bondage_flag=1 and _ITEM(303)=1 then select_icon_add	9,"parts\iconselect\icon_nude.png","ɂ"



if _ITEM(208)=1 then select_icon_add		10,"parts\iconselect\icon_schoolware.png","XN[g"

label ev_mik_050_loop_a
#R}hI
select_mouseclick	"event\ev_mik_050\EV_MIK_050_mask.png",0,0
gosub	ev_mik_050_aibu
if tairyoku<=0 then goto ev_mik_050_end
if seishin<=0 then goto ev_mik_050_end

if _SELECT=-1 then goto ev_mik_050_loop_a
if _SELECT= 0  then goto ev_mik_050_exit
command=_SELECT

select_icon_init
mousecursor_reset
#-- NbNȂR}h ----------------------------------------------------
if command=4 then goto t_mikan_vibe
if command=5 then goto t_mikan_analvibe
if command=6 then goto t_mikan_hardanal
if command=9 then goto t_mikan_bondage
if command=10 then goto t_mikan_mizugi

#-- ACRI --------------------------------------------------------------
select_icon_add		0,"parts\iconselect\icon_back.png","ACRIɖ߂"#-- [v --------------------------------------------------------------------
label ev_mik_050_loop_b
#-- J[\̕ύX ------------------------------------------------------------
if command=2 then mousecursor_set "parts\TrainingSystem\cur_nikubou.png",25,30
if command=3 then mousecursor_set "parts\TrainingSystem\cur_hand.png",25,30
if command=7 then @command_mikan_rousoku		#XC
if command=8 then @command_mikan_baramuchi		#o

#ڐ

select_mouseclick	"event\ev_mik_050\EV_MIK_050_mask.png",0,0
if _SELECT=0 then goto ev_mik_050_loop

#if command=1 then gosub ev_mik_050_aibu		#
if command=2 then gosub ev_mik_050_chinpo		#
if command=3 then gosub ev_mik_050_spanking		#XpLO
if command=7 then gosub ev_mik_050_rousoku		#XC
if command=8 then gosub ev_mik_050_baramuchi		#o

if tairyoku<=0 then goto ev_mik_050_end
if seishin<=0 then goto ev_mik_050_end

goto ev_mik_050_loop_b


#--  ----------------------------------------------------------------
label ev_mik_050_aibu
if _COLOR=0 then return
se		"sound\se\vCb.ogg"
@mikan_motion_normal1
if _COLOR=130 then @mikan_voice_aibu_manko
if _COLOR=145 or _COLOR=69 then @mikan_voice_aibu_oppai
if _COLOR=220 then @mikan_voice_aibu_anal
if _COLOR=228 then @mikan_voice_aibu_kiss
if _COLOR=249 then @mikan_voice_aibu_oshiri
return

#-- ہ ----------------------------------------------------------------
label ev_mik_050_chinpo
if _COLOR=0 then return
#J[\
mousecursor_reset

if _COLOR=228 then gosub training_mikan_fellatio	#tF
if _COLOR=86  then gosub training_mikan_fellatio	#tF

if _COLOR=220 then gosub training_mikan_anal		#Ai

if _COLOR=130 then gosub training_mikan_insert		#}

if _COLOR=145 or _COLOR=69 or _COLOR=249 then gosub ev_mik_050_aibu

window_close
return

#-- XpLO ---------------------------------------------------------
label ev_mik_050_spanking
#-- ̂ł͂ȂC[ǂ肷 ----------------------------------------
if _LAYER < 25 then return
#J[\
mousecursor_reset
#-- ڃGtFNg---------------------------------------------------------------
@muchi_effect
#-- ڌ---------------------------------------------------------------
#傫ڍǂ肷
if _LAYER=l_leg then @spanking_effect_big		# ڍ()
if _LAYER<>l_leg then @spanking_effect_small		# ڍ()
@mikan_voice_spanking
@mikan_motion_pain1
tairyoku=tairyoku-15
seishin=seishin-20
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

add_karada=add_karada+1
add_miryoku=add_miryoku+1

waitms	500
return


#-- oځ ----------------------------------------------------------------
label ev_mik_050_baramuchi
#-- ̂ł͂ȂC[ǂ肷 ----------------------------------------
if _LAYER < 25 then return
#J[\
mousecursor_reset
#-- ڃGtFNg---------------------------------------------------------------
@muchi_effect
#-- ڌ---------------------------------------------------------------
#傫ڍǂ肷
if _LAYER=l_leg then @muchiato_effect_big		# ڍ()
if _LAYER<>l_leg then @muchiato_effect_small		# ڍ()
@mikan_voice_itai
@mikan_motion_pain1
tairyoku=tairyoku-35
seishin=seishin-20
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

add_miryoku=add_miryoku+2

waitms	500
return

#-- XC ------------------------------------------------------------------
label ev_mik_050_rousoku
#-- ̂ł͂ȂC[ǂ肷
if _LAYER < 25 then return
#J[\
mousecursor_reset
waitms	500
#-- XCGtFNg
@rousoku_effect
#-- XC
@mikan_voice_atsui
@mikan_motion_pain1
tairyoku=tairyoku-20
seishin=seishin-35
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

add_miryoku=add_miryoku+3


for j=0 to 5
rand rnd,0,128
_x=_x+rnd-64
rand rnd,0,128
_y=_y+rnd-64

if _LAYER=l_leg then @rousoku_effect_big		# XC()
if _LAYER<>l_leg then @rousoku_effect_small		# XC()
waitms	50
next

#-- {CX

waitms	500
return


#-- Ai ---------------------------------------------------------
label	t_mikan_anal
	gosub	training_mikan_anal
	goto	ev_mik_050_loop
#-- AioCu ---------------------------------------------------------
label	t_mikan_analvibe
	gosub	training_mikan_analpearl
	goto	ev_mik_050_loop
#-- oCu ---------------------------------------------------------
label	t_mikan_vibe
	gosub	training_mikan_vibe
	goto	ev_mik_050_loop
#-- Aigxg -----------------------------------------------------
label t_mikan_hardanal
	gosub	mikan_training_hardanal
	goto	ev_mik_050_loop
#-- XN[ -----------------------------------------------------
label t_mikan_mizugi
	gosub	mikan_training_mizugi
	goto	ev_mik_050_loop

#-- {e[W ---------------------------------------------------------
label t_mikan_bondage
	@training_anime_release
	if t_mikan_bondage_flag=0 then t_mikan_bondage_flag=1;goto t_mikan_bondage_skip
	if t_mikan_bondage_flag=1 then t_mikan_bondage_flag=0
label t_mikan_bondage_skip
	@training_mikan_load
	goto	ev_mik_050_loop

#voice	"A02572"	#uЂccIv
#voice	"A02573"	#u₟Iv
#voice	"A02574"	#uIIv

#CťvZ
tairyoku=tairyoku-4
seishin=seishin-1

lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

#̗͂ɂċύX

if tairyoku<(tairyoku_max/4) then goto mikan_training_bgv_04
if tairyoku<(tairyoku_max/3) then goto mikan_training_bgv_03
if tairyoku<(tairyoku_max/2) then goto mikan_training_bgv_02

label	mikan_training_bgv_01
	bgvoice "A02559"
	passspeed=100
	goto	mikan_training_bgv_05
label	mikan_training_bgv_02
	bgvoice "A02559_A"
	passspeed=130
	goto	mikan_training_bgv_05
label	mikan_training_bgv_03
	bgvoice "A02559_B"
	passspeed=160
	goto	mikan_training_bgv_05
label	mikan_training_bgv_04
	bgvoice "A02559_C"
	passspeed=190
	goto	mikan_training_bgv_05
label	mikan_training_bgv_05
	layer_allpass_speed	l_body,passspeed
	layer_allpass_speed	l_arm,passspeed
	layer_allpass_speed	l_head,passspeed
	layer_allpass_speed	l_leg,passspeed


waitms	300

goto ev_mik_050_loop1

#-- ݂@uv--------------------------------------------------------
#ς
macro	mikan_voice_aibu_oppai
if mva_op=0 then voice "A03592"	#úA͂킟IHv
if mva_op=1 then voice "A03593"	#uccZAȂƂccv
if mva_op=2 then voice "A03594"	#u݂A܂Ȃcc͂ccv
if mva_op=3 then voice "A03595" #uЂႤIA\Ɂcc߂v
if mva_op=4 then voice "A03596" #uAȂɂcc͂AIv
if mva_op=5 then voice "A03597"	#uccIIIɂ႟IIv
if mva_op=6 then voice "A03598"	#u񂫂ィI͂IIv

mva_op=mva_op+1
if mva_op>6 then mva_op=0

endm

#LX
macro	mikan_voice_aibu_kiss
if mva_ki=0 then voice "A03622"	#u`bIiLX̉jv
if mva_ki=1 then voice "A03623"	#uccӂccv
if mva_ki=2 then voice "A03624"	#uՂAccӁAA͂ccv
if mva_ki=3 then voice "A03625"	#u񂿂ccAӂAccv
if mva_ki=4 then voice "A03626"	#uAՂccAӂAccZccv
if mva_ki=5 then voice "A03627"	#uAՂccA͂cchLhLccႤ悧ccv

mva_ki=mva_ki+1
if mva_ki>5 then mva_ki=0

endm


#}Riwň)
macro	mikan_voice_aibu_manko
if mva_ma=0 then voice "A03599"	#uЂccIHv
if mva_ma=1 then voice "A03600"	#uAɂAccȂƂAGccv
if mva_ma=2 then voice "A03601"	#uAAӂccv
if mva_ma=3 then voice "A03602"	#uӂI₟ccIv
if mva_ma=4 then voice "A03603"	#uɂAIȂ̂ccIv
if mva_ma=5 then voice "A03604"	#uÁAIӁAIv
if mva_ma=6 then voice "A03605"	#uӂA͂AIIIv
if mva_ma=7 then voice "A03606"	#u񂫂ィII͂IIIv
if mva_ma=8 then voice "A03607"	#ú[Á[cćAӁccv
if mva_ma=9 then voice "A03608"	#uZ႟Acc͂ccccv
mva_ma=mva_ma+1
if mva_ma>9 then mva_ma=0

endm

#Ai
macro	mikan_voice_aibu_anal
if mva_an=0 then voice "A03615"	#uA񂣂IHv
if mva_an=1 then voice "A03616"	#u߂悧ccAӂccv
if mva_an=2 then voice "A03617"	#uȂƂApA悧ccv
if mva_an=3 then voice "A03618"	#u͂cc͂ccccv
if mva_an=4 then voice "A03619"	#uccAccIIv
if mva_an=5 then voice "A03620"	#u߂Aɂ႟ccKAςɂȂႤ悧Iv
if mva_an=6 then voice "A03621"	#u͂AAIv
mva_an=mva_an+1
if mva_an>6 then mva_an=0
endm

#
macro	mikan_voice_aibu_oshiri
if mva_os=0 then voice "A03609"	#uAィIv
if mva_os=1 then voice "A03610"	#uAɂccӂccv
if mva_os=2 then voice "A03611"	#urNrNႤ悧ccӂccv
if mva_os=3 then voice "A03612"	#u͂ccӂccA͂I₟Iv
if mva_os=4 then voice "A03613"	#uKAȂɂccIӂIIv
if mva_os=5 then voice "A03614"	#u񂣂III₟IIv
mva_os=mva_os+1
if mva_os>5 then mva_os=0
endm

#XpLO
macro	mikan_voice_spanking
#XpLO@iK
if mva_sp=0 then voice "A02259"	#u႟bI@ɂcbI@ɂ悧cbII@ZAɂcbIIv
if mva_sp=1 then voice "A02260"	#u߂ĂI@ȂŁcIH@ǂĂȎ́cII@Zɂ悧cbII@߂ĂcbIv
if mva_sp=2 then voice "A02261"	#uɂI@߂ĂI@C悧cbII@CIv

if mva_sp=3 then voice "A02262"	#uЂI@I@Ȃ̂āAȂ̂ĂIIv
if mva_sp=4 then voice "A02263"	#uII@݂̂KA@ȂłIIv
if mva_sp=5 then voice "A02264"	#uɂI@ɂ悧I@ZAȂł݂̂K@̂cIIHHv
if mva_sp=6 then voice "A02265"	#uCI@߂ĂI@Kттɂ悧I@ȂɒɂȂŁcbII@zgɂ߂ĂIv
if mva_sp=7 then voice "A02266"	#u͂I@AZcbI@ǂĂ߂ĂȂ́cbIH@݂A݂AȂɂĂȂ̂ɂIv

#---yXpLO\ځz
if mva_sp=0 then voice "A02267"	#uЂcbII@CbI@CII@ZA߂ĂcbIIv
if mva_sp=0 then voice "A02268"	#u₟bI@ɂbI@ɂbII@CI@CIIv
if mva_sp=0 then voice "A02269"	#uЂII@KԂꂿႤI@ZA߂ĂIIv
if mva_sp=0 then voice "A02270"	#u₟II@Ȃ̂₟II@߂ĂI@@ȂłIIv
if mva_sp=0 then voice "A02271"	#uЂII@ЂII@KɂāAჂĂ悧II@߂ĂI@ZA߂ĂIIv
if mva_sp=0 then voice "A02272"	#uIIII@C悧II@ЂǂII@ZЂǉ߂悧IIv
if mva_sp=0 then voice "A02273"	#ucЂcbI@ЂcbI@ccA߂ĂcA₟cB@݂A݂cbv

mva_sp=mva_sp+1

if mva_sp=5 then bgvoice "A04247"

if mva_sp>7 then mva_sp=0
endm



#-- ݂@uɂv--------------------------------------------------------
macro	mikan_voice_itai
if mva_it=0 then voice "A03461"	#uЂI@ɂAɂAZIHv
if mva_it=1 then voice "A03462"	#u₟ccAɂI@߂ĂccI@ZAɂ悧Iv

if mva_it=2 then voice "A03463"	#uЂccAЂccI@₟ccI@₟ccA߂āA߂Ăv

if mva_it=3 then voice "A03464"	#uɂAɂI@߂āA߂ĂI@ZA肢cA݂A₾悧Iv

if mva_it=4 then voice "A03465"	#u͂ccAccI@Aɂcc悧ccAɂ̂ɁAɂ̂ɂcIIv

mva_it=mva_it+1

if mva_it>4 then mva_it=0

endm

#-- ݂@uMv--------------------------------------------------------
macro	mikan_voice_atsui

if mva_at=0 then voice "A03503" #uЂAЂI@AMAMIH@ZIHv
if mva_at=1 then voice "A03504" #u₟I@M悧I@PhȂȂāA悧I@PhႤA݂APhႤ悧IIv
if mva_at=2 then voice "A03505" #uႤI@MĒɂI@݂䖝łȂ悧AZA߂ĂIIv
if mva_at=3 then voice "A03506" #uЂcA₟ccI@A₟AMAM悧cIv
if mva_at=4 then voice "A03507" #uAM悧I@A₟cI@MAMIv
if mva_at=5 then voice "A03508" #uЂI@ЂI@ǂāAȂŁIH@ȎccAȎccv
if mva_at=6 then voice "A03509" #u₟I@MAɂ悧II@݂AA₟Iv
if mva_at=7 then voice "A03510" #ucc₟ccA₟ccB@߂āccAZcc߂āccv
if mva_at=8 then voice "A03511" #u߂ĂccAḾcccc₟ccB@Ȃ̂ccZccA߂āccv
if mva_at=9 then voice "A03512" #uM̂ccAMĒɂ悧ccA߂ācc₟ccv

mva_at=mva_at+1
if mva_at>9 then mva_at=0

mikan_rousoku_count=mikan_rousoku_count+1

endm


#R}h XC
macro	command_mikan_rousoku
	@bgm11
#	se	0,"parts\TrainingSystem\item.ogg",play_once
	mousecursor_set "parts\TrainingSystem\cur_rousoku.png",100,160
	gosub mikan_training_rousoku
endm

#R}h o
macro	command_mikan_baramuchi
	@bgm11
#	se	0,"parts\TrainingSystem\item.ogg",play_once
	mousecursor_set "parts\TrainingSystem\cur_muchi.png",420,40
	gosub mikan_training_baramuchi
endm
#-- ɂ --------------------------------------------------------------------
macro	mikan_motion_pain1
layer_movepass_push	l_back,1,	PLAY_ONCE	#

layer_movepass_push	l_head,1,	PLAY_ONCE	#

layer_movepass_push	l_arm,1,	PLAY_ONCE	#r
layer_scalepass_push	l_arm,1,	PLAY_ONCE	#r

layer_movepass_push	l_hair_back,1,	PLAY_ONCE	#딯
layer_scalepass_push	l_hair_back,1,	PLAY_ONCE

layer_movepass_push	l_hair_side,1,	PLAY_ONCE
layer_scalepass_push	l_hair_side,1,	PLAY_ONCE

layer_movepass_push	l_hair_front,1,	PLAY_ONCE
layer_scalepass_push	l_hair_front,1,	PLAY_ONCE

layer_movepass_push	l_body,1,	PLAY_ONCE
layer_scalepass_push	l_body,1,	PLAY_ONCE

layer_movepass_push	l_leg,1,	PLAY_ONCE
layer_scalepass_push	l_leg,1,	PLAY_ONCE

layer_anime_push	l_eyeblow,1,	PLAY_ONCE
layer_anime_push	l_mouth,1,	PLAY_ONCE
layer_anime_push	l_eye_f,1,	PLAY_ONCE

tairyoku=tairyoku-3
seishin=seishin-5
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin


endm


macro	mikan_motion_insert1


# -- wi		Zbg0
layer_movepass_push	l_back,2,	PLAY_LOOP

# -- ̌		Zbg0
layer_movepass_push	l_hair_back,2,	PLAY_LOOP

# -- 			Zbg0
layer_movepass_push	l_head,2,	PLAY_LOOP

# -- ݂		Zbg0
layer_scalepass_push	l_hair_side,2,	PLAY_LOOP

#C[20@O
layer_movepass_push	l_hair_front,2,	PLAY_LOOP

layer_scalepass_push	l_hair_front,2,	PLAY_LOOP

# -- r			Zbg0
layer_movepass_push	l_arm,2,	PLAY_LOOP

layer_scalepass_push	l_arm,2,	PLAY_LOOP

# -- 
layer_movepass_push	l_body,2,	PLAY_LOOP

layer_scalepass_push	l_body,2,	PLAY_LOOP

#C[35 
layer_movepass_push	l_leg,2,	PLAY_LOOP

layer_scalepass_push	l_leg,2,	PLAY_LOOP

layer_anime_push	l_eyeblow,2,	PLAY_LOOP
layer_anime_push	l_mouth,2,	PLAY_ONCE
layer_anime_push	l_eye_f,2,	PLAY_LOOP


tairyoku=tairyoku-10
seishin=seishin-15
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

endm

#--  --------------------------------------------------------------------
macro	mikan_motion_normal1
layer_movepass_push	l_back,3,	PLAY_ONCE	#

layer_movepass_push	l_head,3,	PLAY_ONCE	#

layer_movepass_push	l_arm,3,	PLAY_ONCE	#r
layer_scalepass_push	l_arm,3,	PLAY_ONCE	#r

layer_movepass_push	l_hair_back,3,	PLAY_ONCE	#딯
layer_scalepass_push	l_hair_back,3,	PLAY_ONCE

layer_movepass_push	l_hair_side,3,	PLAY_ONCE
layer_scalepass_push	l_hair_side,3,	PLAY_ONCE

layer_movepass_push	l_hair_front,3,	PLAY_ONCE
layer_scalepass_push	l_hair_front,3,	PLAY_ONCE

layer_movepass_push	l_body,3,	PLAY_ONCE
layer_scalepass_push	l_body,3,	PLAY_ONCE

layer_movepass_push	l_leg,3,	PLAY_ONCE
layer_scalepass_push	l_leg,3,	PLAY_ONCE

layer_anime_push	l_eyeblow,3,	PLAY_ONCE
layer_anime_push	l_mouth,3,	PLAY_ONCE
layer_anime_push	l_eye_f,3,	PLAY_ONCE

tairyoku=tairyoku-3
seishin=seishin-5
lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin


endm


#-- C --------------------------------------------------------------------
label ev_mik_050_end
mikan_kenkou=0
mikan_kiryoku=0

lifebar_setauto	life_tairyoku,tairyoku
lifebar_setauto	life_seishin,seishin

݂,A02548
usAsvccssꟁccv

#ScreenBlackoutMS	4000


#ǂCĂ܂悤B

ŗvꔖ@ČpB

add_miryoku=add_miryoku/2
add_karada=add_karada/2
add_kokoro=add_kokoro/2
add_atama=add_atama/2

mikan_kizetsu_cnt=mikan_kizetsu_cnt+1


goto	ev_mik_050_exit2

#-- I --------------------------------------------------------------------
label ev_mik_050_exit

select	sel,"I","ς߂"
if sel=1 then goto ev_mik_050_loop_a


if mikan_command_cnt<15 then voice "A02545"	#uccƁAẐɗĂ悤ɂȂƂȁcc撣ˁv
if mikan_command_cnt>=15 then voice "A02547"	#u͂ccccƊ撣邩A܂cc݂ɁAςccĂˁccv

#ScreenBlackoutMS	2000
waitms	2000

label ev_mik_050_exit2

select_icon_init
window_close

lifebar_close	life_tairyoku
lifebar_close	life_seishin

mousecursor_reset

bgvoice	""

@training_anime_release

if add_miryoku>10 then mikan_command_cnt=mikan_command_cnt+1

#--------------------------------------------------------------------------
	@mikan_set
	lifebar_open	life_atama
	lifebar_open	life_karada
	lifebar_open	life_kokoro
	waitms	500

	mikan_atama=mikan_atama+add_atama
	mikan_karada=mikan_karada+add_karada
	mikan_kokoro=mikan_kokoro+add_kokoro

	lifebar_setauto	life_karada,mikan_karada
	lifebar_setauto	life_kokoro,mikan_kokoro
	lifebar_setauto	life_karada,mikan_karada
	@mikan_check
	waitms	1000

	lifebar_close	life_atama
	lifebar_close	life_karada
	lifebar_close	life_kokoro
	waitms	500
#------------------------------------------------------------------------

if add_miryoku>0 then @mikan_add_miryoku


if mikan_reception_level=1 and t_mikan_fellatio_cnt1>3 then gosub t_mikan_up
if mikan_reception_level=2 and mikan_insert_count>3 then gosub t_mikan_up
if mikan_reception_level=3 and t_mikan_hardanal_cnt>3 then gosub t_mikan_up

advmenuon

return

#R}hAbv
label	t_mikan_up

@status_atamalevelup
mikan_reception_level=mikan_reception_level+1
advmenuon
return
