;mode800,value600
*define
	nsa
	caption "Desire Dungeon"
	textgosub *custom
	
	;y֐̒`z
	defsub cre_exparam
	defsub cre_select
	defsub cre_exparam_weapon
	defsub cre_exparam_armor
	defsub clear_select
	defsub cre_select_armor
	defsub cre_select_weapon
	defsub set_weapon_stat
	defsub set_armor_stat
	defsub set_acce_stat
	defsub get_weapon
	defsub get_armor
	defsub get_acce
	defsub get_skill
	defsub skill_enable_chk
	defsub calc_p_damage
	defsub calc_m_damage
	defsub calc_s_damage
	defsub calc_p_damage_e
	defsub calc_m_damage_e
	defsub calc_s_damage_e
	defsub calc_p_urob_damage
	defsub calc_m_urob_damage
	defsub calc_s_urob_damage
	defsub zukan_page_existcheck
	defsub shop_weapon_menu
	defsub shop_armor_menu
	defsub shop_acce_menu
	defsub barclear
	defsub lv_param_set
	defsub heart
	defsub bind_set
	defsub pink_flash
	defsub white_flash
	defsub red_flash
	defsub yesno_window
	defsub e_satk_effect
	defsub e_satk_effect_vamp
	defsub dwave_auto
	defsub h_efct_w
	defsub h_efct_l
	defsub click_wait
	defsub bgm
	defsub select_window
	
	;yϐꗗz
	;<lϐ@ϐ20ԂgƁI>
	numalias save_or_load,16	;Z[u[hpϐ
	
	numalias isclick_wait,20	;NbN҂mF

	numalias exbtn_size,87		;EXBTN񐶐TCY
	numalias exbtn_num,88		;EXBTN񐶐ԍ
	numalias exbtn_temp,89		;EXBTN񐶐̃obt@
	
	numalias btnwait,90			;btnwaitpϐ
	numalias temp1,91			;ėpϐP
	numalias temp2,92			;ėpϐQ
	numalias temp3,93			;ėpϐR
	numalias temp4,94			;ėpϐS
	numalias temp5,95			;ėpϐT
	numalias temp6,96			;ėpϐU
	numalias temp7,97			;ėpϐV
	numalias temp8,98			;ėpϐW
	numalias temp9,99			;ėpϐX
	
	numalias p_hp,100			;lHP
	numalias p_maxhp,101		;lőHP
	numalias p_mp,102			;lC
	numalias p_maxmp,103		;lőC
	numalias p_p_atk,104		;lU
	numalias p_m_atk,105		;l@U
	numalias p_s_atk,106		;lIU
	numalias p_p_def,107		;lh
	numalias p_m_def,108		;l@h
	numalias p_s_def,109		;lIh
	numalias p_p_baseatk,110	;lU͊bl
	numalias p_m_baseatk,111	;l@U͊bl
	numalias p_s_baseatk,112	;lIU͊bl
	numalias p_p_basedef,113	;lh͊bl
	numalias p_m_basedef,114	;l@h͊bl
	numalias p_s_basedef,115	;lIh͊bl
	numalias p_p_eqiatk,116		;lU͑l
	numalias p_m_eqiatk,117		;l@U͑l
	numalias p_s_eqiatk,118		;lIU͑l
	numalias p_p_eqidef,119		;lh͑l
	numalias p_m_eqidef,120		;l@h͑l
	numalias p_s_eqidef,121		;lIh͑l
	numalias e_hp,122			;GHP
	numalias e_maxhp,123		;GőHP
	numalias e_mp,124			;GC
	numalias e_maxmp,125		;GőC
	numalias e_p_atk,126		;GU
	numalias e_m_atk,127		;G@U
	numalias e_s_atk,128		;GIU
	numalias e_p_def,129		;Gh
	numalias e_m_def,130		;G@h
	numalias e_s_def,131		;GIh
	numalias thief_skill,132	;V[tXL XLx̗\\
	numalias weapon_id,133		;Ă镐ID
	numalias armor_id,134		;ĂhID
	numalias acce_id,135		;ĂANZID
	numalias exp_now,136		;݂̌ol
	numalias exp_next,137		;̃xAbv̌ol
	numalias money,138			;
	numalias level,139			;݂̃x
	numalias sub_temp1,140		;defsubpėpϐP
	numalias sub_temp2,141		;defsubpėpϐQ
	numalias sub_temp3,142		;defsubpėpϐR
	numalias sub_temp4,143		;defsubpėpϐS
	numalias sub_temp5,144		;defsubpėpϐT
	numalias sub_temp6,145		;defsubpėpϐU
	numalias sub_temp7,146		;defsubpėpϐV
	numalias sub_temp8,147		;defsubpėpϐW
	numalias sub_temp9,148		;defsubpėpϐX
	numalias weapon_page,149	;푕ʂ̃y[WiO`Pj
	numalias armor_page,150		;hʂ̃y[WiO`Pj
	numalias skill_page,151		;ړXLʂ̃y[WiO`Pj
	numalias kiai_count,152		;C̎gp񐔁i"24% * gp"RXgƂȂj
	numalias story_prog,153		;Xg[[isx 0:I[vjO 1:1Kw 2:2Kw 3:3Kw 4:NA
	numalias damage_buf,154		;퓬̃_[WvZpobt@
	numalias atk_buf,155		;U̓obt@
	numalias def_buf,156		;h̓obt@
	numalias base_buf,157		;{lobt@
	numalias step_num,158		;݂̕iX/100j
	numalias floor_num,159		;݂̊Ki1`3j
	numalias enemy_id,160		;Ghci1`13j
	numalias guard_flg,161		;K[htOi1Ȃh䒆j
	numalias sel_skill_id,162	;퓬ɑIꂽXLhc
	numalias encount_chk,163	;Gox[Xi-2040܂ŁA4㏸Bp[Ze[Wj
	numalias e_heat_lv,164		;G̋x
	numalias p_heat,166			;l̋tO
	numalias giveup,167			;~QtO
	numalias battle_flg,168		;퓬tO
	numalias hscene_flg,169		;HV[tO
	numalias potion_num,170		;|[V̌
	numalias expotion_num,171	;GNX|[V̌
	numalias ether_num,172		;C͊ۂ̌
	numalias hiether_num,173	;͊ۂ̌
	numalias frog_num,174		;Y^̏̌
	numalias ud_wpn_lv1,175		;Ӓ蕐kuP
	numalias ud_wpn_lv2,176		;Ӓ蕐kuQ
	numalias ud_wpn_lv3,177		;Ӓ蕐kuR
	numalias ud_wpn_lv4,178		;Ӓ蕐kuS
	numalias ud_wpn_lv5,179		;Ӓ蕐kuT
	numalias ud_wpn_lv6,180		;Ӓ蕐kuU
	numalias ud_amr_lv1,181		;ӒhkuP
	numalias ud_amr_lv2,182		;ӒhkuQ
	numalias ud_amr_lv3,183		;ӒhkuR
	numalias ud_amr_lv4,184		;ӒhkuS
	numalias ud_amr_lv5,185		;ӒhkuT
	numalias ud_amr_lv6,186		;ӒhkuU
	numalias ud_acce_lv1,187	;ӒANZkuP
	numalias ud_acce_lv2,188	;ӒANZkuQ
	numalias ud_acce_lv3,189	;ӒANZkuR
	numalias dungeon_flg,190	;_W̒ɂtO
	numalias escape_flg,191		;EoACegptO
	numalias zukan_page,192		;}ӂ̕\y[WiACeApj
	numalias zukan_stand,193	;}ӂ̗GǗԍ
	numalias e_exp,194			;Ǧol
	numalias e_money,195		;G̏
	numalias bar_num,196		;o[NAp
	numalias trap_type,197		;gbv̎ށi0:΂ԂāA1:FKXA2:eA3:e|[^[A4:HKXA5Fi̎􂢁A6F~~bNj
	numalias treasure_lv,198	;󔠂̃NB1`5
	numalias treasure_ans,199	;󔠂̍E	
	numalias mes_spd_n, 200		;ʏ펞̃bZ[Wxi0: 1: 2:u 3:ᑬj
	numalias mes_spd_b, 201		;퓬̃bZ[Wxi0: 1: 2:u 3:ᑬj
	numalias mons_pos_x,202		;G̏oXW
	numalias mons_pos_y,203		;G̏oYW
	numalias loop1,204			;[vpϐP
	numalias loop2,205			;[vpϐQ
	numalias loop3,206			;[vpϐR
	numalias h_skip_flg,207		;HV[XLbvtOiPŌȂj
	numalias heart_x,208		;̃n[g\Ww
	numalias heart_y,209		;̃n[g\Wx
	numalias heart_num,210		;̃n[g\ځH
	numalias bindflg,211		;퓬̍ss\tO
	numalias bind_turn,212		;ss\̉ŏ^[
	numalias bind_prob,213		;ss\̉m
	numalias flash_ptn,214		;tbVp
	numalias battle_flg1,215	;퓬pėptOPi퓬ɂ̂ݎgpėptOj
	numalias battle_flg2,216	;퓬pėptOQi퓬ɂ̂ݎgpėptOj
	numalias battle_flg3,217	;퓬pėptORi퓬ɂ̂ݎgpėptOj
	numalias battle_flg4,218	;퓬pėptOSi퓬ɂ̂ݎgpėptOj
	numalias battle_flg5,219	;퓬pėptOTi퓬ɂ̂ݎgpėptOj
	numalias battle_flg6,220	;퓬pėptOUi퓬ɂ̂ݎgpėptOj
	numalias battle_flg7,221	;퓬pėptOVi퓬ɂ̂ݎgpėptOj
	numalias battle_flg8,222	;퓬pėptOWi퓬ɂ̂ݎgpėptOj
	numalias battle_flg9,223	;퓬pėptOXi퓬ɂ̂ݎgpėptOj
	numalias battle_flg10,224	;퓬pėptOPOi퓬ɂ̂ݎgpėptOj
	numalias debuf_flg,225		;Ȃɂ̉tO
	numalias dwave_autoch,226	;DWAVEbgĨ`l
	numalias click_timer,227	;NbN^C}[̃JEgl
	numalias click_tim_f,228	;NbN^C}[̃NbN
	numalias click_wait,229		;NbN^C}[̃{^EFCg
	numalias click_gbt,230		;NbN^C}[getbtntimerpϐ
	numalias op_inn_flg,231		;I[vjOptOFh
	numalias op_bar_flg,232		;I[vjOptOF
	numalias op_temple_flg,233	;I[vjOptOF@
	numalias op_shop_flg,234	;I[vjOptOFX
	numalias op_dung_flg,235	;I[vjOptOF_W
	numalias remem_flg,236		;ztO
	numalias cancel_flg,237		;sLZtOiJE^[Ƃ_~[Ƃj
	numalias sleepflg,238		;퓬̃X[vtO
	numalias sleep_turn,239		;X[v̉ŏ^[
	numalias sleep_prob,240		;X[v̉m
	numalias mirage_flg,241		;~[WgptO
	numalias counter_flg,242	;JE^[gptO
	numalias godhand_flg,243	;Sbhnhɂ2ڍUtO
	numalias aibu_comment,244	;G̃Rgpϐ
	numalias undress_flg,245	;EߍUtOiTLoXpj
	numalias esc_cnt_wlf,246	;A:[Et
	numalias esc_cnt_slm,247	;A:XC
	numalias no_slide_flg,248	;XCho̗L
	numalias last_atk,249		;Ō̍U̎ 0: 1:@ 2:I
	
	
	

	
	
	
	;400-429					;폊tO
	;430-459					;htO
	;460-479					;ANZTtO
	;480-499					;Xsk
	;500-519					;X
	;520-539					;XO񌋉ʃtOi0: 1: 2:xssk 3:xhCsk 4: 5: 6:{点j
	;540-559					;X
	;560-579					;XLKtO
	

	;<O[oϐ(600Ԃ)>
	;600-629					;擾otOi}ӗpj
	;630-659					;h擾otOi}ӗpj
	;660-679					;ANZT擾otOi}ӗpj
	;680-699					;Xskς݃tOi}ӗpj
	;700-719					;Xς݃tOi}ӗpj
	;720-739					;Xς݃tOi}ӗpj
	numalias g_potion_f,740		;|[Vς݃tOi}ӗpj
	numalias g_expotion_f,741	;GNX|[Vς݃tOi}ӗpj
	numalias g_ether_f,742		;C͖ς݃tOi}ӗpj
	numalias g_hiether_f,743	;ZkC͖ς݃tOi}ӗpj
	numalias g_frog_f,744		;EoACeς݃tOi}ӗpj
	numalias g_first_f,745		;NtO
	;800-899					;\͊i[
	;900-999					;h\͊i[
	;1000-1029					;퉿ii[
	;1030-1059					;hii[
	;1060-1079					;ANZii[
	;1080-1094					;Z[ũxێp
	;1100-1119					;XGfBOς݃tO(1100͐mtO)



	;<^ϐ>
	numalias p_name,90			;l̖O
	;91-99 ėp
	
	;100-129 햼
	;130-159 h
	;160-179 ANZ
	;180-209 ȈՐ
	;210-239 hȈՐ
	;240-259 ANZȈՐ
	
	;300-319 					;EXBTN̈
	numalias exbtn_strno,320	;EXBTN񐶐̕ԍobt@
	numalias equip_str,321		;h擾̃obt@
	numalias equip_info,322		;h擾̃obt@
	numalias stat_hp,323		;Xe[^XʂHP
	numalias stat_maxhp,324		;Xe[^Xʂ̍őHP
	numalias stat_mp,325		;Xe[^Xʂ̋C
	numalias stat_maxmp,326		;Xe[^Xʂ̍őC
	numalias stat_patk,327		;Xe[^Xʂ̕U
	numalias stat_matk,328		;Xe[^Xʂ̖@U
	numalias stat_satk,329		;Xe[^Xʂ̐U
	numalias stat_pdef,330		;Xe[^Xʂ̕h
	numalias stat_mdef,331		;Xe[^Xʂ̖@h
	numalias stat_sdef,332		;Xe[^Xʂ̐h
	numalias stat_money,333		;Xe[^Xʂ̏
	numalias stat_lv,334		;Xe[^Xʂ̃x
	numalias stat_exp,335		;Xe[^Xʂ̌ol
	numalias stat_expnext,336	;Xe[^Xʂ̎xol
	numalias str_enemy_id,337	;Ap̓Ghci1`13j
	numalias str_step,338		;\p
	numalias str_stepbase,339	;\x[Xp
	numalias str_enemyname,340	;G̖O
	numalias str_damage,341		;_[W\p
	numalias str_trapname,342	;gbv
	numalias str_tresans,343	;̐
	numalias str_monssta1,344	;G̗GPiʏ펞j
	numalias str_monssta2,345	;G̗GQiPj
	numalias str_monssta3,346	;G̗GRiQj
	numalias str_monsdmg1,347	;G̗GSi_[Wʏ펞j
	numalias str_monsdmg2,348	;G̗GTi_[Wj
	numalias str_mons_sfla,349	;G̗GTi_[WtbVj
	numalias str_yesno_mes,350	;͂EĨbZ[W
	numalias str_e_satk_se,351	;G̐IÛrd
	numalias str_dwave_auto,352	;Iɂcv`ud`lw肷鎞̉
	numalias str_h_anim_pic,353	;gV[̉opɎgpt@C
	numalias str_bgm_mem,354	;afl̋Lp
	numalias str_bgm,355		;BGM̉tp
	numalias str_select1,356	;𐶐̑IP
	numalias str_select2,357	;𐶐̑IQ



	;<O[oϐ(600Ԃ)>
	;600-610					;pEXBTN
	;611-621					;hpEXBTN
	;622-640					;ʑIpEXBTN

	;<XvCgԍ>
	numalias SP_CURSOL,1		;y[WJ[\
	numalias SP_HEART,2			;On[g}[N(210z)
	
	numalias SP_MESS_MENU,190	;bZ[WEBhEXvCgԍ	

	numalias SP_YESNO_WIN,200	;YESNOEBhEԍ

	numalias SP_TITLE_LOGO,234		;^Cgʂ̃S
	numalias SP_TITLE_BTN1,235		;^Cgʂ̃{^@X^[g
	numalias SP_TITLE_BTN2,236		;^Cgʂ̃{^@[h
	numalias SP_TITLE_BTN3,237		;^Cgʂ̃{^@}
	numalias SP_TITLE_BTN4,238		;^Cgʂ̃{^@I
	numalias SP_TITLE_WIN,239		;^CgʃEBhE
	numalias SP_TITLE_STATOP,240	;^Cgʂ̗G̐擪ԍ(240-249)
	
	numalias SP_UBTN,250		;{^
	numalias SP_DBTN,251		;{^
	numalias SP_MIST,270		;FύXpXvCg
	numalias SP_FLASH,271		;tbVpXvCg
	numalias SP_BLACKOUT,272	;ubNAEg̓hԂp
	
	numalias SP_CG_ANIM,273		;bfAj[VpXvCgԍ
	numalias SP_CG,274			;bfXvCgԍ
	numalias SP_CG_BG,275		;bf\p̔wiXvCgԍ
	
	numalias SP_BTL_EFECT,279	;ogpGtFNgԍ(S)
	numalias SP_BTL_EFECT2,280	;ogpGtFNgԍ2(S)
	numalias SP_MAIN_MENU,330	;Cj[XvCgԍ
	numalias SP_SUB_MENU,370	;Tuj[XvCgԍ

	
	numalias SP_SUB2_MENU,500	;TuTuj[XvCgԍ
	numalias SP_PINKFOG,510		;s`sN̂
	numalias SP_MONS_EFCT,511	;XGtFNgp
	numalias SP_MONSTER,512		;XG
	numalias SP_MONSTER2,513	;XGQ
	numalias SP_RCLICK_BACK,520	;ENj[őŜx^h肷ۂ̃XvCgԍ
	
	;<gXvCgԍ>
	numalias SP2_CG_ANIM,3		;bfAj[Vp
	numalias SP2_FLASH,2		;tbVp


	numalias BAR_P_HP,1			;l̂goo[ԍ
	numalias BAR_P_MP,2			;l̂loo[ԍ
	numalias BAR_E_HP,3			;Ĝgoo[ԍ
	numalias BAR_E_MP,4			;Ĝloo[ԍ
	

	;<萔̊Fl>
	numalias BAR_WIDTH,800			;ʉhbg
	numalias SAVE_Y_SPACE,34		;Z[ûxWXy[X
	numalias STIME_XVAL,400			;Z[uԕ\̂wW
	numalias WEAPON_NAME,100		;햼ϐ̊i[Ԓn@WEAPON_NAME + hc = 햼 
	numalias ARMOR_NAME,130			;hϐ̊i[Ԓn@ARMOR_NAME + hhc = h
	numalias ACCE_NAME,160			;ANZTϐ̊i[Ԓn@ACCE_NAME + ANZhc = ANZ
	numalias WEAPON_INFO,180		;ϐ̊i[Ԓn@WEAPON_INFO + hc =  
	numalias ARMOR_INFO,210			;hϐ̊i[Ԓn@ARMOR_INFO + hhc = h
	numalias ACCE_INFO,240			;ANZTϐ̊i[Ԓn@ACCE_INFO + ANZhc = ANZ
	numalias WEAPON_FLG,400			;tO̊i[Ԓn WEAPON_FLG + hc1Ȃ珊
	numalias ARMOR_FLG,430			;htO̊i[Ԓn ARMOR_FLG + hhc1Ȃ珊
	numalias ACCE_FLG,460			;ANZTtO̊i[Ԓn ACCE_FLG + ANZhc1Ȃ珊
	numalias MONS_LOSE_NUM,480		;Xsk
	numalias MONS_WIN_NUM,500		;X
	numalias MONS_PAST,520			;XO񌋉ʃtOi0: 1: 2:xssk 3:xhCsk 4: 5: 6:{点j
	numalias MONS_MEET,540			;X
	numalias SKILL_FLG,560			;XLKtO
	numalias G_WEAPON_FLG,600		;}ӗptO̊i[Ԓn G_WEAPON_FLG + hc1Ȃ珊
	numalias G_ARMOR_FLG,630		;}ӗphtO̊i[Ԓn G_ARMOR_FLG + hhc1Ȃ珊
	numalias G_ACCE_FLG,660			;}ӗpANZTtO̊i[Ԓn G_ACCE_FLG + ANZhc1Ȃ珊
	numalias G_MONS_LOSE_FLG,680	;}ӗpXskς݃tO
	numalias G_MONS_WIN_FLG,700		;}ӗpXς݃tO
	numalias G_MONS_ECT_FLG,720		;}ӗpXς݃tO
	numalias G_MONS_ED_FLG,1110		;XGfBOς݃tO
	
	numalias WEAPON_STATE,800		;\͐lϐ̊i[Ԓn
									;WEAPON_STATE + 3 * hc + 0 = U
									;WEAPON_STATE + 3 * hc + 1 = @U
									;WEAPON_STATE + 3 * hc + 2 = U
	numalias ARMOR_STATE,900		;h\͐lϐ̊i[Ԓn
									;ARMOR_STATE + 3 * hhc + 0 = h
									;ARMOR_STATE + 3 * hhc + 1 = @h
									;ARMOR_STATE + 3 * hhc + 2 = h
	numalias WEAPON_PLICE,1000		;퉿i
	numalias ARMOR_PLICE,1030		;hi
	numalias ACCE_PLICE,1060		;ANZi
	numalias EXBTN_MAIN,300			;EXBTN̊i[Ԓn
	numalias EXBTN_WPN,600			;EXBTN(p)̊i[Ԓn
	numalias EXBTN_ARMOR,611		;EXBTN(hp)̊i[Ԓn
	numalias EXBTN_COMMON,622		;EXBTN(̑ʗp)̊i[Ԓn
	numalias SAVED_LV,1080			;Z[uʗp̃xێi[Ԓn
	
	;<XL֘A>
	numalias HEAL_COST, 8			;q[Ɏgpőloɑ΂p[Ze[W
	numalias EXHEAL_COST, 18		;GNXq[Ɏgpőloɑ΂p[Ze[W
	numalias MIRAGE_COST, 15		;~[WɎgpőloɑ΂p[Ze[W
	numalias SONIC_COST,4			;\jbNɎgpMP
	numalias BLAST_COST,15			;uXgɎgpMP
	numalias COUNTER_COST,15		;JE^[ɎgpMP
	numalias WATK_COST,10			;WA^bNɎgpőMPɑ΂p[Ze[W
	numalias SLEEP_COST,20			;X[vɎgpMP
	numalias DKISS_COST,5			;hCLXɎgpMP
	numalias MEBIUS_COST,40			;rEXɎgpőMPɑ΂p[Ze[W
	numalias KIAI_BASECOST,24		;C̊{RXgigp񐔂ɏZj
	numalias SONIC_DMG,20			;\jbN̊{_[W
	numalias BLAST_DMG,60			;uXg̊{_[W

	;<ACei>
	numalias PLICE_POTION,50		;|[V̒li
	numalias PLICE_EXPOTION,300		;GNX|[V̒li
	numalias PLICE_ETHER,200		;C͊ۂ̒li
	numalias PLICE_HIETHER,500		;͊ۂ̒li
	numalias PLICE_FROG,100			;Y^̏̒li

	;j[̃JX^}CY
	deletemenu


	roff		;ENj[֎~
	globalon	;O[oϐg
	usewheel	;zC[gp
	spi "nscrpng.spi|png"


	;yGtFNgꗗz
;	@P@u\BԎw͂܂B
;	@Q@Vb^[
;	@R@EVb^[
;	@S@Vb^[
;	@T@Vb^[
;	@U@J[e
;	@V@EJ[e
;	@W@J[e
;	@X@J[e
;	PO@sNZPʂ̃NXtF[h
;	PP@XN[
;	PQ@EXN[
;	PR@ォXN[
;	PS@XN[
;	PT@}XNp^[ɂtF[hB
;	@@@Op[^ɕŃ}XN摜w肵܂B
;	@@@}XN摜̌`256FłtJ[ł܂܂B
;	@@@TvŒuĂm1.bmp,m2.bmpł߂Ă΂킩
;	@@@v܂A}XNŔƂقǒxAƂقǑ
;	@@@\܂B
;	@@@}XN摜Ƃ́Aǎ̂悤Ɏlɕׂ640x480hbg
;	@@@~l߂܂B
;	PU@UCNAEgB̖߂̂Ƃ́Aw肳ꂽʂGtFNgԍO
;	@@@Ń[hƂƓŁAsԂłBKAɂق̖߁c
;	@@@ƂprintȂǂgāA摜\ȂĂB
;	PV@UCNCB
;	PW@}XNp^[ɂNXtF[h
;	@@@PTԂł́APɁA}XN̔Zxɂ鎞ԍŃsNZRs[
;	@@@łÁAԍNXtF[h܂B
;	@@@eЂł͂Ă鉉oʂłA}Vւ̕SASGtFNg
;	@@@ԑ傫̂ŁAx}Vł́ArȂ邩܂B
	effect 2,10,100
	effect 3,6,500
	effect 11,10,3000;NXtF[h3b
	effect 12,10,1000;NXtF[h1b
	effect 13,10,500;NXtF[h0.5b
	effect 14,10,400;NXtF[h0.4b
	effect 15,10,250;NXtF[h0.25b
	effect 16,10,100;NXtF[h0.1b
	effect 17,10,50;NXtF[h0.05b
	effect 18,8,1000;Vb^[1b
	effect 19,2,100;Vb^[0.1b
	effect 20,9,1000;Vb^[1b
	
	game
;====================================================
; Z[u/[h
;====================================================

*return
	gosub *erase_savemenu
	csp SP_MAIN_MENU
	print 1
	btndef clear
	return

*save

	;j[XvCgB%15͔ėpԍƂĎgp
	gosub *erase_rmenu
	
	; %save_or_load̓Z[u/[h̐؂ւϐ
	if %save_or_load=0 strsp SP_MAIN_MENU-16,"r",340,30,6,1,20,20,0,0,0,0,#000000
	if %save_or_load=1 strsp SP_MAIN_MENU-16,"k",340,30,6,1,20,20,0,0,0,0,#000000

	; wi摜\
;	lsp 67,":c;img\system\savebg.png",0,0
	
	lsp SP_MAIN_MENU,":c;cg\save.jpg",0,0

	; %151`15܂ŌJԂiԍ1`15܂łj
	for %15=1 to 15
		mov %18,%15
		itoa2 $12,%18
		if %15 <= 9 mov $13,"L^"+$12+"@@"
		if %15 >= 10 mov $13,"L^"+$12+"@"

		

		; %15=Z[uԍ@%11=@%12=@%13=@%14=@ƂĎ擾
		savetime %18,%11,%12,%13,%14
		; %11=0 Ȃ΁AЂςāA*save_end܂Ŕ
;		if %11=0 strsp 20+%15,$13+"||||||||||||",STIME_XVAL,120+SAVE_Y_SPACE*(%15-1),12,1,20,20,0,0,0,0,#000000
;		if %11=0 strsp 25+%15,$13+"||||||||||||",STIME_XVAL,120+SAVE_Y_SPACE*(%15-1),12,1,20,20,0,0,0,0,#555599:goto *save_end
		if %11=0 add $13,"||||||mc||||||" :goto *save_end

		; x̕tL
		mov %temp1, SAVED_LV+%15-1
		itoa2 $12,%%temp1
		if %11<=9 add $12,"@@"
		if %11>=10 add $12,"@"
		add $13,"kF" + $12
		

		; %11=0łȂȂ΁A\
		if %%temp1 <= 9 add $13,"@"
		itoa2 $12,%11
		add $13,$12+""
		
		itoa2 $12,%12
		if %12<=9 add $13,"@"
		add $13,$12+""
		
		itoa2 $12,%13
		if %13<=9 add $13,"@"
		add $13,$12+""
		
		itoa2 $12,%14
		if %14<=9 add $13,"@"
		add $13,$12+""

;		strsp 20+%15,$11,STIME_XVAL,110+SAVE_Y_SPACE*(%15-1),12,1,20,20,0,0,0,0,#000000
;		strsp 25+%15,$11,STIME_XVAL,110+SAVE_Y_SPACE*(%15-1),12,1,20,20,0,0,0,0,#555599
*save_end
		lsp SP_MAIN_MENU-%15,":s/20,20,1;#000000#FF0000"+$13,160,60+SAVE_Y_SPACE*(%15-1)
	next

; XvCg{^̐ݒsȂ
*btndef
	btndef clear
	for %temp1=1 to 15
		spbtn SP_MAIN_MENU-%temp1,%temp1
	next

; %btnwaitɁANbN{^ԍBiZ[ut@Cԍj
; ́Ã݂y[Wԍ*5ẐZ[ut@CԍƂ邱ƁB
*btnloop
	btnwait2 %btnwait

	if %btnwait == 0 goto *btnloop
	if %btnwait=-1 goto *return						;ENbNȂQ[ɖ߂
	if %btnwait == -2 goto *btnloop
	if %btnwait == -3 goto *btnloop
	
	if 1<=%btnwait && %btnwait<=15 && %save_or_load=0 goto *dosave
	savefileexist %15,%btnwait
	if 1<=%btnwait && %btnwait<=15 && %15=1 goto *dosave

goto *btnloop

;====================

*dosave

	; XvCgԍ20`39Ԃ̒ŁA30ԈȊO
	; ́AXvCgԍ̂ݎw肷邱
	gosub *erase_savemenu
	print 1
	
	mov $11,"L^"
	itoa2 $12,%btnwait
	if %save_or_load=0 add $11,$12+"ɕۑ܂B낵łH"
	if %save_or_load=1 add $11,$12+"ǂݍ݂܂B낵łH"
	
;	strsp 41,$11,140,200,25,1,25,25,0,0,0,0,#000000
	
;	strsp 42,"͂",290,270,18,1,25,25,0,0,0,0,#000000
;	strsp 43,"",440,270,18,1,25,25,0,0,0,0,#000000
;	strsp 44,"͂",290,270,18,1,25,25,0,0,0,0,#555599
;	strsp 45,"",440,270,18,1,25,25,0,0,0,0,#555599
	
	lsp SP_MAIN_MENU-1,":s/22,22,1;#000000#FF0000"+"͂",290,270
	lsp SP_MAIN_MENU-2,":s/22,22,1;#000000#FF0000"+"",440,270
	lsp SP_MAIN_MENU-3,":s/22,22,1;#000000"+$11,195,200
	
	btndef clear
	
;	exbtn_d "c42c43p44p45"
;	exbtn 42,1,"p42c44"
;	exbtn 43,2,"p43c45"
	
	spbtn SP_MAIN_MENU-1,1
	spbtn SP_MAIN_MENU-2,2
	
*btnloop2
	btnwait2 %1
	
	notif %save_or_load=0 jumpf
	notif %1=1 jumpf
	mov $11,"save\sc"
	itoa $12,%btnwait
	savegame %btnwait
	mov %temp1,SAVED_LV+%btnwait-1
	mov %%temp1,%level
	goto *return
	~
	if %save_or_load=1&&%1=1 loadgame %btnwait:goto *return
	if %1=2 goto *save_r
	if %1=-1 goto *save_r

goto *btnloop2

;=================

*save_r

for %15=41 to 47
vsp %15,0
next
vsp 20,1
;goto *btndef
goto *save

;-------------------------------------


*erase_rmenu
	;41Ԃ44ԁA61ԁ`66Ԃ܂ł̃XvCgB%15͔ėpԍƂĎgp
	for %15=41 to 44
		vsp %15,0
	next
	for %15=61 to 66
		vsp %15,0
	next
	return


;=====================================
*erase_savemenu
	for %15=SP_MAIN_MENU-1 to SP_MAIN_MENU-16 step -1
		csp %15
	next
return
;DUMMY DATA
;==============================================
; hCxgLڗp
;==============================================
*inn_top_lose
	wait 1000
	bgmvol 100
	bgm "music\town.ogg"
	gosub *dwavestop_auto
	bg "cg\inn.png",11
	jumpf
*inn_top
	bg "cg\inn.png",15
~

if %op_inn_flg == 0 gosub *inn_opening

; h̃j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\TownWindow_4.png",30,50
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"x",50,70
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"",50,110
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ߑb",50,150
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"Oʋ",50,190

; ̃j[̐̕\
mov %temp1,SP_MESS_MENU
lsp %temp1,":a;cg\MessWin.png",22,470
sub %temp1,1
strsph %temp1,"ZhӁCSԁB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"is`L^B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"^XVkB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"JXB",32,484,33,4,22,22,0,2,0,0,#FFFFFF




print 16

cre_select 4		; I̐


*InnLoop

	btnwait %btnwait

	if %btnwait == 0 goto *InnLoop
	if %btnwait == -1 clear_select 4 : goto *TownMenu	;Oɏo
	if %btnwait == -2 goto *InnLoop
	if %btnwait == -3 goto *InnLoop

	if %btnwait == 1 clear_select 4 : goto *inn_restore	;xe	
	if %btnwait == 2 clear_select 4 : mov %save_or_load,0 : goto *inn_save	;Z[u
	if %btnwait == 3 clear_select 4 : goto *inn_talk	;b𕷂
	if %btnwait == 4 clear_select 4 : goto *TownMenu	;Oɏo



;====================================================
;@xȅ
;====================================================
*inn_restore
	print 1
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,255
	print 13
	;xAbv̏
	if %exp_now >= %exp_next gosub *level_up : goto *inn_restore_end

	䐇ӁC̗͘a͑SI\
	
	*inn_restore_end
	mov %p_hp, %p_maxhp
	mov %p_mp, %p_maxmp
	mov %mirage_flg, 0
	mov %kiai_count, 0
	csp SP_BLACKOUT
	print 13

goto *inn_top



;====================================================
; Z[ȕ
;====================================================
*inn_save
	gosub *clear_inn_window
	mov %save_or_load,0
	gosub *save
	gosub *return
	; f[^x[Xǂݍ
	gosub *itemdata_read
	gosub *equip_adjust
	; m`FbN
	mov %temp1, G_MONS_ED_FLG
	if %%temp1 == 1 get_acce 10
goto *inn_top


;====================================================
; b̏
;====================================================
*inn_talk
	print 1

if %story_prog == 0 goto *inn_talk_lv0
if %story_prog == 1 goto *inn_talk_lv1
if %story_prog == 2 goto *inn_talk_lv2
if %story_prog == 3 goto *inn_talk_lv3
if %story_prog == 4 goto *inn_talk_lv4


*inn_talk_lv0
	yXz
	uCꋐorZݔnXꝁH^ICʊJߏΗI樋qlZnXCߓYKXꟁIv\
goto *inn_talk_end


*inn_talk_lv1
	yXz
	ucꋋΘ`L^B嫐Ysoߎى҉IǖʏAIv\
goto *inn_talk_end


*inn_talk_lv2
	yXz
	uߐ`L^aӐBDvo߈ꎟCALڐiӗB^svcꡁBv\
goto *inn_talk_end


*inn_talk_lv3
	yXz
	uߐꋐݒT{IŐ[BTICKsvYLяY^Bv\
goto *inn_talk_end


*inn_talk_lv4
	yXz
	uAvoꝁHꋑzZvsv֌nIGBv\

*inn_talk_end

goto *inn_top

;====================================================
; hI[vjO
;====================================================
*inn_opening
	䑖iԑXI}CꖼsNjq}ڗB_JNC~_aCŗƗXIXB\
	
	yXz
	uށC}ՁI␥ꎟꝁHv\
	
	__Ci䐥˓I`ҁB\
	
	yXz
	uޙށCIhꗹꠁBI[Ԑꋊ슽CRgpBv\
	
	yXz
	uꟁCspCsptKIבΖ`ғIxCݔƁCXȖƔgpIBv\
	
	Ґ^vbB嫑Rs`҈׉󓞔@DҁCARƔICAhs@B\
	
	yXz
	uꟁCKӁC#FF3300\ݔisL^#FFFFFFCȋy#FF3300֝ꗹolCsisZh琥ٖ@I#FFFFFFIv\
	
	mov %op_inn_flg, 1
return

;====================================================
; hj[̃CEBhȄ
;====================================================
*clear_inn_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 4
return
*TownMenu
	if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
	bg "cg\cyty.PNG",15
;	bg "cg\dungeon1.jpg",15
;	bg ":a;cg\sakyu-kijyoui2.png",11
;	bg "cg\sakyu-kijyoui1.jpg",11
;	font "lr SVbN"
;	setwindow 32,484,33,4,22,22,0,2,20,0,0,":a;cg\MessWin.png",22,470
;	setwindow 32,484,33,4,22,22,0,2,20,0,0,#FFFFFF,22,470,782,594


;lsp SP_MONSTER,":a;cg\mebius1.png",0,0
;print 13
;csp SP_MONSTER
;lsp SP_MONSTER2,":a;cg\mebius2.png",0,0
;print 13
;csp SP_MONSTER2
;print 13

;lsp SP_MONSTER,":a;cg\succubus_sta4.png",170,80
;lsp SP_MONSTER,":a;cg\urob_sta1.png",150,-50
;lsp SP_MONSTER,":a;cg\slime_a.png",230,80
;lsp SP_MONSTER2,":a;cg\slime_b.png",70,80
;lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
;lsp SP_MONSTER,":l;cg\box.jpg",210,240
;lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470

;gosub *equip_adjust
;U%p_p_atkA@U%p_m_atkAU%p_s_atk
;h%p_p_defA@h%p_m_defAh%p_s_def\

;lsp 8,":a;cg\MenuWin2.png",30,50
;lsp 9,":a;cg\EquipWin2.png",30,230
;lsp 10,":a;cg\StatusWin2.png",400,50
;lsp 5,":s/22,22,1;#FFFFFF#FF0000"+$1,50,100
;lsp 6,":s/22,22,1;#FFFFFF"+$1,250,100
;lsph 7,":s/22,22,1;#0000FF"+$1,250,100
;lsp SP_CG,":a;cg\drago_w1.png",0,-20

;sNF̃tbV\
;lsp SP_BTL_EFECT,":a;cg\pinkflash.png",0,0
;print 15
;csp SP_BTL_EFECT
;print 15
;sNFύX\
;lsp SP_BTL_EFECT-1,":a;cg\pinkmist.png",0,0


*TownMenu_top

if %story_prog >= 4 goto *TownMenu_top_Last

; ̃j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\TownWindow_5.png",30,50
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"`җX",50,70
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"䎒BX",50,110
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"gf@",50,150
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"z",50,190
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"On",50,230

; ̃j[̐̕\
mov %temp1,SP_MESS_MENU
lsp %temp1,":a;cg\MessWin.png",22,470
sub %temp1,1
strsph %temp1,"OXB\ݗXZhӉȉԁCisB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OXB\ݏXȍwaiB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"O@B\ݎ@ȒʉߝoloB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OفB\ݎىȝWB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OnB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
print 16

cre_select 5		; I̐



*TownLoop


	btnwait %btnwait

	if %btnwait == 0 goto *TownLoop
	if %btnwait == -1 gosub *clear_town_window: gosub *r_click_menu: goto *TownMenu_top	; ENbNij[Jj
	if %btnwait == -2 goto *TownLoop
	if %btnwait == -3 goto *TownLoop

	if %btnwait == 1 clear_select 5 : goto *inn_top
	if %btnwait == 2 clear_select 5 : goto *shop_top
	if %btnwait == 3 clear_select 5 : goto *temple_top
	if %btnwait == 4 clear_select 5 : goto *ber_top
	if %btnwait == 5 clear_select 5 : goto *dungeon_top


;====================================================
; Q[NAꍇ̒j[
;====================================================
*TownMenu_top_Last

; ̃j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\TownWindow_6.png",30,50
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"`җX",50,70
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"䎒BX",50,110
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"gf@",50,150
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"zI",50,190
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"On",50,230
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"J",50,270

; ̃j[̐̕\
mov %temp1,SP_MESS_MENU
lsp %temp1,":a;cg\MessWin.png",22,470
sub %temp1,1
strsph %temp1,"OXB\ݗXZhӉȉԁCisB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OXB\ݏXȍwaiB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"O@B\ݎ@ȒʉߝoloB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OفB\ݎىȝWB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"OnB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"ݔI`C[oB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
print 16

cre_select 6		; I̐



*TownLoopLast


	btnwait %btnwait

	if %btnwait == 0 goto *TownLoopLast
	if %btnwait == -1 gosub *clear_town_window: gosub *r_click_menu: goto *TownMenu_top	; ENbNij[Jj
	if %btnwait == -2 goto *TownLoopLast
	if %btnwait == -3 goto *TownLoopLast

	if %btnwait == 1 clear_select 6 : goto *inn_top
	if %btnwait == 2 clear_select 6 : goto *shop_top
	if %btnwait == 3 clear_select 6 : goto *temple_top
	if %btnwait == 4 clear_select 6 : goto *ber_top
	if %btnwait == 5 clear_select 6 : goto *dungeon_top
	if %btnwait == 6 clear_select 6 : goto *ending_top


;====================================================
; j[̃CEBhȄ
;====================================================
*clear_town_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 5
return
;==============================================
; XCxgLڗp
;==============================================
*shop_top
	bg "cg\shop.png",15

	if %op_shop_flg == 0 gosub *shop_opening

	;Ƃ肠Og\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_6.png",30,50
	
	; Xj[̕\
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"𔃂",50,70
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"h𔃂",50,110
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ANZT𔃂",50,150
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ACe𔃂",50,190
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"b",50,230
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"Xo",50,270
	
	; Xj[̐̕\
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"w܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"hw܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"ANZTw܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"ACew܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"XƘb܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"Xo܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 16
	cre_select 6		; I̐


*ShopLoop

	btnwait %btnwait

	if %btnwait == 0 goto *ShopLoop
	if %btnwait == -1 clear_select 6 : goto *TownMenu
	if %btnwait == -2 goto *ShopLoop
	if %btnwait == -3 goto *ShopLoop



	if %btnwait == 1 clear_select 6 : goto *shop_weapon
	if %btnwait == 2 clear_select 6 : goto *shop_armor
	if %btnwait == 3 clear_select 6 : goto *shop_acce
	if %btnwait == 4 clear_select 6 : goto *shop_item
	if %btnwait == 5 clear_select 6 : goto *shop_talk
	if %btnwait == 6 clear_select 6 : goto *TownMenu
end




;====================================================
; w̏
;====================================================
*shop_weapon

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\SkillWin.png",22,20
	lsp SP_MAIN_MENU-10,":s/22,22,1;#FFFFFF"+"ywz",40,48
	mov $temp1,"F"
	itoa2 $temp2,%money
	add $temp1,$temp2+"f"
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF"+$temp1,120,304
	mov %temp3,0		;%temp3Ɍ݂̕шʒu
	;yV[g\[hz
	shop_weapon_menu 1,"V[g\[h@@@"
	shop_weapon_menu 2,"@@@@@@@@@"
	shop_weapon_menu 3,"イ@@@@@@"
	shop_weapon_menu 4,"O\[h@@@@"
	shop_weapon_menu 5,"d@@@@@@@"
	shop_weapon_menu 6,"@@@@@@@"
	
	cre_select 6			; I̐

	print 1

	*shop_weapon_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *shop_weapon_Loop
		if %btnwait == -1 goto *shop_menu_end	; ENbNij[j
		if %btnwait == -2 goto *shop_weapon_Loop
		if %btnwait == -3 goto *shop_weapon_Loop
		
		if %btnwait == 1 mov %temp1,1 : goto *shop_weapon_buy	;
		if %btnwait == 2 mov %temp1,2 : goto *shop_weapon_buy	;
		if %btnwait == 3 mov %temp1,3 : goto *shop_weapon_buy	;
		if %btnwait == 4 mov %temp1,4 : goto *shop_weapon_buy	;
		if %btnwait == 5 mov %temp1,5 : goto *shop_weapon_buy	;
		if %btnwait == 6 mov %temp1,6 : goto *shop_weapon_buy	;
		
	goto *shop_weapon_Loop
	
	*shop_weapon_buy
		mov %temp2, WEAPON_PLICE + %temp1
		if %%temp2 > %money goto *shop_weapon
		mov %temp3, WEAPON_FLG + %temp1
		if %%temp3 == 1 goto *shop_weapon
		get_weapon %temp1
		dwave 1,"sound\buy.wav"
		sub %money,%%temp2
		goto *shop_weapon

;====================================================
; hw̏
;====================================================
*shop_armor

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\SkillWin.png",22,20
	lsp SP_MAIN_MENU-10,":s/22,22,1;#FFFFFF"+"yhwz",40,48
	mov $temp1,"F"
	itoa2 $temp2,%money
	add $temp1,$temp2+"f"
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF"+$temp1,120,304
	mov %temp3,0		;%temp3Ɍ݂̕шʒu
	;yV[g\[hz
	shop_armor_menu 1,"U[A[}[@@@"
	shop_armor_menu 2,"[u@@@@@@@"
	shop_armor_menu 3,"ӂǂ@@@@@@"
	shop_armor_menu 4,"`FCC@@@"
	shop_armor_menu 5,"@g̕@@@@"
	shop_armor_menu 6,"C@@@@@@@"
	
	cre_select 6			; I̐

	print 1

	*shop_armor_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *shop_armor_Loop
		if %btnwait == -1 goto *shop_menu_end	; ENbNij[j
		if %btnwait == -2 goto *shop_armor_Loop
		if %btnwait == -3 goto *shop_armor_Loop
		
		if %btnwait == 1 mov %temp1,1 : goto *shop_armor_buy	;
		if %btnwait == 2 mov %temp1,2 : goto *shop_armor_buy	;
		if %btnwait == 3 mov %temp1,3 : goto *shop_armor_buy	;
		if %btnwait == 4 mov %temp1,4 : goto *shop_armor_buy	;
		if %btnwait == 5 mov %temp1,5 : goto *shop_armor_buy	;
		if %btnwait == 6 mov %temp1,6 : goto *shop_armor_buy	;
		
	goto *shop_armor_Loop
	
	*shop_armor_buy
		mov %temp2, ARMOR_PLICE + %temp1
		if %%temp2 > %money goto *shop_armor
		mov %temp3, ARMOR_FLG + %temp1
		if %%temp3 == 1 goto *shop_armor
		get_armor %temp1
		dwave 1,"sound\buy.wav"
		sub %money,%%temp2
		goto *shop_armor

;====================================================
; ANZTw̏
;====================================================
*shop_acce

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\SkillWin.png",22,20
	lsp SP_MAIN_MENU-10,":s/22,22,1;#FFFFFF"+"yANZTwz",40,48
	mov $temp1,"F"
	itoa2 $temp2,%money
	add $temp1,$temp2+"f"
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF"+$temp1,120,304
	mov %temp3,0		;%temp3Ɍ݂̕шʒu
	shop_acce_menu 1,"̎@@@"
	shop_acce_menu 2,"A[XeC@@@@"
	
	cre_select 2			; I̐

	print 1

	*shop_acce_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *shop_acce_Loop
		if %btnwait == -1 goto *shop_menu_end	; ENbNij[j
		if %btnwait == -2 goto *shop_acce_Loop
		if %btnwait == -3 goto *shop_acce_Loop
		
		if %btnwait == 1 mov %temp1,1 : goto *shop_acce_buy	;̎
		if %btnwait == 2 mov %temp1,2 : goto *shop_acce_buy	;A[XeC
		
	goto *shop_acce_Loop
	
	*shop_acce_buy
		mov %temp2, ACCE_PLICE + %temp1
		if %%temp2 > %money goto *shop_acce
		mov %temp3, ACCE_FLG + %temp1
		if %%temp3 == 1 goto *shop_acce
		get_acce %temp1
		dwave 1,"sound\buy.wav"
		sub %money,%%temp2
		goto *shop_acce
		
	
	
	
		
goto *shop_top



;====================================================
; ACew̏
;====================================================
*shop_item
	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\ShopWin.png",22,20
	lsp SP_MAIN_MENU-10,":s/22,22,1;#FFFFFF"+"yACewz",40,48
	mov $temp1,"F"
	itoa2 $temp2,%money
	add $temp1,$temp2+"f"
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF"+$temp1,240,304
	mov %temp3,0		;%temp3Ɍ݂̕шʒu

	mov $temp1, "|[V@@@@@"
	mov %temp2, PLICE_POTION
	itoa2 $temp2,PLICE_POTION
	add $temp1,$temp2+"f"
	mov %temp4, %potion_num			;temp4ɏZbg
	itoa2 $temp2,%potion_num
	add $temp1,"@i"+$temp2+"^Rj"
	if %money >= PLICE_POTION && %potion_num < 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < PLICE_POTION || %potion_num >= 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov $temp1,  "y|[Vz\ő̗͂̂TO񕜂iB\ő及R"
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3

	mov $temp1, "GNX|[V@"
	mov %temp2, PLICE_EXPOTION
	itoa2 $temp2,PLICE_EXPOTION
	add $temp1,$temp2+"f"
	mov %temp4, %expotion_num			;temp4ɏZbg
	itoa2 $temp2,%expotion_num
	add $temp1,"@i"+$temp2+"^Rj"
	if %money >= PLICE_EXPOTION && %expotion_num < 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < PLICE_EXPOTION || %expotion_num >= 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov $temp1,  "yGNX|[Vz\̗͂S񕜂iB\ő及R"
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3

	mov $temp1, "C͊ہ@@@@@@"
	mov %temp2, PLICE_ETHER
	itoa2 $temp2,PLICE_ETHER
	add $temp1,$temp2+"f"
	mov %temp4, %ether_num			;temp4ɏZbg
	itoa2 $temp2,%ether_num
	add $temp1,"@i"+$temp2+"^Rj"
	if %money >= PLICE_ETHER && %ether_num < 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < PLICE_ETHER || %ether_num >= 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov $temp1,   "yC͊ہz\őC͂̂TO񕜂ۖB\ő及R"
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3

	mov $temp1, "͊ہ@@@@@@"
	mov %temp2, PLICE_HIETHER
	itoa2 $temp2,PLICE_HIETHER
	add $temp1,$temp2+"f"
	mov %temp4, %hiether_num			;temp4ɏZbg
	itoa2 $temp2,%hiether_num
	add $temp1,"@i"+$temp2+"^Rj"
	if %money >= PLICE_HIETHER && %hiether_num < 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < PLICE_HIETHER || %hiether_num >= 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov $temp1,  "y͊ہz\C͂S񕜂ۖB\ő及R"
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3

	mov $temp1, "Y^̏@@@@"
	mov %temp2, PLICE_FROG
	itoa2 $temp2,PLICE_FROG
	add $temp1,$temp2+"f"
	mov %temp4, %frog_num			;temp4ɏZbg
	itoa2 $temp2,%frog_num
	add $temp1,"@i"+$temp2+"^Rj"
	if %money >= PLICE_FROG && %frog_num < 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < PLICE_FROG || %frog_num >= 3 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov $temp1,  "yY^̏z\nɒEo閂@߂ꂽ^̏ȑB\ő及R"
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3


	cre_select 5			; I̐

	print 1

	*shop_item_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *shop_item_Loop
		if %btnwait == -1 goto *shop_menu_end	; ENbNij[j
		if %btnwait == -2 goto *shop_item_Loop
		if %btnwait == -3 goto *shop_item_Loop
		
		if %btnwait == 1 mov %temp1,PLICE_POTION : mov %temp2,%potion_num : mov %temp3,potion_num : mov %temp4,g_potion_f : goto *shop_item_buy	;
		if %btnwait == 2 mov %temp1,PLICE_EXPOTION : mov %temp2,%expotion_num : mov %temp3,expotion_num : mov %temp4,g_expotion_f : goto *shop_item_buy	;
		if %btnwait == 3 mov %temp1,PLICE_ETHER : mov %temp2,%ether_num : mov %temp3,ether_num : mov %temp4,g_ether_f : goto *shop_item_buy	;
		if %btnwait == 4 mov %temp1,PLICE_HIETHER : mov %temp2,%hiether_num : mov %temp3,hiether_num : mov %temp4,g_hiether_f : goto *shop_item_buy	;
		if %btnwait == 5 mov %temp1,PLICE_FROG : mov %temp2,%frog_num : mov %temp3,frog_num : mov %temp4,g_frog_f : goto *shop_item_buy	;

	*shop_item_buy
		if %temp1 > %money goto *shop_item
		if %temp2 >= 3 goto *shop_item
		inc %%temp3
		sub %money,%temp1
		mov %%temp4,1
		dwave 1,"sound\buy.wav"
		goto *shop_item



goto *shop_top


;====================================================
; b̏
;====================================================
*shop_talk
	print 1
if %story_prog == 0 goto *shop_talk_lv0
if %story_prog == 1 goto *shop_talk_lv1
if %story_prog == 2 goto *shop_talk_lv2
if %story_prog == 3 goto *shop_talk_lv3
if %story_prog == 4 goto *shop_talk_lv4


*shop_talk_lv0
	y䎒Bz
	uCΝwiLYsꝁHDCߌo莀IiC䌻݉_vLvIӎvGHv\
goto *shop_talk_end


*shop_talk_lv1
	y䎒Bz
	uiIgьفH^ICݓINylꟁccBߎ포CAs\ϟaZpzꔖ@rꝁIv\
	
goto *shop_talk_end


*shop_talk_lv2
	y䎒Bz
	u꣐XIݕsSH~꣓I{CrsAsBꟁCoIӉ񝾓IC꣑SBv\
goto *shop_talk_end


*shop_talk_lv3
	y䎒Bz
	u꣑щ񗈓IizzvBŗ꣊mw͓IBx꣚GBL꣉zẃCVv粏AzϑKvIv\
goto *shop_talk_end


*shop_talk_lv4
	y䎒Bz
	uTCYC꣐{IHVvo쐥kDIՑΏہBlIŁCsݎTBv\
	y䎒Bz
	uRΉlޖvYCҔ\樘VvIXϓKC߉䓖R񋟋BAABv\

*shop_talk_end
goto *shop_top


;====================================================
; ̍wj[쐬
; %temp1:hc@%temp2:ϐ@%temp3:ԊǗ@%temp4:Rϐ
;====================================================
*shop_weapon_menu
	getparam %temp1, $temp1
	
	mov %temp2, WEAPON_PLICE + %temp1
	itoa2 $temp2,%%temp2
	mov %temp4, WEAPON_FLG+%temp1			;temp4ɕ폊tOԍZbg
	if %%temp4==0 : add $temp1,$temp2+"f"
	if %%temp4==1 : add $temp1,"擾ς"
	if %money >= %%temp2 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < %%temp2 || %%temp4==1 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov %temp2, WEAPON_INFO+%temp1
	mov $temp1, $%temp2 + "\"
	mov %temp4, WEAPON_STATE + 3 * %temp1
	itoa2 $temp2,%%temp4
	add $temp1,"U"+$temp2+"@"
	mov %temp4, WEAPON_STATE + 3 * %temp1 + 1
	itoa2 $temp2,%%temp4
	add $temp1,"U"+$temp2+"@"
	mov %temp4, WEAPON_STATE + 3 * %temp1 + 2
	itoa2 $temp2,%%temp4
	add $temp1,"U"+$temp2
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3
return


;====================================================
; h̍wj[쐬
; %temp1:hc@%temp2:ϐ@%temp3:ԊǗ@%temp4:Rϐ
;====================================================
*shop_armor_menu
	getparam %temp1, $temp1
	
	mov %temp2, ARMOR_PLICE + %temp1
	itoa2 $temp2,%%temp2
	mov %temp4, ARMOR_FLG+%temp1			;temp4ɖhtOԍZbg
	if %%temp4==0 : add $temp1,$temp2+"f"
	if %%temp4==1 : add $temp1,"擾ς"
	if %money >= %%temp2 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < %%temp2 || %%temp4==1 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov %temp2, ARMOR_INFO+%temp1
	mov $temp1, $%temp2 + "\"
	mov %temp4, ARMOR_STATE + 3 * %temp1
	itoa2 $temp2,%%temp4
	add $temp1,"h"+$temp2+"@"
	mov %temp4, ARMOR_STATE + 3 * %temp1 + 1
	itoa2 $temp2,%%temp4
	add $temp1,"h"+$temp2+"@"
	mov %temp4, ARMOR_STATE + 3 * %temp1 + 2
	itoa2 $temp2,%%temp4
	add $temp1,"h"+$temp2
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3
return


;====================================================
; ANZT̍wj[쐬
; %temp1:hc@%temp2:ANZTϐ@%temp3:ԊǗ@%temp4:Rϐ
;====================================================
*shop_acce_menu
	getparam %temp1, $temp1
	
	mov %temp2, ACCE_PLICE + %temp1
	itoa2 $temp2,%%temp2
	mov %temp4, ACCE_FLG+%temp1			;temp4ɖhtOԍZbg
	if %%temp4==0 : add $temp1,$temp2+"f"
	if %%temp4==1 : add $temp1,"擾ς"
	if %money >= %%temp2 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp3
	if %money < %%temp2 || %%temp4==1 lsp SP_MAIN_MENU-1-%temp3,":s/22,22,1;#999999"+$temp1,40,80+32*%temp3
	mov %temp2, ACCE_INFO+%temp1
	mov $temp1, $%temp2
	strsph SP_MESS_MENU-1-%temp3, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	inc %temp3
return

;====================================================
; Xj[̏I
;====================================================
*shop_menu_end
	csp SP_MAIN_MENU-10
	csp SP_MAIN_MENU-11
	clear_select 6

goto *shop_top

;====================================================
; Xj[̃CEBhȄ
;====================================================
*clear_shop_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 6
return

;====================================================
; XI[vjO
;====================================================
*shop_opening
	iIXCꖼXIN簘VlڌҗnU粁B\
	
	yVlz
	uꟁH꣐YlBіv꣔_ꡁBCVI`ꝁHΗꠁHv\
	
	yVlz
	uVv䎒BBƓXIXBӒCVv鐸ʁBv\
	
	y䎒Bz
	uߛCRgז`ғIꣁCAK{꘢Bv\
	
	y䎒Bz
	u@ʍݒn闢ӒIC񓞒nʍ@AvꎞԗVvXBVvƔ꣊ӒBv\
	
	y䎒Bz
	uv樗HsIӒ蓹ѓCVvsBƓIKC꣕K{Bv\
	
	y䎒Bz
	u@ʊӒ茋ʌC꣎藢ߌoLICVvAIccsC#FF3300ꐬiw#FFFFFFBӒSƁCikǐSꠁHv\
	
	y䎒Bz
	uҗLCIՕiCI#FF3300gяsR#FFFFFFBLەsyoꖘ✒`zcݑ|ꡁBv\
	
	y䎒Bz
	usCΐVlIߏA׎~BI꣎Ȑ֊Ŋŉ݉ꠁBv\
	
	ccҖvybCA푼IʐBo틭ksIB\

	mov %op_shop_flg, 1
return
;==============================================
; @CxgLڗp
;==============================================
*temple_top
	bg "cg\temple.png",15

	if %op_temple_flg == 0 gosub *temple_opening
	
	;Ƃ肠Og\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_4.png",30,50
	
	; @j[̕\
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"t",50,70
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"قǂ̋V",50,110
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"b",50,150
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ɖ߂",50,190
	
	; @j[̐̕\
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"t邱ƂŌol擾܂BPOfPdwoB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"BƂ̎vo܂B\㏞ƂđSĂ̏ƏACe܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"@̎iՂƘb܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"ɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 16
	cre_select 4		; I̐


*TempleLoop

	btnwait %btnwait

	if %btnwait == 0 goto *TempleLoop
	if %btnwait == -1 clear_select 4 : goto *TownMenu
	if %btnwait == -2 goto *TempleLoop
	if %btnwait == -3 goto *TempleLoop
	
	if %btnwait == 1 clear_select 4 : goto *temple_kifu
	if %btnwait == 2 clear_select 4 : goto *temple_flgcrash
	if %btnwait == 3 clear_select 4 : goto *temple_talk
	if %btnwait == 4 clear_select 4 : goto *TownMenu





;====================================================
; t̏
;====================================================
*temple_kifu
	itoa2 $temp1, %money
	strsp SP_MESS_MENU-1,"yiՁz\u͂́BقǊtĂ̂łHv\ȉ݂F" + $temp1 + "fj",32,484,33,4,22,22,0,2,0,0,#FFFFFF

*temple_kifu_2
	;Ƃ肠Og\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_5.png",30,50
	
	; @j[̕\
	sub %temp1,1
	if %money < 100 lsp %temp1,":s/22,22,1;#999999"+"POOf",50,70
	if %money >= 100 lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"POOf",50,70
	sub %temp1,1
	if %money < 1000 lsp %temp1,":s/22,22,1;#999999"+"POOOf",50,110
	if %money >= 1000 lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"POOOf",50,110
	sub %temp1,1
	if %money < 10000 lsp %temp1,":s/22,22,1;#999999"+"POOOOf",50,150
	if %money >= 10000 lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"POOOOf",50,150
	sub %temp1,1
	if %money == 0 lsp %temp1,":s/22,22,1;#999999"+"S",50,190
	if %money <> 0 lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"S",50,190
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ς߂",50,230
	print 1
	
spbtn SP_MAIN_MENU-1,1
spbtn SP_MAIN_MENU-2,2
spbtn SP_MAIN_MENU-3,3
spbtn SP_MAIN_MENU-4,4
spbtn SP_MAIN_MENU-5,5

*KifuLoop

	btnwait %btnwait

	if %btnwait == 0 goto *KifuLoop
	if %btnwait == -1 clear_select 5 : goto *temple_top
	if %btnwait == -2 goto *KifuLoop
	if %btnwait == -3 goto *KifuLoop
	
	if %btnwait == 1 mov %temp1,100 : goto *kifu_main
	if %btnwait == 2 mov %temp1,1000 : goto *kifu_main
	if %btnwait == 3 mov %temp1,10000 : goto *kifu_main
	if %btnwait == 4 mov %temp1,%money : goto *kifu_main
	if %btnwait == 5 clear_select 5 : goto *temple_top

*kifu_main
	if %money == 0 goto *temple_kifu_2
	if %money < %temp1 goto *temple_kifu_2
	clear_select 5
	print 1
	sub %money,%temp1
	mov %temp2, %temp1 / 10
	add %exp_now, %temp2
	if %exp_now > 99999 mov %exp_now,99999
	dwave 1,"sound\coin.wav"
	o%temp1fCl%temp2_olI\
	if %money < 100 goto *temple_top
	itoa2 $temp1, %money
	strsp SP_MESS_MENU-1,"yiՁz\u肪Ƃ܂B܂tĂ̂łHv\ȉ݂F" + $temp1 + "fj",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	goto *temple_kifu_2

goto *temple_top



;====================================================
; ؂̏
;====================================================
*temple_flgcrash
	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"͂",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335
	strsp SP_MESS_MENU-1, "yiՁz\u{ɋVsȂĂ낵łH\@BƂ̊֌WƋɁASĂ̏ƏACe܂Hv",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 15
	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2

*flgcrash_loop
	btnwait %btnwait
	if %btnwait <= 0 goto *flgcrash_loop
	if %btnwait == 1 goto *flgcrash_1
	if %btnwait == 2 csp SP_MESS_MENU-1: csp SP_MAIN_MENU : csp SP_MAIN_MENU-1 : csp SP_MAIN_MENU-2 : goto *temple_top

*flgcrash_1
	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"߂Ă",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"VsȂ",40,335
	strsp SP_MESS_MENU-1, "yiՁz\uȂ܂ˁH\@A͑SĂȂȂ܂A\@ȂΑSzt߂܂v",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 15
	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2

*flgcrash_loop_2
	btnwait %btnwait
	if %btnwait <= 0 goto *flgcrash_loop_2
	if %btnwait == 1 csp SP_MESS_MENU-1: csp SP_MAIN_MENU : csp SP_MAIN_MENU-1 : csp SP_MAIN_MENU-2 : goto *temple_top
	if %btnwait == 2 csp SP_MESS_MENU-1: csp SP_MAIN_MENU : csp SP_MAIN_MENU-1 : csp SP_MAIN_MENU-2 : goto *flgcrash_2

*flgcrash_2
	;tOނ̏ƁAAACe0
	mov %potion_num,0
	mov %expotion_num,0
	mov %ether_num,0
	mov %hiether_num,0
	mov %frog_num,0
	mov %money,0
	for %temp1 = 0 to 19
		mov %temp2,MONS_LOSE_NUM + %temp1	;sk
		mov %%temp2,0
		mov %temp2,MONS_WIN_NUM + %temp1	;H
		mov %%temp2,0
		mov %temp2,MONS_PAST + %temp1		;Ǒ
		mov %%temp2,0
		mov %temp2,MONS_MEET + %temp1		;
		mov %%temp2,0
	next
	print 1
	yiՁz
	u𗹁BߛCꋓILaLՓC䔇ABv\
	
	dwave 1,"sound\coin2.wav"
	wait 1000
	
	yiՁz
	uccmBߛCJnisVꠁBv\
	
	
	bgmfadeout 3000
	bgmstop
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
	print 13
	dwave 1,"sound\clock.wav"
	yiՁz
	uFccv\
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
	print 13
	dwave 1,"sound\clock.wav"
	yiՁz
	uccv\
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
	print 13
	dwave 1,"sound\clock.wav"
	yiՁz
	u珥ccv\
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,255
	print 13
	wait 1000
	dwave 1,"sound\crash.wav"
	csp SP_BLACKOUT
	print 1
	yiՁz
	u񉯏햄Iv\
	
	yiՁz
	uVBv\
	bgm "music\town.ogg"
goto *temple_top


;====================================================
; b̏
;====================================================
*temple_talk
	print 1

if %story_prog == 0 goto *temple_talk_lv0
if %story_prog == 1 goto *temple_talk_lv1
if %story_prog == 2 goto *temple_talk_lv2
if %story_prog == 3 goto *temple_talk_lv3
if %story_prog == 4 goto *temple_talk_lv4


*temple_talk_lv0
	yiՁz
	uLݔn闢slICțvLVVޓIBspSSϐDғOC|骍DBv\
goto *temple_talk_end


*temple_talk_lv1
	yiՁz
	u@ꋔ햂DColϐꋉҍP_BvoPOOfCA\@GBv\
goto *temple_talk_end


*temple_talk_lv2
	yiՁz
	u@ʖϓCVBvcSYsCA\ꋉBNٖ@pOiC_k֋XꠁHv\
goto *temple_talk_end


*temple_talk_lv3
	yiՁz
	u䎒B搶XIݕisCꋔ퐅yCČvAvnԑKB]IKCKIo쎛@Iv\
goto *temple_talk_end


*temple_talk_lv4
	yiՁz
	uCIړIꝁH䓖RmBs@C䎩ȓIVkAꡁBꢐ呰ICō׎ZIBv\
	
	si~IꝁBoaԎ@_ICo{LYnMB\

*temple_talk_end
goto *temple_top

;====================================================
; @j[̃CEBhȄ
;====================================================
*clear_temple_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 4
return

;====================================================
; @I[vjO
;====================================================
*temple_opening

	i@I}@CꖼNyIiՏObB嫑RO\ÐaCAlsDΕtIہB\
	
	yiՁz
	uށC}{@BLYțꋓIꝁHv\
	
	ȐI`ҍ@CiՐ[ȈבRn__CJn߁B\
	
	yiՁz
	u@@BߛC򋖉ꋐꉺ{@IEӁBv\
	
	yiՁz
	uݔCȈ׋qccsC׎Q`Ғ񋟗퉶Bv\
	
	cc꣍ːΑzgqlhꠁB䋭EZfI~]Crp߉B\
	
	yiՁz
	u_CloBʉߝoCȏozIPO׌ol\Q`ҁBv\
	
	yiՁz
	uozPOOfNCRꋗvSzo犮SvB|s@C튽}Bv\
	
	yiՁz
	uccPCR@_CVBȏꋗ^n閂VԎYIOIVBv\
	
	yiՁz
	unIʉߒD`ғIB@ʔD掟ߑCzvpOiAϓBCA֓{VoꗹBv\
	
	yiՁz
	uʉߔVCDIݓC׎~ILAILs햕BꟁCӏIL^sIC_SBv\
	
	yiՁz
	uR\Y@ʓIVCꋎvxtIr\\voꋏLIYaLIՐBv\
	
	yiՁz
	uݐisVCꋓISgƓsvooCȌcꋎʉߊloI\cKSo{rDBv\
	
	yiՁz
	ii@IKsj\
	
	yiՁz
	uccPBȏAΎ@ISB@ʋYCߗŊŁBv\
	
	嫑RoԎ@ÍICAݖ^vkLpBVLZIꠁB\
	
	mov %op_temple_flg, 1
return
;==============================================
; CxgLڗp
;==============================================
*ber_top
	bg "cg\bar.png",15

	if %op_bar_flg == 0 gosub *bar_opening

; ̃j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\TownWindow_5.png",30,50
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"^Xk",50,70
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"^@Iqlk",50,110
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"^_җIqlk",50,150
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"^QqiIqlk",50,190
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"JX",50,230

; ̃j[̐̕\
mov %temp1,SP_MESS_MENU
lsp %temp1,":a;cg\MessWin.png",22,470
sub %temp1,1
strsph %temp1,"aXkB\\řߓ֘`ISʒmB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"a@IqlkB\\řߓ֘DlIB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"a_җIqlkB\\řߓ֘UIB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"aQqiIqlkB\\řߓ֘{IB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
sub %temp1,1
strsph %temp1,"O",32,484,33,4,22,22,0,2,0,0,#FFFFFF




print 16

cre_select 5		; I̐


*BerLoop

	btnwait %btnwait

	if %btnwait == 0 goto *BerLoop
	if %btnwait == -1 clear_select 5 : goto *TownMenu	;Oɏo
	if %btnwait == -2 goto *BerLoop
	if %btnwait == -3 goto *BerLoop

	if %btnwait == 1 clear_select 5 : goto *ber_master	;}X^[	
	if %btnwait == 2 clear_select 5 : goto *ber_fighter	;m
	if %btnwait == 3 clear_select 5 : goto *ber_theef	;
	if %btnwait == 4 clear_select 5 : goto *ber_play	;Vѐl
	if %btnwait == 5 clear_select 5 : goto *TownMenu	;Oɏo



;====================================================
;@}X^[̘b̏
;====================================================
*ber_master
	print 1

if %story_prog == 0 goto *ber_master_talk_lv0
if %story_prog == 1 goto *ber_master_talk_lv1
if %story_prog == 2 goto *ber_master_talk_lv2
if %story_prog == 3 goto *ber_master_talk_lv3
if %story_prog == 4 goto *ber_master_talk_lv4


*ber_master_talk_lv0
	yXz
	ukōD꣚GC_F鶓IVlIIv\
	
goto *ber_master_talk_end


*ber_master_talk_lv1
	yXz
	unߑo㏬IBAݓߑ_oꠁIv\
goto *ber_master_talk_end


*ber_master_talk_lv2
	yXz
	uwꝁccvLDIb\khB@ʊoh́Cs@D拎WUHv\
goto *ber_master_talk_end


*ber_master_talk_lv3
	yXz
	uŋNw͓IvBΗCʏȒB꣎蓪IKsԕsꠁHv\
goto *ber_master_talk_end


*ber_master_talk_lv4
	X召nΉ䎨B\
	yXz
	uꟁ\\꣉Y疾ꠁC֘^C疜ʍiߛqlBz樑~ȓIw͋ꟁBv\
*ber_master_talk_end
goto *ber_top



;====================================================
; m̘b̏
;====================================================
*ber_fighter
	print 1

if %story_prog == 0 goto *ber_fighter_talk_lv0
if %story_prog == 1 goto *ber_fighter_talk_lv1
if %story_prog == 2 goto *ber_fighter_talk_lv2
if %story_prog == 3 goto *ber_fighter_talk_lv3
if %story_prog == 4 goto *ber_fighter_talk_lv4


*ber_fighter_talk_lv0
	y@Iqlz
	uJnDlkhC䌚cň꘽An\ꎟBccs߁C@꣏AzAC߉vRdꣁBv\
goto *ber_fighter_talk_end


*ber_fighter_talk_lv1
	y@Iqlz
	uȑOߖhvYpbCA@꣓IڕWՐsΕÍCߖh䈽hpB嫐oݓߊԒڍUXABv\

goto *ber_fighter_talk_end


*ber_fighter_talk_lv2
	y@Iqlz
	ubLيBvzΕIUDhBvQΕ@CYAvLhsZIUBv\
goto *ber_fighter_talk_end


*ber_fighter_talk_lv3
	y@Iqlz
	umޒmȁCSDswBΕIa꣎Ȕ\IBꗈC٘_ʑΏYIΎCs\ՁBv\
goto *ber_fighter_talk_end


*ber_fighter_talk_lv4
	y@Iqlz
	uߐ꣛ߌoŐ[ꟁBBsߗLYCzpȓIoዎmFBv\
	y@Iqlz
	ucc嫐@CA䑴ҍݑwBݎlߗ蜓DBoߌoIQꟁBv\
	
	lCŋNsp@IqꟁBccsC~pݘaDmHߖmꇊQIB\
	
	
*ber_fighter_talk_end
goto *ber_top


;====================================================
; ̘b̏
;====================================================
*ber_theef
	print 1

if %story_prog == 0 goto *ber_theef_talk_lv0
if %story_prog == 1 goto *ber_theef_talk_lv1
if %story_prog == 2 goto *ber_theef_talk_lv2
if %story_prog == 3 goto *ber_theef_talk_lv3
if %story_prog == 4 goto *ber_theef_talk_lv4


*ber_theef_talk_lv0
	y_җIqlz
	u߂POOfIKA꣜ԁBsǐKHCҐo@CYssꠁHv\
goto *ber_theef_talk_end


*ber_theef_talk_lv1
	y_җIqlz
	u@꣑ŎZJՏLI󔠁CߎKHAKsIB嫑Rݕ󔠗\QCA꘢ҐÍBv\

goto *ber_theef_talk_end


*ber_theef_talk_lv2
	y_җIqlz
	uL`CӒIzCzeՏoDBs߁CvҖvщ񗈏A|CߏAvӋ`Bv\
goto *ber_theef_talk_end


*ber_theef_talk_lv3
	y_җIqlz
	u꣙ߐߕ󔠔V_I`ꝁHCvG^IOCA\󔠔V_Bv}ŒC`҉`꣕󔠓I֒mꡁBv\
goto *ber_theef_talk_end


*ber_theef_talk_lv4
	y_җIqlz
	uG\\RU{ꟁcc^sNB꣗vJꝁHҐCחǐq\dʓICp{ꡁHv\

*ber_theef_talk_end

goto *ber_top


;====================================================
; Vѐl̘b̏
;====================================================
*ber_play
	print 1

if %story_prog == 0 goto *ber_play_talk_lv0
if %story_prog == 1 goto *ber_play_talk_lv1
if %story_prog == 2 goto *ber_play_talk_lv2
if %story_prog == 3 goto *ber_play_talk_lv3
if %story_prog == 4 goto *ber_play_talk_lv4


*ber_play_talk_lv0
	yQqiIqlz
	u嫑RVOߛ߁CAoJnICҐʍlYUCVVnDlrDGH嫑RR䗈L_CAҐϋV@ĐꠁBv\

goto *ber_play_talk_end


*ber_play_talk_lv1
	yQqiIqlz
	u֖UBvӎc]ÍBӓIbU蜓IGHv\

goto *ber_play_talk_end


*ber_play_talk_lv2
	yQqiIqlz
	ulukdvIBꖜݟ͉vՐsICvŋNluA\ߋBvAlussNCߓߓVA񗷊ًxˍsBv\
goto *ber_play_talk_end


*ber_play_talk_lv3
	yQqiIqlz
	u꣌ߚ떂ꝁHꢘ쐥ZIgBzpZDꢘCm营헐IꠁBVn|]Cۑlސs\ՉꢘIBv\
goto *ber_play_talk_end


*ber_play_talk_lv4
	yQqiIqlz
	u꣍U{B꣗vJꝁH꘢lHꟁ\\v\
	yQqiIqlz
	usߖsyꡁBv꣗Lߎ푽]JIΏہCΕss꣈꘢lGHv\

*ber_play_talk_end

goto *ber_top


;====================================================
; ꃁj[̃CEBhȄ
;====================================================
*clear_ber_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 5
return


;====================================================
; I[vjO
;====================================================
*bar_opening
	iٍ@C˗BXCҗLOqlBߍqlŋNYsB\
	
	`ڏWIفCsCB䓾ӓ_CsʕʎoYqccB\
	
	yXz
	uGCVI`ꟁICߗIIC꣘{痈cIv\
	
	䔜n틭sʏB@ߎOql֑RʁCJn[𐅘a؍B\
	
	smsoԁC}AMnJnBݍIJnЋNB\
	
	yXz
	uŖmꠁC䐥ƎٓIXB֘`IbmsǖIv\
	
	y@Iqlz
	ucc䐥DmB֘DlʓICLY\꣓IBv\
	
	y_җIqlz
	u䔇lыqccs΁C\XꉍH@ʐ֘󕨓ImC|ss\iꣁBv\
	
	yQqiIqlz
	uR@䐥lIlGB嫑RDlʈ⁕sʁCA@ʐ֘twqIbCsǖCmٕsIIv\
	
	cck{bOҍݒSSNtˁBʑSsFDIlB\
	
	ˑRCzNqIBC咧IgߞIlh˕iIꠁB\
	
	ccAC픻萬gߞIlhBҐʐ[CsYB\
	
	A݉vICbߌo]nIDmBҐeיߙߔrDB\
	
	yXz
	u֘nI\CSI{B꣐ΕsHIv\
	
	yXz
	uݒn闢IړC#FF3300_O@I#FFFFFFC#FF3300#FFFFFFBꟁC֎~fYoYꟁIv\
	
	yXz
	uŘlDCp֟rȗ́BICLCLBv\
	
	ډߓXIbC@IqlJnuqNB\
	
	y@Iqlz
	uDlʏAR䗈ꠁBݝDlCȘUAhAZ\ACȋyeUfisIBv\
	
	y@Iqlz
	uccUsCAڒꠁB{CʉߍUΎI̗͍팸wsA\lBv\
	
	y@Iqlz
	uh\樑Ύ菊LUIЗ͌Bccs߁CVvYoꠁBZ\琥C꣈JnYspsCsp݈ӁBv\
	
	y@Iqlz
	uLITEDlCA@@ނPOBzOiILӈꉺBv\
	
	y@Iqlz
	uvDlsCߘccꡁBccNƁCDBvzBv\
	
	y@Iqlz
	uccGBNҖvꠁBݔnISs^B嫑RAv댯ccAYꡁC樐lIBv\
	
	@IqlLQ㵒nBŗstgߎbhB\
	
	y@Iqlz
	uVCϐߎvCvoIC#FF3300_lWAː#FFFFFFB꣎Ȋ슽I_AsBv\
	
	ccs΁CƚMsDӊOn㑛B\
	
	y@Iqlz
	ucc񓞐BDl@CSVS\l󔠁BsߗvӁC󔠏ݗOBv\
	
	ߓ󔠓IC_җIql⋗NB\
	
	y_җIqlz
	uROCߏA֓oꗹB֘OIށCvň󔠒Ns\BݘI@B߈әXv_⁁Bv\
	
	y_җIqlz
	u󔠐LIB琥ňA\mBzI󔠉zeՏoDCAXOBv\
	
	y_җIqlz
	uꟁCcΗBOI@AC#FF3300w󔠓ICisE_x#FFFFFFC͍߁Bv\
	
	y_җIqlz
	uRCImIsLE_I꘢GH@ʐRI󔠁CdIbJLP^WBsYcZIꠁHv\
	
	y_җIqlz
	uCAvϓZ\oꗹB#FF3300\Z\i꣍E粍ːmIB#FFFFFFkACqAEBv\
	
	y_җIqlz
	uvAыqҔEҏYICʏs\wZ\ccsꟁC꣐ssꊁCŋNvߕʓIBv\
	
	y_җIqlz
	us߁CݕPґIvׁwIxIiCA\lZ\{PIBv\
	
	y_җIqlz
	uҗL񏡓Z\IiHڑOvꊁBv\
	
	y_җIqlz
	u߉\kꉁC꣗pꉺꠁBcI؋ꣁBv\
	
	lsp SP_MONSTER,":a;cg\tres_c.png",110,50	;󔠂̕\
	print 15
	
	꘢󔠔ݗOB\
	
	y_җIqlz
	u󔠓IRCOccǑꡁBVCꠁBv\
	
	mov %treasure_lv, 3
	mov %temp2,1
	for %temp1=1 to 3
		mov $temp1,"JcciENbNŊJj\c"
		itoa2 $temp2,%treasure_lv-%temp1+1
		add $temp1,$temp2+""
		strsp SP_MESS_MENU-1,$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF	
		;Ě
		rnd %treasure_ans,2		;OȂEAPȂ獶
		if %treasure_ans==0 mov $str_tresans,"q"
		if %treasure_ans==1 mov $str_tresans,"k"
		if %temp2 <= 0 mov $str_tresans,"H"
		;ACR̕\
		lsp SP_SUB2_MENU,":a;cg\box_hint.png",377,300
		lsp SP_SUB2_MENU-1,":s/22,22,1;#FFFFFF"+$str_tresans,388,306
		print 1
		
		;ENbN̎s
		lrclick
		dwave 1,"sound\unlock.wav"
		getret %temp3
		if %temp3 <> %treasure_ans break
		dec %temp2
	next
	
	if %temp3 <> %treasure_ans goto *bar_opening_tres_miss
	
	csp SP_MESS_MENU-1
	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	lsp SP_MONSTER,":a;cg\tres_o.png",110,50	;󔠂̕\
	dwave 1,"sound\open.wav"
	󔠗POOfI\
	
	y_җIqlz
	uفC^IICRI꣔ƚccLIvBv\
	
	y_җIqlz
	uߓ_KA꣓ICꠁBV@spKIBv\
	dwave 1,"sound\coin.wav"
	add %money, 100

	csp SP_MONSTER
	print 15
	
	y_җIqlz
	u嫑RCAAZsCOIޖL\\ʓIBVCsGOːōDIBv\
	
	goto *bar_opening_tres_end
	
	*bar_opening_tres_miss
		csp SP_MESS_MENU-1
		csp SP_SUB2_MENU
		csp SP_SUB2_MENU-1
		lsp SP_MONSTER,":a;cg\tres_o.png",110,50	;󔠂̕\
		dwave 1,"sound\click.wav"
		print 15
		ꟙށI󔠁I\
		dwave 2,"sound\juckbox.wav"
		wait 1000
		y_җIqlz
		uIʑRҐssꝁIʓߛhCꊁIʓIAԏCꠁBv\
		
		󔠗POOfI\
		dwave 1,"sound\coin.wav"
		add %money, 100
		
		csp SP_MONSTER
		print 15
		y_җIqlz
		uꠁCACOL\\ʓIBRCsGOːōDIBv\
		
	*bar_opening_tres_end
	
	y_җIqlz
	uDꊁC䔇粗vIABҗLʓIꝁHv\
	
	ߗ_җIqlIbCQqiIql粗h⋗NB\
	
	yQqiIqlz
	uސ^IC꣘썪{vMvIʐߎ펀Ib藹C^dvIa[͓IWJQIsꝁHv\
	
	yQqiIqlz
	uߛCAR䗈DD꣓߈ʓImꠁIv\
	
	yQqiIqlz
	uꡁB֘߈ʝDmfߖvIeUfBs֔Ҕ\֏YꡁIv\
	
	yQqiIqlz
	uDlrICs̗͖ՐsB#FF3300͋AV@C蜓Dls\IԁB#FFFFFF팸͓IiCAUBv\
	
	yQqiIqlz
	us߁Csk拭CU\팸I͛sB#FF3300@ʕspIbCꢘ\AosvL#FFFFFFꡁBv\
	
	yQqiIqlz
	uC꣖噤MULYӋ`H꣐^IvꡁccQꟁCQIv\
	
	yQqiIqlz
	uCnIP`ҐחD搸BAߗzCꢘ쎩ȖzϓށIv\
	
	yQqiIqlz
	u@ʗAꢘNƁCX⑈׎~BA@ʒOꢘuꗹꡁHsA\NށHv\
	
	yQqiIqlz
	u@ʔ\ϐߞC毕s_ꝁHzm#FF3300LYD#FFFFFFIGIv\
	
	yQqiIqlz
	uccC׏YsfIHߐׁCv\߈vcc嫑R΂gIZpkLMCADlʎݐ⁕sʁBv\
	
	yQqiIqlz
	uzYCs함Ӌ`nsPoB׉ݑ㗹CŋꢘrssNƉ䗹B^⛋ꡁccv\
	
	yQqiIqlz
	uACo꣈\BߘڕWBׁccv\
	
	XaOqlΎB\
	
	ySz
	u꣒ꕛF鶓IꟁIv\
	
	cc؁CʑRҐҋꝁI\
	
	yXz
	uIRō@fʁCVAUꠁIkōD꣚GCF鶊IVl`ҌKIv\
	mov %op_bar_flg, 1
return
;==============================================
; _WCxgLڗp
;==============================================
*dungeon_top

	if %op_inn_flg == 1 && %op_bar_flg == 1 && %op_temple_flg == 1 && %op_shop_flg == 1 jumpf
	print 1
	ݑOnVOCōDҐEՒ㏊LIݎ{rDB\
	goto *TownMenu
~
	

	bg "cg\enter.png",15
	;Ƃ肠Og\
	
	if %op_dung_flg == 0 gosub *dung_opening
	
	;Xg[[isxŕ\j[ω
	if %story_prog <= 1 goto *dungeon_top_lv1
	if %story_prog == 2 goto *dungeon_top_lv2
	if %story_prog >= 3 goto *dungeon_top_lv3


*dungeon_top_lv1
	; _Wj[̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_2.png",30,50
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"_Wɓ",50,70
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ɖ߂",50,110
	
	; _W̐̕\
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"_W̑Kwɓݍ݂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"xɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 16
	cre_select 2		; I̐
*DungeonLoop_lv1
	btnwait %btnwait
	if %btnwait == 0 goto *DungeonLoop_lv1
	if %btnwait == -1 gosub *clear_dungeontop_window: gosub *r_click_menu: goto *dungeon_top	; ENbNij[Jj
	if %btnwait == -2 goto *DungeonLoop_lv1
	if %btnwait == -3 goto *DungeonLoop_lv1
	if %btnwait == 1 clear_select 2 : goto *goto_dungeon1f
	if %btnwait == 2 clear_select 2 : goto *TownMenu


*dungeon_top_lv2
	; _Wj[̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_3.png",30,50
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"_Wɓ",50,70
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"KwɃ[v",50,110
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ɖ߂",50,150
	
	; _W̐̕\
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"_W̑Kwɓݍ݂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"Kw̃X^[gn_Ƀ[v܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"xɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 16
	cre_select 3		; I̐
*DungeonLoop_lv2
	btnwait %btnwait
	if %btnwait == 0 goto *DungeonLoop_lv2
	if %btnwait == -1 gosub *clear_dungeontop_window: gosub *r_click_menu: goto *dungeon_top	; ENbNij[Jj
	if %btnwait == -2 goto *DungeonLoop_lv2
	if %btnwait == -3 goto *DungeonLoop_lv2	
	if %btnwait == 1 clear_select 3 : goto *goto_dungeon1f
	if %btnwait == 2 clear_select 3 : goto *goto_dungeon2f
	if %btnwait == 3 clear_select 3 : goto *TownMenu


*dungeon_top_lv3
	; _Wj[̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\TownWindow_4.png",30,50
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"_Wɓ",50,70
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"KwɃ[v",50,110
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"OKwɃ[v",50,150
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ɖ߂",50,190
	
	; _W̐̕\
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"_W̑Kwɓݍ݂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"Kw̃X^[gn_Ƀ[v܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"OKw̃X^[gn_Ƀ[v܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"xɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 16
	cre_select 4		; I̐
*DungeonLoop_lv3
	btnwait %btnwait
	if %btnwait == 0 goto *DungeonLoop_lv3
	if %btnwait == -1 gosub *clear_dungeontop_window: gosub *r_click_menu: goto *dungeon_top	; ENbNij[Jj
	if %btnwait == -2 goto *DungeonLoop_lv3
	if %btnwait == -3 goto *DungeonLoop_lv3
	if %btnwait == 1 clear_select 4 : goto *goto_dungeon1f
	if %btnwait == 2 clear_select 4 : goto *goto_dungeon2f
	if %btnwait == 3 clear_select 4 : goto *goto_dungeon3f
	if %btnwait == 4 clear_select 4 : goto *TownMenu


;====================================================
; _WPeւ̈ړ[`
;====================================================
*goto_dungeon1f
	mov %step_num,0
	mov %floor_num,1
	mov %encount_chk, -20
	dwave 1,"sound\stepin.wav"
	bgmfadeout 1000
	bgmstop
	bg "cg\dungeon1.jpg",18
	bgm "music\floor1.ogg"
	
	if %story_prog == 0 gosub *goto_dungeon1f_sub
	
	goto *dungeon_menu_top

;===================================
; _WPeւ̈ړ[`Tu
;===================================
*goto_dungeon1f_sub
	nBuI󟃕Z$p_nameBߛCTJnB\
	mov %story_prog, 1
return

;====================================================
; _WQeւ̈ړ[`
;====================================================
*goto_dungeon2f
	mov %step_num,0
	mov %floor_num,2
	mov %encount_chk, -20
	dwave 1,"sound\escape.wav"
	bgmfadeout 1000
	bgmstop
	bg "cg\dungeon2.png",18
	bgm "music\floor2.ogg"
	
	goto *dungeon_menu_top

;====================================================
; _WReւ̈ړ[`
;====================================================
*goto_dungeon3f
	mov %step_num,0
	mov %floor_num,3
	mov %encount_chk, -20
	dwave 1,"sound\escape.wav"
	bgmfadeout 1000
	bgmstop
	bg "cg\dungeon3.png",18
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top


;====================================================
; _Wj[̃CEBhȄ
;====================================================
*clear_dungeontop_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 4
return



;====================================================
; _WI[vjO
;====================================================
*dung_opening
	BnIBGƓÍB\
	
	soӊԊŌ୕ǁCʎʒgѐ^ꝁHhIhBTחʖYђEʓI֏ꠁB݊ŗҕsvCȉAv݈ӁB\
	
	mov %op_dung_flg, 1
return
;==============================================
; _Ww
;==============================================


*dungeon_menu_top
if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
mov %dungeon_flg,1	;_WtOZbg
mov %undress_flg, 0

;EoACegĂAnɖ߂鏈
	if %escape_flg == 1 mov %escape_flg,0 :  goto *dungeon_exit

	;퓬/gtÕNA
	mov %hscene_flg,0
	mov %battle_flg,0

;_WpXe[^X\igoCloAݒnj

	; ===_WpXe[^X
	gosub *dungeon_stat_view

	; ===\(x[X)
	gosub *dungeon_step_view_base
	
	; ===bZ[WEBhE\
	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470

;_Wp[v
*dungeon_menu_main

	gosub *dungeon_step_view

	; _Wp{^̕\
	lsp SP_UBTN,":a/2,0,3;cg/ubtn.png",240,290
	lsp SP_DBTN,":a/2,0,3;cg/dbtn.png",240,390
	print 1
	spbtn SP_UBTN, 1
	spbtn SP_DBTN, 2



*dungeon_loop


	btnwait %btnwait

	if %btnwait == 0 goto *dungeon_loop
	if %btnwait == -1 gosub *clear_dungeon_window: gosub *r_click_menu: goto *dungeon_menu_top	; ENbNij[Jj
	if %btnwait == -2 goto *walk_f	;
	if %btnwait == -3 goto *walk_b	;	

	if %btnwait == 1 goto *walk_f	;
	if %btnwait == 2 goto *walk_b	;	



;====================================================
; _WXe[^X̕\
;====================================================
*dungeon_stat_view
	mov %temp1,SP_SUB_MENU
	lsp %temp1,":a;cg\StatWin.png",22,20
	sub %temp1,1
	lsp %temp1,":s/20,20,1;#FFFFFF#FF0000"+"̗́F",40,35
	sub %temp1,1
	itoa2 $stat_hp, %p_hp
	itoa2 $stat_maxhp, %p_maxhp
	add $stat_hp, "^"
	add $stat_hp, $stat_maxhp
	lsp %temp1, ":s/20,20,1;#FFFFFF"+$stat_hp,40,60		;̗͂̕\
;	lsp %temp1, ":s/20,20,1;#FFFFFF"+"PQR^RST",40,65		;̗͂̕\
	sub %temp1,1
	lsp %temp1,":s/20,20,1;#FFFFFF#FF0000"+"ĆF",40,105
	sub %temp1,1
	itoa2 $stat_mp, %p_mp
	itoa2 $stat_maxmp, %p_maxmp
	add $stat_mp, "^"
	add $stat_mp, $stat_maxmp
	lsp %temp1, ":s/20,20,1;#FFFFFF"+$stat_mp,40,130	; C͂̕\
;	lsp %temp1, ":s/20,20,1;#FFFFFF"+"PQR^RQT",40,140	; C͂̕\
	sub %temp1,1
	if %mirage_flg == 1 lsp %temp1,":s/20,20,1;#FFFFFF"+"igj",90,35
	if %mirage_flg == 0 csp %temp1
	gosub *dungeon_stat_bar_view
	print 1
	return


;====================================================
; _WXe[^X̗̑͋C̓o[\
;====================================================
*dungeon_stat_bar_view
	bar BAR_P_HP,%p_hp,50,85,120,5,%p_maxhp,#FF0000
	bar BAR_P_MP,%p_mp,50,155,120,5,%p_maxmp,#0000FF
return

;====================================================
; _W̕\(g)
;====================================================
*dungeon_step_view_base
	lsp SP_SUB2_MENU,":a;cg\WalkWin.png",602,15
	mov $str_stepbase, ""
	itoa2 $temp1, %floor_num
	add $str_stepbase, $temp1
	add $str_stepbase, "Kw@\"
	add $str_stepbase, "@@@^POO"
	strsp SP_SUB2_MENU-2, $str_stepbase,620,30,8,2,20,20,0,2,0,0,#FFFFFF
return
	
;====================================================
; _W̕\
;====================================================
*dungeon_step_view
	itoa2 $temp1, %step_num
	mov $str_step, $temp1
	if %step_num <= 9 goto *dungeon_step_view_1
	if %step_num <= 99 goto *dungeon_step_view_2
	if %step_num >= 100 goto *dungeon_step_view_3
	*dungeon_step_view_1
		lsp SP_SUB2_MENU-1, ":s/20,20,1;#FFFFFF"+$str_step,660,52
		goto *dungeon_step_view_end
	*dungeon_step_view_2
		lsp SP_SUB2_MENU-1, ":s/20,20,1;#FFFFFF"+$str_step,640,52
		goto *dungeon_step_view_end
	*dungeon_step_view_3
		lsp SP_SUB2_MENU-1, ":s/20,20,1;#FFFFFF"+$str_step,620,52
	*dungeon_step_view_end
	print 1
return

;====================================================
; Oړ[`
;====================================================
*walk_f
	btndef clear
	if %armor_id == 14 gosub *plate_regene

	if %step_num == 99 goto *dungeon_boss
	dwave 1,"sound\step.wav"
	gosub *dungeon_step_view
	if %step_num < 99 inc %step_num
	
	;_œGECxg̔
	rnd %temp1,100
	if %acce_id == 8 mov %encount_chk, 0
	if %temp1 < %encount_chk goto *enemy_choice
	add %encount_chk, 4
	if %encount_chk >= 40 mov %encount_chk, 40
	rnd %temp1,100
	if %temp1 == 0 goto *dungeon_event	;2%̊mŁACxg
	
	goto *dungeon_menu_main


;====================================================
; ړ[`
;====================================================
*walk_b
	btndef clear
	if %armor_id == 14 gosub *plate_regene
	
	if %step_num == 0 goto *dungeon_exit_sel
	dwave 1,"sound\step.wav"
	gosub *dungeon_step_view
	if %step_num > 0 dec %step_num
	
	;_œGECxg̔
	rnd %temp1,100
	if %acce_id == 8 mov %encount_chk, 0
	if %temp1 < %encount_chk goto *enemy_choice
	add %encount_chk, 3
	if %encount_chk >= 40 mov %encount_chk, 40
	rnd %temp1,100
	if %temp1 == 0 goto *dungeon_event	;1%̊mŁACxg

	goto *dungeon_menu_main
	
;====================================================
; 
;====================================================
*plate_regene
	add %p_hp, 2
	if %p_hp > %p_maxhp mov %p_hp, %p_maxhp
	gosub *dungeon_stat_view
return

;====================================================
; _W_Cxg
;====================================================
*dungeon_event
	gosub *dungeon_step_view
	if %floor_num==1 goto *dungeon_event_1
	if %floor_num==2 goto *dungeon_event_2
	if %floor_num==3 goto *dungeon_event_3

	;===============
	; 1Kw_
	;===============
	*dungeon_event_1
		rnd %temp1,100
		if %temp1 <= 10 goto *dungeon_event_10	;򗎂Ă
		if %temp1 <= 30 goto *dungeon_event_11	;Cxg
		if %temp1 <= 60 goto *dungeon_event_12	;Ă
		goto *dungeon_event_13	;
		
		;===============
		;򗎂Ă
		;===============
		*dungeon_event_10
			rnd %temp1, 100
		if %temp1 <= 60 goto *dungeon_event_101	;|[V
		if %temp1 <= 80 goto *dungeon_event_102	;C͊
		if %temp1 <= 90 goto *dungeon_event_103	;GNX|[V
		goto *dungeon_event_104	;͊
			*dungeon_event_101
				if %potion_num == 3 goto *dungeon_menu_main
				rD{YccB
				dwave 1,"sound\get.wav"
				$p_namel򐅁I\
				add %potion_num, 1
				mov %g_potion_f, 1
				goto *dungeon_menu_main
				
			*dungeon_event_102
				if %ether_num == 3 goto *dungeon_menu_main
				rD{YccB
				dwave 1,"sound\get.wav"
				$p_namel͊ہI\
				add %ether_num, 1
				mov %g_ether_f, 1
				goto *dungeon_menu_main
				
			*dungeon_event_103
				if %expotion_num == 3 goto *dungeon_menu_main
				rD{YccB
				dwave 1,"sound\get.wav"
				$p_namel򐅁I\
				add %expotion_num, 1
				mov %g_expotion_f, 1
				goto *dungeon_menu_main
				
			*dungeon_event_104
				if %hiether_num == 3 goto *dungeon_menu_main
				rD{YccB
				dwave 1,"sound\get.wav"
				$p_namel͊ہI\
				add %hiether_num, 1
				mov %g_hiether_f, 1
				goto *dungeon_menu_main
			

			
		;===============
		;Cxg
		;===============
		*dungeon_event_11
			rnd %temp1,3
			if %temp1 == 0 goto *dungeon_event_110	;Â
			if %temp1 == 1 goto *dungeon_event_111	;h
			if %temp1 == 2 goto *dungeon_event_112	;L̐
			
			*dungeon_event_110
				yesno_window "ʘH̕ЋANoĂB\͊ÂYĂB\ccł݂悤H"
				if %sub_temp1 == 1 goto *dungeon_menu_main
				rnd %temp1,3
				if %temp1 == 0 goto *dungeon_event_1101
				*dungeon_event_1100
					dwave 1,"sound\drink.wav"
					wait 500
					dwave 1,"sound\heal.wav"
					mov %p_hp, %p_maxhp
					gosub *dungeon_stat_view
					̗͉VB$p_nameI̗͊SI\
					goto *dungeon_menu_main
					
				*dungeon_event_1101
					dwave 1,"sound\drink.wav"
					wait 500
					dwave 1,"sound\heartbeat.wav"
					pink_flash 15
					mov %p_mp, %p_mp/2
					if %p_mp <= 0 mov %p_mp,1
					gosub *dungeon_stat_view
					DҗZBNsIg̐[O㗈cc$p_nameI͌B\
					goto *dungeon_menu_main
					
			
			*dungeon_event_111
				yesno_window "ʘH̕ЋANoĂB\͐hYĂB\ccł݂悤H"
				if %sub_temp1 == 1 goto *dungeon_menu_main
				rnd %temp1,3
				if %temp1 == 0 goto *dungeon_event_1111
				*dungeon_event_1110
					dwave 1,"sound\drink.wav"
					wait 500
					dwave 1,"sound\heal.wav"
					mov %p_mp, %p_maxmp
					gosub *dungeon_stat_view
					͉VB$p_nameI͊SI\
					goto *dungeon_menu_main
					
				*dungeon_event_1111
					dwave 1,"sound\drink.wav"
					wait 500
					dwave 1,"sound\fire.wav"
					quakex 2,10
					mov %p_hp, %p_hp/2
					if %p_hp <= 0 mov %p_hp,1
					gosub *dungeon_stat_view
					IuԁCwĎܔʓIɁIΌNsB$p_nameI̗͌B\
					goto *dungeon_menu_main
			
			*dungeon_event_112
				yesno_window "ʘH̕ЋANoĂB\͉̓ȂB\ccł݂悤H"
				if %sub_temp1 == 1 goto *dungeon_menu_main
				rnd %temp1,3
				if %temp1 == 0 goto *dungeon_event_1121
				*dungeon_event_1120
					dwave 1,"sound\drink.wav"
					wait 500
					ccYvBWيIʐB\
					goto *dungeon_menu_main
					
				*dungeon_event_1121
					dwave 1,"sound\drink.wav"
					wait 500
					dwave 1,"sound\heal.wav"
					mov %p_hp, %p_maxhp
					mov %p_mp, %p_maxmp
					gosub *dungeon_stat_view
					SVB$p_nameI̗͗^͑SI\
					goto *dungeon_menu_main
			
			
			

		;===============
		;Ă
		;===============
		*dungeon_event_12
			rnd2 %temp1,1,100
			add %money, %temp1
			if %money > 99999 mov %money,99999
			dwave 1,"sound\coin.wav"
			r{KccB$p_namel%temp1fI\
			goto *dungeon_menu_main

		;===============
		;炭
		;===============
		*dungeon_event_13
			୏ʒhccB\
			rnd %temp1,5
			if %temp1 == 0 goto *dungeon_event_130	;
			if %temp1 == 1 goto *dungeon_event_131	;
			if %temp1 == 2 goto *dungeon_event_132	;
			if %temp1 == 3 goto *dungeon_event_133	;
			if %temp1 == 4 goto *dungeon_event_134	;
			*dungeon_event_130
				yhz
				w򐅓IS~^BvL\ymŐʓI@B@ʐٖICsLʉeꠁBx\
				goto *dungeon_menu_main
			*dungeon_event_131
				yhz
				w@ʕUٝCp@UsADB@e񗈁Hߍm葶ݖ^KBx\
				goto *dungeon_menu_main
			*dungeon_event_132
				yhz
				wɉ뗘IbӊOn|BvIꢈIcꢑœ|C߉Accx\
				goto *dungeon_menu_main
			*dungeon_event_133
				yhz
				wzΘTlCʔꢐ|uBY՝{ꢓߑȔcl|I̗͍ˑ΁Bx\
				goto *dungeon_menu_main
			*dungeon_event_134
				yhz
				wߌoAߘw퐄|ITccBoCߌoĖv@ՉꢗBx\
				goto *dungeon_menu_main
	;===============
	; 2Kw_
	;===============
	*dungeon_event_2
		rnd %temp1,100
		if %temp1 <= 10 goto *dungeon_event_20	;܂т
		if %temp1 <= 20 goto *dungeon_event_21	;|
		goto *dungeon_event_22	;
	

		;===============
		;܂тɂ
		;===============
		*dungeon_event_20
			mov %sub_temp1, %p_maxhp / 10
			if %p_hp <= %sub_temp1 mov %sub_temp1, %p_hp - 1
			sub %p_hp, %sub_temp1
			gosub *dungeon_stat_view
			dwave 1,"sound\makibisi.wav"
			quakex 2,10
			̓TݒʓIS[I$p_name󓞗%sub_temp1_QI\
			ccNݔXTI߈ꟁB\
			goto *dungeon_menu_main
			
		;===============
		;|Cxg
		;===============
		*dungeon_event_21
			rnd %temp1,5
			if %temp1 == 0 mov $temp9, "yʉz"goto *dungeon_event_21_sub
			if %temp1 == 1 mov $temp9, "yEz"goto *dungeon_event_21_sub
			if %temp1 == 2 mov $temp9, "yz"goto *dungeon_event_21_sub
			if %temp1 == 3 mov $temp9, "y얳Oz"goto *dungeon_event_21_sub
			if %temp1 == 4 mov $temp9, "y@z"goto *dungeon_event_21_sub
			
		*dungeon_event_21_sub
		
		kꕝʗL$temp9IkB\
		yesno_window "|̗ɂ͉BĂcc\߂Ă݂܂H"
				if %sub_temp1 == 1 goto *dungeon_menu_main
				rnd %temp1,10
				if %temp1 <= 4 goto *dungeon_event_2101
				if %temp1 <= 8 goto *dungeon_event_2102
				
				*dungeon_event_2100
					dwave 1,"sound\paper.wav"
					wait 1000
					k@ʉBU^iI
					dwave 1,"sound\coin.wav"
					$p_namelHiI\
					inc %ud_acce_lv2
					goto *dungeon_menu_main
					
				*dungeon_event_2101
					dwave 1,"sound\paper.wav"
					wait 1000
					mov %sub_temp1, %p_maxmp / 2
					if %p_mp <= %sub_temp1 mov %sub_temp1, %p_mp - 1
					sub %p_mp, %sub_temp1
					gosub *dungeon_stat_view
					dwave 1,"sound\steam.wav"
					pink_flash 12
					k@ʐ݉ÈOIZI[樓]wwC⋓s⋕scc$p_name%sub_temp1_́cc\
					goto *dungeon_menu_main
			
				*dungeon_event_2102
					dwave 1,"sound\paper.wav"
					wait 1000
					mov %sub_temp1, %p_maxhp / 2
					if %p_hp <= %sub_temp1 mov %sub_temp1, %p_hp - 1
					sub %p_hp, %sub_temp1
					gosub *dungeon_stat_view
					dwave 1,"sound\bomb.wav"
					lsp SP_FLASH,":a;cg\whiteflash.png",0,0
					csp SP_MONSTER
					print 1
					csp SP_FLASH
					print 15
					quakex 5,200
					k@ʐ݉nOIIy$p_namey򗹁I$p_name󓞗%sub_temp1_QI\
					goto *dungeon_menu_main
			

		;===============
		;炭
		;===============
		*dungeon_event_22
			୏ʒhccB\
			rnd %temp1,5
			if %temp1 == 0 goto *dungeon_event_220	;
			if %temp1 == 1 goto *dungeon_event_221	;
			if %temp1 == 2 goto *dungeon_event_222	;
			if %temp1 == 3 goto *dungeon_event_223	;
			if %temp1 == 4 goto *dungeon_event_224	;
			*dungeon_event_220
				yhz
				wv핪gCA\q^Uccv\UADBx\
				goto *dungeon_menu_main
			*dungeon_event_221
				yhz
				wIf@틭́BUAʎw]\DB{AYȕsבO񋎎vl΍Bx\
				goto *dungeon_menu_main
			*dungeon_event_222
				yhz
				w٘_@sClޓIɌ琥LIBn^p͓IːlޓIqdBs߁CߐLzɌIlޑ݁Bx\
				goto *dungeon_menu_main
			*dungeon_event_223
				yhz
				wEҁIH׏YLEҁIHx\
				goto *dungeon_menu_main
			*dungeon_event_224
				yhz
				wk@ʑsOBs߁CLUDBֈCkIDvYʓIӋ`Bx\
				goto *dungeon_menu_main
	
	;===============
	; 3Kw_
	;===============
	*dungeon_event_3
		goto *dungeon_event_33	;zVmRG


		;===============
		;zVmRG
		;===============
		*dungeon_event_33
			dwave 1,"sound\bell.wav"
			͑MࡓIC`BNIÖ]ꝁcc\
			rnd %temp1,13
			if %temp1 == 0 goto *dungeon_event_330	;
			if %temp1 == 1 goto *dungeon_event_331	;
			if %temp1 == 2 goto *dungeon_event_332	;
			if %temp1 == 3 goto *dungeon_event_333	;
			if %temp1 == 4 goto *dungeon_event_334	;
			if %temp1 == 5 goto *dungeon_event_335	;
			if %temp1 == 6 goto *dungeon_event_336	;
			if %temp1 == 7 goto *dungeon_event_337	;
			if %temp1 == 8 goto *dungeon_event_338	;
			if %temp1 == 9 goto *dungeon_event_339	;
			if %temp1 == 10 goto *dungeon_event_340	;
			if %temp1 == 11 goto *dungeon_event_341	;
			if %temp1 == 12 goto *dungeon_event_342	;
			*dungeon_event_330
				yVz
				w^zOʓIEŊꟁB㎟ߘFFC\s\щNꡁccx\
				goto *dungeon_menu_main
			*dungeon_event_331
				yVz
				wlƕsCsꊁIsjjjjIx\
				goto *dungeon_menu_main
			*dungeon_event_332
				yVz
				wvXw͒nsCגꇊQI@tBדߎ\蜓VlÖ]ICߎ햂@tIx\
				goto *dungeon_menu_main
			*dungeon_event_333
				yVz
				wAvL\^NIꝁccI鮐^ߐlYB^z􎢖\ɒɉnŏꟁx\
				goto *dungeon_menu_main
			*dungeon_event_334
				yVz
				wẃC樎tFˍsBR@CxLVvatNccccx\
				goto *dungeon_menu_main
			*dungeon_event_335
				yVz
				wΉזkEI\IBDꊁCVvpKK`x\
				goto *dungeon_menu_main
			*dungeon_event_336
				yVz
				wT\\zIՒnꟁ\\Bv֊Ҕ\􍱐FFICߏAŖ_ꡁccx\
				goto *dungeon_menu_main
			*dungeon_event_337
				yVz
				wREҁCEp琥kdvIꠁINWꉺꇊQI@ށx\
				goto *dungeon_menu_main
			*dungeon_event_338
				yVz
				wÔ\׏Llы^ycc@ʉȁC琿\䎩ȁccx\
				goto *dungeon_menu_main
			*dungeon_event_339
				yVz
				wƎx߉iPIҐ^⛋ꟁB@ʔ\LsIlccC֓Iꝁx\
				goto *dungeon_menu_main
			*dungeon_event_340
				yVz
				wAZ떂zvꉺvBBCAvLꖘƚFFI\떂ꇊQꝁx\
				goto *dungeon_menu_main
			*dungeon_event_341
				yVz
				whpCϓ\gpIUꡁBُR҉Acc\s\iꉺꡁx\
				goto *dungeon_menu_main
			*dungeon_event_342
				yVz
				wIcc􎢖痈lŊJꉺvB꒼ݔqCߌoL_Vꟁx\
				goto *dungeon_menu_main

goto *dungeon_menu_main

;====================================================
; {Xo[`
;====================================================
*dungeon_boss

	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	csp SP_SUB2_MENU-2
	csp SP_UBTN
	csp SP_DBTN

	if %floor_num==1 goto *dungeon_boss_1
	if %floor_num==2 goto *dungeon_boss_2
	if %floor_num==3 goto *dungeon_boss_3

*dungeon_boss_1
	yesno_window "ʘH̉AȃvbV[B\҂\Ă悤B\cci݂܂H"
	if %sub_temp1 == 1 goto *dungeon_menu_top
	bg "cg\dungeon1_e.jpg",15
	mov %enemy_id,4
	goto *battle_base_top

*dungeon_boss_2
	yesno_window "̐悩Ad̗͂B\ȗ\邪ccB\cci݂܂H"
	if %sub_temp1 == 1 goto *dungeon_menu_top
	bg "cg\dungeon2_e.png",15
	mov %enemy_id,8
	goto *battle_base_top


*dungeon_boss_3
	yesno_window "̐悪Ő[̂悤BƂĂ͂B\cci݂܂H"
	if %sub_temp1 == 1 goto *dungeon_menu_top
	bg "cg\dungeon3_e.png",15
	mov %enemy_id,12
	goto *battle_base_top



;====================================================
; _W̒EoI
;====================================================
*dungeon_exit_sel
	csp SP_UBTN
	csp SP_DBTN	
	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"͂",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335

	strsp SP_MESS_MENU-1, "_WEo܂H",32,484,33,4,22,22,0,2,0,0,#FFFFFF


	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2


*dungeon_exit_sel_loop


	btnwait %btnwait

	if %btnwait == 0 goto *dungeon_exit_sel_loop
	if %btnwait == -1 goto *dungeon_exit_sel_loop
	if %btnwait == -2 goto *dungeon_exit_sel_loop
	if %btnwait == -3 goto *dungeon_exit_sel_loop

	if %btnwait == 1 goto *dungeon_exit_sel_exit	;Eo
	if %btnwait == 2 csp SP_MESS_MENU-1: goto *dungeon_exit_sel_end	;p

*dungeon_exit_sel_exit
	if %floor_num == 1 dwave 1,"sound\stepin.wav"
	if %floor_num != 1 dwave 1,"sound\escape.wav"
	goto *dungeon_exit


*dungeon_exit_sel_end
	csp SP_MAIN_MENU
	csp SP_MAIN_MENU-1
	csp SP_MAIN_MENU-2
	csp SP_MESS_MENU-1
	goto *dungeon_menu_top
	

;====================================================
; _WEo[`
;====================================================
*dungeon_exit
	mov %dungeon_flg,0	;_WtONA

	;_Wj[̏
	gosub *clear_dungeon_window

	;sm薼ACeĂΏX
	mov %temp1, %ud_wpn_lv1 + %ud_wpn_lv2 + %ud_wpn_lv3 + %ud_wpn_lv4 + %ud_wpn_lv5 + %ud_wpn_lv6
	mov %temp1, %temp1 + %ud_amr_lv1 + %ud_amr_lv2 + %ud_amr_lv3 + %ud_amr_lv4 + %ud_amr_lv5 + %ud_amr_lv6
	mov %temp1, %temp1 + %ud_acce_lv1 + %ud_acce_lv2 + %ud_acce_lv3
	if %temp1 != 0 goto *define_top
	
	;ĂȂΒ
	bgm "music\town.ogg"
	bg "cg\cyty.PNG",20
	goto *TownMenu

;====================================================
; oG̎ތ胋[`
;====================================================
*enemy_choice
	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	csp SP_SUB2_MENU-2
	csp SP_UBTN
	csp SP_DBTN

	if %floor_num==1 goto *enemy_choice_1
	if %floor_num==2 goto *enemy_choice_2
	if %floor_num==3 goto *enemy_choice_3

*enemy_choice_1
	if %step_num <= 10 mov %enemy_id,1 : goto *enemy_choice_end
	if %step_num <= 40 rnd2 %enemy_id,1,2 : goto *enemy_choice_end
	if %step_num <= 70 rnd2 %enemy_id,1,3 : goto *enemy_choice_end
	if %step_num >= 70 rnd2 %enemy_id,2,3 : goto *enemy_choice_end

*enemy_choice_2
	if %step_num <= 10 mov %enemy_id,5 : goto *enemy_choice_end
	if %step_num <= 40 rnd2 %enemy_id,5,6 : goto *enemy_choice_end
	if %step_num <= 70 rnd2 %enemy_id,5,7 : goto *enemy_choice_end
	if %step_num >= 70 rnd2 %enemy_id,6,7 : goto *enemy_choice_end

	goto *enemy_choice_end

*enemy_choice_3
	if %step_num <= 10 mov %enemy_id,9 : goto *enemy_choice_end
	if %step_num <= 40 rnd2 %enemy_id,9,10 : goto *enemy_choice_end
	if %step_num <= 70 rnd2 %enemy_id,9,11 : goto *enemy_choice_end
	if %step_num >= 70 rnd2 %enemy_id,10,11 : goto *enemy_choice_end



*enemy_choice_end
	bgmstop
	mov %sleepflg, 0
	goto *battle_base_top




;====================================================
; _Wj[̃CEBhȄ
;====================================================
*clear_dungeon_window
	gosub *clear_dungeon_statmenu
	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	csp SP_SUB2_MENU-2
	csp SP_UBTN
	csp SP_DBTN
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 5
return

;====================================================
; _Wj[̃Xe[^X̏
;====================================================
*clear_dungeon_statmenu
	barclear -1
	for %temp1=0 to 5
		csp SP_SUB_MENU-%temp1
	next
	csp SP_SUB_MENU
return

;==============================================
; 퓬`
;==============================================
*battle_base_top

gosub *mes_spd_chg_b	;bZ[Wx퓬̂̂ɕύX
mov %godhand_flg, 0

mov %battle_flg,1

;Ĝhc𕶎ɕϊ
itoa $str_enemy_id, %enemy_id

;G̊eXCb`
mov $temp1, "*enemy_init_"
add $temp1, $str_enemy_id
gosub $temp1

;G̉摜\
mov $temp1, "*enemy_picture_"
add $temp1, $str_enemy_id
gosub $temp1

;ĜaflĐ
mov $temp1, "*enemy_bgm_"
add $temp1, $str_enemy_id
gosub $temp1


;G̃Xe[^X[hí̗AĆAj
mov $temp1, "*enemy_stat_"
add $temp1, $str_enemy_id
gosub $temp1


;G̐퓬O\
mov $temp1, "*enemy_start_talk_"
add $temp1, $str_enemy_id
gosub $temp1

if %bindflg != 0 goto *change_enemy_turn

*battle_command

gosub *view_enemy_statbar	;G̃o[\
gosub *dungeon_stat_view	;l̃Xe[^X\

;hXCb`̉,JE^[XCb`̉
mov %guard_flg,0
mov %counter_flg,0

; ҂̏؂𑕔Ăꍇ́AÛݎgp\B
if %acce_id == 10 goto *sex_battle_command

; 퓬j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\BattleWin.png",22,222
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ʏU",40,240
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"U",40,275
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"Z\",40,310
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"h",40,345
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"",40,380

spbtn SP_MAIN_MENU-1,1
spbtn SP_MAIN_MENU-2,2
spbtn SP_MAIN_MENU-3,3
spbtn SP_MAIN_MENU-4,4
spbtn SP_MAIN_MENU-5,5

*battle_loop


	btnwait %btnwait

	if %btnwait == 0 goto *battle_loop
	if %btnwait == -1 goto *battle_menu_off		; ENbNiʏj
	if %btnwait == -2 goto *battle_loop
	if %btnwait == -3 goto *battle_loop

	if %btnwait == 1 clear_select 5 : print 1 : goto *battle_attack
	if %btnwait == 2 clear_select 5 : print 1 :  goto *battle_fuck
	if %btnwait == 3 goto *battle_skill
	if %btnwait == 4 clear_select 5 : print 1 :  goto *battle_guard
	if %btnwait == 5 clear_select 5 : print 1 :  goto *battle_escape

;====================================================
; ҂̏ؑ̃R}h
;====================================================
*sex_battle_command

; 퓬j[̕\
mov %temp1,SP_MAIN_MENU
lsp %temp1,":a;cg\BattleWin.png",22,222
sub %temp1,1
lsp %temp1,":s/22,22,1;#999999"+"ʏU",40,240
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"U",40,275
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"Z\",40,310
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"h",40,345
sub %temp1,1
lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"",40,380

spbtn SP_MAIN_MENU-2,1
spbtn SP_MAIN_MENU-3,2
spbtn SP_MAIN_MENU-4,3
spbtn SP_MAIN_MENU-5,4

*sex_battle_loop


	btnwait %btnwait

	if %btnwait == 0 goto *sex_battle_loop
	if %btnwait == -1 goto *battle_menu_off		; ENbNiʏj
	if %btnwait == -2 goto *sex_battle_loop
	if %btnwait == -3 goto *sex_battle_loop

	if %btnwait == 1 clear_select 5 : print 1 :  goto *battle_fuck
	if %btnwait == 2 goto *battle_skill
	if %btnwait == 3 clear_select 5 : print 1 :  goto *battle_guard
	if %btnwait == 4 clear_select 5 : print 1 :  goto *battle_escape


;====================================================
; UI̋ieGy[Wɔт܂j
;====================================================
*battle_attack

	;U̎ތ
	mov %last_atk, 0

	;_[WľvZ
	if %enemy_id != 12 calc_p_damage %p_p_atk, %e_p_def
	if %enemy_id == 12 calc_p_urob_damage %p_p_atk, %e_p_def

	;G̔ʏỦ
	mov $temp1, "*enemy_p_dmg_"
	add $temp1, $str_enemy_id
	gosub $temp1

	if %cancel_flg == 1 mov %cancel_flg,0 : goto *change_enemy_turn
	
	;̉
	mov $temp1, "*enemy_muramasa_"
	add $temp1, $str_enemy_id
	rnd %temp1,8
	if %enemy_id == 4 || %enemy_id == 8 || %enemy_id == 12 mov %temp1, 1	;{Xɂ͖
	if %weapon_id == 16 && %temp1 == 0 goto $temp1

*battle_attack2
	;ȂΓĜgo炷
	
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage

	;X[vԂȂ
	if %sleepflg == 1 rnd %temp1, 3
	if %temp1 == 1 && %sleepflg == 1 goto *battle_attack_sleep

*battle_attack_normal
	$p_nameIUI$str_enemyname$str_damage_QI\
	goto *battle_attack_end

*battle_attack_sleep
	mov %sleepflg, 0
	$p_nameIUI$str_enemyname$str_damage_QI$str_enemynameߗI\
	goto *battle_attack_end

*battle_attack_end

	;SbhnhȂx
	if %weapon_id == 17 && %godhand_flg == 0 mov %godhand_flg, 1 : goto *battle_attack
	if %weapon_id == 17 && %godhand_flg == 1 mov %godhand_flg, 0


	goto *change_enemy_turn
	


;====================================================
; IUI̋ieGy[Wɔт܂j
;====================================================
*battle_fuck
	;U̎ތ
	mov %last_atk, 2
	
	;GɂĂ͍sׂ\
	if %enemy_id == 4 gosub *enemy_fight_s_dmg_chk
	if %enemy_id == 7 gosub *enemy_slime_s_dmg_chk

	;LZꂽG̃^[Ɉڍs
	if %cancel_flg == 1 mov %cancel_flg,0 : goto *change_enemy_turn

	; _[WľvZ
	if %enemy_id != 12 calc_s_damage %p_s_atk, %e_s_def
	if %enemy_id == 12 calc_s_urob_damage %p_s_atk, %e_s_def
	sub %e_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0

	;G̔퐫IỦi`ʁj
	mov $temp1, "*enemy_s_dmg1_"
	add $temp1, $str_enemy_id
	gosub $temp1

	if %damage_buf == 0 jumpf
	gosub *view_enemy_statbar	;G̃o[\
	if %weapon_id != 18 goto *battle_fuck_normal
	if %weapon_id == 18 goto *battle_fuck_absorb

*battle_fuck_absorb
	add %p_mp, %damage_buf / 5
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp
	gosub *dungeon_stat_view
	\$str_enemyname@%damage_buf_CźI\
	goto *battle_fuck2
*battle_fuck_normal
	\$str_enemyname@%damage_buf_I\
*battle_fuck2
~

	;G̔퐫IỦiRgj
	mov $temp1, "*enemy_s_dmg2_"
	add $temp1, $str_enemy_id
	gosub $temp1


	;SbhnhȂx
	if %weapon_id == 17 && %godhand_flg == 0 mov %godhand_flg, 1 : goto *battle_fuck
	if %weapon_id == 17 && %godhand_flg == 1 mov %godhand_flg, 0

	gosub *battle_face_reset
	print 15
	;G^[ւ̈ڍs
	goto *change_enemy_turn

;====================================================
; XLI̋iXL\ƊeGy[Wցj
;====================================================
*battle_skill

	; R}hĨ_~[\
	mov %temp1,SP_SUB2_MENU
	;lsp %temp1,":a;cg\TownWindow.png",30,50
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#999999"+"ʏU",40,240
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#999999"+"U",40,275
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#999999"+"XL",40,310
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#999999"+"h",40,345
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#999999"+"",40,380

;	clear_select 5
	
	barclear BAR_E_HP
	barclear BAR_E_MP
;	gosub *dungeon_stat_view	;G̃o[߂ɏ׍H

	mov %sel_skill_id,-1		;XLhc̏
	gosub *battle_skill_top	; XLʂ̕\

	; R}hĨ_~[
	csp SP_SUB2_MENU-1
	csp SP_SUB2_MENU-2
	csp SP_SUB2_MENU-3
	csp SP_SUB2_MENU-4
	csp SP_SUB2_MENU-5

	; ENŖ߂Ă퓬[vɖ߂
	if %sel_skill_id == -1 goto *battle_command
	
	; XLIĂAeGƂ̔Ɉړ
	if %sel_skill_id == 0 	mov $temp1, "*enemy_skill_heal_" + $str_enemy_id : gosub $temp1		;q[
	if %sel_skill_id == 1 	mov $temp1, "*enemy_skill_exheal_" + $str_enemy_id : gosub $temp1	;GNXq[
	if %sel_skill_id == 2 	mov $temp1, "*enemy_skill_kiai_" + $str_enemy_id : gosub $temp1		;C
	if %sel_skill_id == 3 	mov $temp1, "*enemy_skill_mirage_" + $str_enemy_id : gosub $temp1	;~[W
	if %sel_skill_id == 6 	mov $temp1, "*enemy_skill_giveup_" + $str_enemy_id : gosub $temp1	;~Q
	if %sel_skill_id == 7 	mov $temp1, "*enemy_skill_sonic_" + $str_enemy_id : gosub $temp1	;\jbN
	if %sel_skill_id == 8 	mov $temp1, "*enemy_skill_blast_" + $str_enemy_id : gosub $temp1	;uXg
	if %sel_skill_id == 9 	mov $temp1, "*enemy_skill_counter_" + $str_enemy_id : gosub $temp1	;JE^[
	if %sel_skill_id == 10 	mov $temp1, "*enemy_skill_watack_" + $str_enemy_id : gosub $temp1	;vA^bN
	if %sel_skill_id == 11 	mov $temp1, "*enemy_skill_sleep_" + $str_enemy_id : gosub $temp1	;X[v
	if %sel_skill_id == 12 	mov $temp1, "*enemy_skill_kiss_" + $str_enemy_id : gosub $temp1		;hCLX
	if %sel_skill_id == 13 	mov $temp1, "*enemy_skill_mebius_" + $str_enemy_id : gosub $temp1	;rEX
	
	;G^[ւ̈ڍs
	goto *change_enemy_turn

;====================================================
; hI̋ihtO𗧂ĂēG^[Ɉڍsj
;====================================================
*battle_guard

	;hXCb`̐ݒ
	mov %guard_flg,1

	;G^[ւ̈ڍs
	goto *change_enemy_turn
	
	
;====================================================
; I̋ieGy[Wɔт܂j
;====================================================
*battle_escape
	;G̔퐫IỦ
	dwave 1,"sound\runaway.wav"
	mov $temp1, "*battle_escape_"
	add $temp1, $str_enemy_id
	goto $temp1




;====================================================
; Gւ̃^[`FW
;====================================================
*change_enemy_turn
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win
	
	;Ĝlo0`FbN
	if %e_mp==0 mov %battle_flg,0: goto *goto_s_win

	;HP0ŁArEXOȂMPŃ_[W
	if %acce_id == 9 && %p_hp==0 gosub *mebius_hp_guard
	;MP0ŁArEXOȂHPŃ_[W
	if %acce_id == 9 && %p_mp==0 gosub *mebius_mp_guard
	
	;̂go0`FbN
	if %p_hp==0 mov %battle_flg,0: mov %hscene_flg,1 : mov $temp1, "*battle_p_lose_" : add $temp1, $str_enemy_id : goto $temp1

	;̂lo0`FbN
	if %p_mp==0 mov %battle_flg,0: mov %hscene_flg,1 : mov $temp1, "*battle_s_lose_" : add $temp1, $str_enemy_id : goto $temp1
	
	;s\`FbNBȂΎl^[Ɉڍs
	if %sleepflg != 0 gosub *sleep_check
	if %sleepflg != 0 goto *change_player_turn

	;G̍sֈڍs
	mov $temp1, "*enemy_action_"
	add $temp1, $str_enemy_id
	goto $temp1

;====================================================
; rEXO
;====================================================
;== HP ==
*mebius_hp_guard
	if %damage_buf >= %p_mp return
	mov %p_hp, 1
	sub %p_mp, %damage_buf
	gosub *dungeon_stat_view
	dwave 1,"sound\mring.wav"
	~GzVvI̗͏Q]͏QI\

return

;=== MP ===
*mebius_mp_guard
	if %damage_buf >= %p_hp return
	mov %p_mp, 1
	sub %p_hp, %damage_buf
	gosub *dungeon_stat_view
	dwave 1,"sound\mring.wav"
	~GzVvI͏Q]̗͏QI\
return

;====================================================
; lւ̃^[`FW
;====================================================
*change_player_turn
	
	;HP0ŁArEXOȂMPŃ_[W
	if %acce_id == 9 && %p_hp==0 gosub *mebius_hp_guard
	;MP0ŁArEXOȂHPŃ_[W
	if %acce_id == 9 && %p_mp==0 gosub *mebius_mp_guard
	
	;go0`FbN
	if %p_hp==0 mov %battle_flg,0: mov %hscene_flg,1 : mov $temp1, "*battle_p_lose_" : add $temp1, $str_enemy_id : goto $temp1

	;lo0`FbN
	if %p_mp==0 mov %battle_flg,0: mov %hscene_flg,1 : mov $temp1, "*battle_s_lose_" : add $temp1, $str_enemy_id : goto $temp1
	
	;jWK[úAC͎
	if %armor_id == 18 && %undress_flg == 0 && %bindflg == 0 && %giveup == 0 add %p_mp, 10
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp
	if %armor_id == 18 gosub *dungeon_stat_view
	
	
	;s\`FbNB`FbNŉȂΓG^[Ɉڍs
	if %bindflg != 0 mov $temp1, "*battle_bind_" : add $temp1, $str_enemy_id : gosub $temp1
	if %bindflg != 0 goto *change_enemy_turn

	;~QԂ`FbN
	if %giveup==1 goto *change_enemy_turn
	
	;l̍sֈڍs
	goto *battle_command	

;====================================================
;ʏ̏
;====================================================
*goto_p_win
	mov $temp1, "*battle_p_win_"
	add $temp1, $str_enemy_id
goto $temp1


;====================================================
;I
;====================================================
*goto_s_win
	gosub *clear_dungeon_statmenu
	mov %hscene_flg,1
	mov %battle_flg,0
	mov $temp1, "*battle_s_win_"
	add $temp1, $str_enemy_id
goto $temp1



;====================================================
;G̃Xe[^Xo[̕\
;====================================================
*view_enemy_statbar
	; 쐶̊K̂݁Ao[\
	mov %temp3, SKILL_FLG+4
	if %%temp3 == 0 return
	mov $temp1, "*enemy_bar_"
	add $temp1, $str_enemy_id
	gosub $temp1
return


;====================================================
; _[WvZ(lG)
;====================================================
*calc_p_damage
	getparam %atk_buf,%def_buf
	rnd2 %temp1,80,120
	mov %damage_buf, ((%atk_buf / 2) - (%def_buf / 4)) * %temp1 / 100
	if %p_heat == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return

;====================================================
; ̓_[WvZ(lG)
;====================================================
*calc_m_damage
	getparam %atk_buf,%def_buf,%base_buf
	rnd2 %temp1,80,120
	mov %damage_buf, (%base_buf + (%atk_buf / 4) - (%def_buf / 6)) * %temp1 / 100
	if %p_heat == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return
;====================================================
; I_[WvZ(lG)
;====================================================
*calc_s_damage
	getparam %atk_buf,%def_buf
	rnd2 %temp1,80,120
	mov %damage_buf, ((%atk_buf / 3) - (%def_buf / 5)) * %temp1 / 100
	if %p_heat == 1 add %damage_buf, %damage_buf/2
	if %damage_buf < 0  mov %damage_buf,0
return



;====================================================
; _[WvZiGlj
;====================================================
*calc_p_damage_e
	getparam %atk_buf,%def_buf
	rnd2 %temp1,80,120
	mov %damage_buf, ((%atk_buf / 2) - (%def_buf / 4)) * %temp1 / 100
	if %e_heat_lv == 1 sub %damage_buf,%damage_buf/4
	if %e_heat_lv == 2 div %damage_buf,2
	if %guard_flg == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return

;====================================================
; ̓_[WvZiGlj
;====================================================
*calc_m_damage_e
	getparam %atk_buf,%def_buf,%base_buf
	rnd2 %temp1,80,120
	mov %damage_buf, (%base_buf + (%atk_buf / 4) - (%def_buf / 6)) * %temp1 / 100
	if %e_heat_lv == 1 mov %damage_buf,%damage_buf / 4 * 3
	if %e_heat_lv == 2 div %damage_buf,2
	if %guard_flg == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return
;====================================================
; I_[WvZiGlj
;====================================================
*calc_s_damage_e
	getparam %atk_buf,%def_buf
	rnd2 %sub_temp1,80,120
	mov %damage_buf, ((%atk_buf / 3) - (%def_buf / 5)) * %sub_temp1 / 100
	if %e_heat_lv == 1 add %damage_buf,%damage_buf/4
	if %e_heat_lv == 2 add %damage_buf,%damage_buf/2
	if %guard_flg == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return



;====================================================
; 퓬I̋ʏ
;====================================================
*battle_end_init
	gosub *mes_spd_chg_n	;bZ[Wxʏ펞̂̂ɕύX
	barclear -1
	gosub *dungeon_stat_view
	mov %encount_chk, -20
	csp SP_MONSTER
	csp SP_MONSTER2
return

;====================================================
; 퓬j[̃CEBhȄ
;====================================================
*clear_battle_window
	csp SP_MESS_MENU
	csp SP_MAIN_MENU
	clear_select 5
return

;====================================================
;ʏ[`
;====================================================
*battle_menu_off
	clear_select 5
	gosub *clear_dungeon_statmenu
	vsp SP_MESS_MENU,0
	systemcall windowerase
	vsp SP_MESS_MENU,1
goto *battle_command


;====================================================
; _[W[V
;====================================================
*battle_damage
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y

	dwave 1,"sound\hit.wav"
	msp SP_MONSTER,3,0,0
	print 1
	!d30
	for %loop1=0 to 1
		msp SP_MONSTER,-6,0,0
		print 1
		!d30
		msp SP_MONSTER,6,0,0
		print 1
		!d30
	next
	msp SP_MONSTER,-3,0,0
	print 1
	!d30
	gosub *battle_face_reset
	print 1
	
return


;====================================================
; X[v[V
;====================================================
*battle_sleep_motion

	for %loop1=0 to 3
		msp SP_MONSTER,3,0,0
		print 1
		!d40
	next
	!d100
	for %loop1=0 to 7
		msp SP_MONSTER,-3,0,0
		print 1
		!d40
	next
	!d100
	for %loop1=0 to 7
		msp SP_MONSTER,3,0,0
		print 1
		!d40
	next
	!d100
	for %loop1=0 to 3
		msp SP_MONSTER,-3,0,0
		print 1
		!d40
	next
	
return


;====================================================
; _[WɂʃNGCN
;====================================================
*damage_quake
	if %p_hp != 0 quakex 2,10
	if %p_hp == 0 quakex 5,200
return

;====================================================
; _[W[V
;====================================================
*battle_s_flash
	lsp SP_MONS_EFCT,$str_mons_sfla,%mons_pos_x,%mons_pos_y
	print 15
	csp SP_MONS_EFCT
	print 15	
return

;====================================================
; G̕\K؂Ȃ̂ɖ߂
;====================================================
*battle_face_reset
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monssta1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv == 1 lsp SP_MONSTER,$str_monssta2,%mons_pos_x, %mons_pos_y
	if %e_heat_lv == 2 lsp SP_MONSTER,$str_monssta3,%mons_pos_x, %mons_pos_y
return

;====================================================
; 퓬sk
;====================================================
*lose_penalty
	; LV1ȂAsm薼ACȅ̂
	if %level >= 2 jumpf
	gosub *undef_item_clear
	mov %p_hp, %p_maxhp
	mov %p_mp, %p_maxmp
	return
~
	; LV2ȏȂALV1ZAAsm薼ACeAG
	gosub *level_down			; xhC
	mov %exp_now, %exp_next - 1		; ol͎LV̒l-1
	gosub *undef_item_clear		; sm薼ACe
	div %money, 2				; 
	; sk񐔉Z(G)
	mov %sub_temp1, MONS_LOSE_NUM + %enemy_id
	add %%sub_temp1, 1
	; skς݃tO(}ӗp)Zbg
	mov %sub_temp1, G_MONS_LOSE_FLG + %enemy_id
	add %%sub_temp1, 1
	mov %p_hp, %p_maxhp
	mov %p_mp, %p_maxmp
	; HV[tȌ
	mov %hscene_flg,0
return

;====================================================
; ss\
; sub_temp2tO
;====================================================
*bind_escape
	mov %sub_temp2, 0
	if %giveup == 1 return		;~QԂł͍S͎Ȃ
	if %bind_turn >= 1 dec %bind_turn : return	;Œ^[܂ł͐Όp
	rnd %sub_temp1, 100
	if %armor_id == 16 div %sub_temp1, 2		;ACVOn[g͍Sy
	if %sub_temp1 < %bind_prob mov %sub_temp2,1 : return
return

;====================================================
; ss\ݒiށA^[Amݒ肷邾j
;====================================================
*bind_set
	getparam %bindflg, %bind_turn, %bind_prob
return

;====================================================
; G̐IUo
;====================================================
*e_satk_effect
	getparam $str_e_satk_se
	if $str_e_satk_se == "none" goto *e_satk_effect2
	dwave 1,$str_e_satk_se
*e_satk_effect2
	pink_flash 15
	gosub *dungeon_stat_view	;l̃o[\
	$p_name󓞗%damage_buf_I\
return

;====================================================
; X[v
;====================================================
*sleep_check
	mov %sub_temp2, 0
	
	if %sleep_turn >= 1 dec %sleep_turn : goto *sleep_check_nowake	;Œ^[܂ł͐Όp
	rnd %sub_temp1, 100
	if %sub_temp1 < %sleep_prob goto *sleep_check_wake : return

	*sleep_check_nowake
		$str_enemynameݔccB\
		return

	*sleep_check_wake
		$str_enemynameߗI\
		mov %sleepflg, 0

return


;====================================================
; JX[v
;====================================================
*battle_start_sleep
	rnd %sub_temp1, 2
	if %sub_temp1 == 0 jumpf

	仛GIUodٓI䊁cc
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	g$str_enemyname蜓ꑐI\

~
return
;===================================
; 퓬̃XL̕\
;===================================
*battle_skill_top


	;TuTuEBhE̕\
	lsp SP_SUB2_MENU,":a;cg\b_SkillWin2.png",242,20

*battle_skill_main
	mov %temp1, 0					;temp1ɃJE^Zbg

*battle_skill_page1
		*battle_skill_page1_1
			;yq[z
			mov %temp3, SKILL_FLG+0
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_2
			mov $temp1, "q[@@@@"
			mov %temp4, %p_maxmp * HEAL_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yq[z\őgo̖SO񕜂XyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*battle_skill_page1_2
			; yGNXq[z
			inc %temp1
			mov %temp3, SKILL_FLG+1
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_3
			mov $temp1, "GNXq[@"
			mov %temp4, %p_maxmp * EXHEAL_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yGNXq[z\őgo̖WO񕜂XyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*battle_skill_page1_3
			; yCz
			inc %temp1
			mov %temp3, SKILL_FLG+2
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_4
			mov $temp1, "C@@@@@"
			mov %temp4, %p_maxhp * KIAI_BASECOST * (%kiai_count + 1) / 100		; goőgovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			add $temp1, "HP"
			if %p_hp > %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_hp <= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yCz\ʂ̗̑͂āAC͂S񕜂XLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF


		*battle_skill_page1_4
			;y\jbNz
			inc %temp1
			mov %temp3, SKILL_FLG+7
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_5
			mov $temp1, "\jbN@@@"
			mov %temp4, SONIC_COST			; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 || %acce_id == 10 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "y\jbNz\Ռg΂đUXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*battle_skill_page1_5
			; yuXgz
			inc %temp1
			mov %temp3, SKILL_FLG+8
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_6
			mov $temp1, "uXg@@@"
			mov %temp4, BLAST_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 || %acce_id == 10 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yuXgz\͔g@đUXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*battle_skill_page1_6
			; yJE^[z
			inc %temp1
			mov %temp3, SKILL_FLG+9
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_7
			mov $temp1, "JE^[@@"
			mov %temp4, COUNTER_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 || %acce_id == 10 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yJE^[z\̕U𖳌AʏÛQ{_[W^XLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*battle_skill_page1_7
			; yvA^bNz
			inc %temp1
			mov %temp3, SKILL_FLG+10
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_8
			mov $temp1, "vA^bN@@"
			mov %temp4, %p_maxmp * WATK_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 || %acce_id == 10 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yvA^bNz\̂SđЂ܂ǍɘAU@ރXLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*battle_skill_page1_8
			; y~[Wz
			inc %temp1
			mov %temp3, SKILL_FLG+3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_9
			mov $temp1, "~[W@@"
			mov %temp4, %p_maxmp * MIRAGE_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			if %mirage_flg == 1 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "y~[Wz\goA̍UXLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
	

		*battle_skill_page1_9
			; yX[vz
			inc %temp1
			mov %temp3, SKILL_FLG+11
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_10
			mov $temp1, "X[v@@@"
			mov %temp4, SLEEP_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yX[vz\̈ӎɓAňӎNOƂXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*battle_skill_page1_10
			; yhCLXz
			inc %temp1
			mov %temp3, SKILL_FLG+12
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_11
			mov $temp1, "hCLX@"
			mov %temp4, DKISS_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yhCLXz\LXɂđ̋C͂DÂ̂ƂXLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*battle_skill_page1_11
			; yrEXz
			inc %temp1
			mov %temp3, SKILL_FLG+13
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_page1_12
			mov $temp1, "rEX@@@"
			mov %temp4, %p_maxmp * MEBIUS_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,260,40+32*%temp1
			mov $temp1, "yrEXz\̗̑͂ƋC͂̊ւXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*battle_skill_page1_12
			; y~Qz
			inc %temp1
			mov %temp3, SKILL_FLG+6
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *battle_skill_pageend
			mov $temp1, "~Q@@@@@"
			add $temp1, "\"
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,260,40+32*%temp1
			mov $temp1, "y~Qz\~Q邱ƂŁÂȂ܂܂ɂȂB\~Q́A͐UDIɎgp悤ɂȂB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
		

*battle_skill_pageend
		
	
	cre_select 12			; I̐

	print 1

	*skill_battle_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *skill_battle_Loop
		if %btnwait == -1 goto *battle_skill_end	; ENbNij[j
		if %btnwait == -2 goto *skill_battle_Loop
		if %btnwait == -3 goto *skill_battle_Loop
		
		if %btnwait == 1 goto *battle_heal_use		;q[gp
		if %btnwait == 2 goto *battle_exheal_use	;GNXq[gp
		if %btnwait == 3 goto *battle_charge_use	;Cgp
		if %btnwait == 4 goto *battle_sonic_use		;\jbNgp
		if %btnwait == 5 goto *battle_blast_use		;uXggp
		if %btnwait == 6 goto *battle_counter_use	;JE^[gp
		if %btnwait == 7 goto *battle_watk_use		;vA^bNgp
		if %btnwait == 8 goto *battle_mirage_use	;~[Wgp
		if %btnwait == 9 goto *battle_sleep_use		;X[vgp
		if %btnwait == 10 goto *battle_dkiss_use	;hCLXgp
		if %btnwait == 11 goto *battle_mebius_use	;rEXgp
		if %btnwait == 12 goto *battle_giveup_use	;~Qgp
		


;====================================================
; q[̎gp
;====================================================
*battle_heal_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * HEAL_COST / 100
	if %sub_temp1 > %p_mp goto *battle_skill_top
	sub %p_mp, %sub_temp1
	gosub *exit_skillmenu
	
	$p_name{ÏpI
	
	; 񕜒ľvZ
	dwave 1,"sound\heal.wav"
	lsp SP_BTL_EFECT, ":a;cg\flash_g.png",0,0
	print 16
	rnd2 %temp2,90,110
	if %acce_id != 6 mov %sub_temp1, %p_maxhp * 40 * %temp2 / 10000
	if %acce_id == 6 mov %sub_temp1, %p_maxhp * 60 * %temp2 / 10000
	add %p_hp, %sub_temp1
	if %p_hp >= %p_maxhp : mov %sub_temp1, %sub_temp1 + %p_maxhp - %p_hp : mov %p_hp, %p_maxhp 
	gosub *dungeon_stat_view
	csp SP_BTL_EFECT
	print 16
	
	$p_nameIgo%sub_temp1_I\
	
	mov %sel_skill_id, 0
return


;====================================================
; GNXq[̎gp
;====================================================
*battle_exheal_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * EXHEAL_COST / 100
	if %sub_temp1 > %p_mp goto *battle_skill_top
	sub %p_mp, %sub_temp1
	gosub *exit_skillmenu
	
	$p_name{ÏpI
	
	; 񕜒ľvZ
	dwave 1,"sound\exheal.wav"
	lsp SP_BTL_EFECT, ":a;cg\whiteflash.png",0,0
	print 14
	rnd2 %temp2,90,110
	if %acce_id != 6 mov %sub_temp1, %p_maxhp * 80 * %temp2 / 10000
	if %acce_id == 6 mov %sub_temp1, %p_maxhp * 100 * %temp2 / 10000
	add %p_hp, %sub_temp1
	if %p_hp >= %p_maxhp : mov %sub_temp1, %sub_temp1 + %p_maxhp - %p_hp : mov %p_hp, %p_maxhp 
	gosub *dungeon_stat_view
	csp SP_BTL_EFECT
	print 14
	
	$p_nameIgo%sub_temp1_I\
	
	mov %sel_skill_id, 1
return


;====================================================
; C̎gp
;====================================================
*battle_charge_use
	; HP̌vZ
	mov %sub_temp1, %p_maxhp * KIAI_BASECOST * (%kiai_count + 1) / 100		; goőgovZ
	if %sub_temp1 >= %p_hp goto *battle_skill_top
	sub %p_hp, %sub_temp1
	gosub *exit_skillmenu
	
	add %kiai_count, 1
	
	$p_namegoI
	
	; 񕜒ľvZ
	dwave 1,"sound\kiai.wav"
	lsp SP_BTL_EFECT, ":a;cg\redflash.png",0,0
	print 14
	mov %p_mp, %p_maxmp
	gosub *dungeon_stat_view
	csp SP_BTL_EFECT
	mov %p_heat, 0
	csp SP_PINKFOG
	bgmvol 80
	print 14
	
	ȑ̗͈בC͊SI\
	
	
	mov %sel_skill_id, 2
return

;====================================================
; ~[W̎gp(~[WtO𗧂Ă)
;====================================================
*battle_mirage_use
	mov %sub_temp1, %p_maxmp * MIRAGE_COST / 100
	if %sub_temp1 > %p_mp goto *battle_skill_top
	if %mirage_flg == 1 goto *battle_skill_top
	sub %p_mp, %sub_temp1
	gosub *exit_skillmenu

	$p_name{eI
	dwave 1,"sound\mirage.wav"
	mov %mirage_flg, 1
	gosub *dungeon_stat_view	;l̃o[\
	eqוg쒅$p_nameI\
	mov %sel_skill_id, 3
	goto *battle_skill_end

;====================================================
; ~Q̎gp
;====================================================
*battle_giveup_use
	gosub *exit_skillmenu
	itoa $temp1, %enemy_id
	mov $temp2, "*giveup_mes" + $temp1
	goto $temp2
	
;	if %enemy_id == 1 goto *giveup_mes1
;	if %enemy_id == 2 goto *giveup_mes2
	*giveup_mes1
		mov $temp1, "ytFA[z\uH\@Ɂ[Ač~Q́Hv"
		goto *giveup_check
	*giveup_mes2
		mov $temp1, "y[Etz\uAMuAbvȂ̂Hv"
		goto *giveup_check
	*giveup_mes3
		mov $temp1, "y\[T[z\u[ADɂĂ̂ȁHv"
		goto *giveup_check
	*giveup_mes4
		mov $temp1, "yt@C^[z\uށcc~QƁHv"
		goto *giveup_check
	*giveup_mes5
		mov $temp1, "yhSj[gz\uA~QāccȂĂƁHv"
		goto *giveup_check
	*giveup_mes6
		mov $temp1, "yn[s[z\uA~QȂ́Hv"
		goto *giveup_check
	*giveup_mes7
		mov $temp1, "yXCz\u[AĐHׂĂł[Hv"
		goto *giveup_check
	*giveup_mes8
		mov $temp1, "yz\u͂AɂĂ΂EHv"
		goto *giveup_check
	*giveup_mes9
		mov $temp1, "yGWFz\uA킢ȂĂ߂܂傤B\@ɗ΁ADĂ܂ccHv"
		goto *giveup_check
	*giveup_mes10
		mov $temp1, "y@pCAz\uӂA䂪lɂȂCɂȂHv"
		goto *giveup_check
	*giveup_mes11
		mov $temp1, "yTLoXz\ucc䖝̌EHv"
		goto *giveup_check
	*giveup_mes12
		mov $temp1, "yE{Xz\uccĂǁA~QĂĂ͂ȂH\@Ղ肢߂Ă邯ǁcĉˁHv"
		goto *giveup_check
	*giveup_mes13
		mov $temp1, "y~~bNz\u󔠂㩂łẢʂĂɍ~QƁccHv"
		goto *giveup_check
	*giveup_check
	
	; {ɗǂ̊mFO
	yesno_window $temp1
	if %sub_temp1 == 0 goto *battle_giveup_yes
	if %sub_temp1 == 1 goto *battle_giveup_no

*battle_giveup_yes
	mov %sel_skill_id, 6
	mov %giveup, 1
	; G̐IU͂AőMPɑ΂10x̍UŒޒxɕύX
	; (U/3 - h/5) * 10 = őMP
	; U/3 = őMP/10 + h/5
	; U = 3 * (őMP/10 + h/5)
	; Ⴆ΁AőMP100AU50Ah50ꍇA60ɂȂB 20 - 10
	mov %e_s_atk, 3 * (%p_maxmp / 10 + %p_s_def / 5)
	goto *battle_skill_end

*battle_giveup_no
	csp SP_MAIN_MENU
	csp SP_MESS_MENU-1
	goto *battle_skill_top

;====================================================
; \jbN̎gp(IDݒ肵ēG̏ɔC)
;====================================================
*battle_sonic_use
	if %p_mp < SONIC_COST || %acce_id == 10 goto *battle_skill_top
	gosub *exit_skillmenu
	sub %p_mp, SONIC_COST
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 7
	goto *battle_skill_end


;====================================================
; uXg̎gp(IDݒ肵ēG̏ɔC)
;====================================================
*battle_blast_use
	if %p_mp < BLAST_COST || %acce_id == 10 goto *battle_skill_top
	gosub *exit_skillmenu
	sub %p_mp, BLAST_COST
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 8
	goto *battle_skill_end

;====================================================
; JE^[̎gp(JE^[tO𗧂Ă)
;====================================================
*battle_counter_use
	if %p_mp < COUNTER_COST || %acce_id == 10 goto *battle_skill_top
	gosub *exit_skillmenu
	sub %p_mp, COUNTER_COST
	dwave 1,"sound\equip.wav"
	$p_nameoːIUٝCisI\

	mov %counter_flg, 1
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 9
	goto *battle_skill_end


;====================================================
; vA^bN̎gp(IDݒ肵ēG̏ɔC)
;====================================================
*battle_watk_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * WATK_COST / 100
	if %sub_temp1 > %p_mp || %acce_id == 10 goto *battle_skill_top
	sub %p_mp, %sub_temp1
	gosub *exit_skillmenu
	
	
	
	$p_nameNÍI
	dwave 1,"sound\watk.wav"
	quakex 2,100
	ᒅΕ؏kI󌄁CAUI\
	
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 10
	goto *battle_skill_end

;====================================================
; X[v̎gp(IDݒ肵ēG̏ɔC)
;====================================================
*battle_sleep_use
	if %p_mp < SLEEP_COST goto *battle_skill_top
	gosub *exit_skillmenu
	sub %p_mp, SLEEP_COST
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 11
	$p_nameᏥpI
	goto *battle_skill_end

;====================================================
; hCLXgp(IDݒ肵ēG̏ɔC)
;====================================================
*battle_dkiss_use
	if %p_mp < DKISS_COST goto *battle_skill_top
	gosub *exit_skillmenu
	sub %p_mp, DKISS_COST
	gosub *dungeon_stat_view	;l̃o[\
	mov %sel_skill_id, 12
	
	if %enemy_id == 7 goto *battle_skill_end

	$p_name^$str_enemynameI
	dwave 1,"sound\lip.wav"
	gosub *battle_s_flash
	
	goto *battle_skill_end


;====================================================
; rEX̎gp
;====================================================
*battle_mebius_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * MEBIUS_COST / 100
	if %sub_temp1 > %p_mp goto *battle_skill_top
	sub %p_mp, %sub_temp1
	gosub *exit_skillmenu
	
	$p_nameᏥ~GzI
	
	mov %sel_skill_id, 13
	if %enemy_id == 12 goto *battle_skill_end
	
	dwave 1,"sound\mebius.wav"
	lsp SP_BTL_EFECT,":a;cg\mebius1.png",0,0
	print 13
	csp SP_BTL_EFECT
	
	;HP̊MP̊ւ
	mov %sub_temp1, %e_hp * 100 / %e_maxhp
	mov %sub_temp2, %e_mp * 100 / %e_maxmp
	mov %e_hp, %e_maxhp * %sub_temp2 / 100
	mov %e_mp, %e_maxmp * %sub_temp1 / 100
	
	gosub *dungeon_stat_view
	gosub *view_enemy_statbar	;G̃o[\
	
	lsp SP_BTL_EFECT2,":a;cg\mebius2.png",0,0
	print 13
	csp SP_BTL_EFECT2
	print 13
	
	
	ΕI̗͘a͔]ccI\
	
	
	mov %sel_skill_id, 13
	goto *battle_skill_end
return


;====================================================
; j[ۂ̏
;====================================================
*battle_skill_end
	gosub *clear_battle_skill_window
	return


;====================================================
; 퓬̃XLEBhȄ
;====================================================
*clear_battle_skill_window
	csp SP_SUB2_MENU
;	clear_select 12

	mov %temp1,SP_MAIN_MENU-1
	mov %temp2,SP_MESS_MENU-1
	for %loop1 = 1 to 13
		csp %temp1
		csp %temp2
		dec %temp1
		dec %temp2
	next
	btndef clear
	print 17

return

;====================================================
; XLgp̏
;====================================================
*exit_skillmenu
	; R}hĨ_~[
	csp SP_SUB2_MENU-1
	csp SP_SUB2_MENU-2
	csp SP_SUB2_MENU-3
	csp SP_SUB2_MENU-4
	csp SP_SUB2_MENU-5
	csp SP_MAIN_MENU
	gosub *clear_battle_skill_window	; oOɃEBhE͕
	gosub *view_enemy_statbar	;G̃o[\

return
;===================================
; 󔠂̏
;===================================
*tresure_top
	
	gosub *get_thiefskill	;XL̎擾
	
	lsp SP_MONSTER,":a;cg\tres_c.png",110,50	;󔠂̕\
	print 15
	gosub *tresure_trap_set					;㩂̎ނ
	gosub *tresure_lv_set					;󔠂̃x

	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"J",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335

	mov $temp1,"ku"
	itoa2 $temp2,%treasure_lv
	add $temp1,$temp2 + "̕󔠂𔭌B\"
	add $temp1,$str_trapname + "㩂d|Ă悤B\Jɒ킵܂H\i݂̓XLFku"
	itoa2 $temp2,%thief_skill
	add $temp1,$temp2 + "j"
	strsp SP_MESS_MENU-1,$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2
	
*tresure_loop


	btnwait %btnwait

	if %btnwait == 0 goto *tresure_loop
	if %btnwait == -1 goto *tresure_loop
	if %btnwait == -2 goto *tresure_loop
	if %btnwait == -3 goto *tresure_loop

	if %btnwait == 1 clear_select 2 : goto *tresure_open	;J
	if %btnwait == 2 clear_select 2 : goto *tresure_exit	;
	goto *tresure_loop

;󔠊JB%temp1:󔠃[v񐔁@%tmep2:V[tXL@%temp3:ėp
*tresure_open
	mov %temp2,%thief_skill
	for %temp1=1 to %treasure_lv	
		mov $temp1,"JcciENbNŊJj\c"
		itoa2 $temp2,%treasure_lv-%temp1+1
		add $temp1,$temp2+""
		strsp SP_MESS_MENU-1,$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF	
		;Ě
		rnd %treasure_ans,2		;OȂEAPȂ獶
		if %treasure_ans==0 mov $str_tresans,"q"
		if %treasure_ans==1 mov $str_tresans,"k"
		if %temp2 <= 0 mov $str_tresans,"H"
		;ACR̕\
		lsp SP_SUB2_MENU,":a;cg\box_hint.png",377,300
		lsp SP_SUB2_MENU-1,":s/22,22,1;#FFFFFF"+$str_tresans,388,306
		print 1
		
		;ENbN̎s
		lrclick
		dwave 1,"sound\unlock.wav"
		getret %temp3
		if %temp3 <> %treasure_ans break
		dec %temp2
	next
	if %temp3 <> %treasure_ans goto *treasure_trap
	
	csp SP_MESS_MENU-1
	;󔠂Jꍇ̏
	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	lsp SP_MONSTER,":a;cg\tres_o.png",110,50	;󔠂̕\
	dwave 1,"sound\open.wav"
	gosub *get_tresure
	goto *exit_tresure_menu

;===㩂̏====
*treasure_trap
	csp SP_MESS_MENU-1
	csp SP_SUB2_MENU
	csp SP_SUB2_MENU-1
	lsp SP_MONSTER,":a;cg\tres_o.png",110,50	;󔠂̕\
	dwave 1,"sound\click.wav"
	print 15
	tablegoto %trap_type,*tresure_trap_0,*tresure_trap_1,*tresure_trap_2,*tresure_trap_3,*tresure_trap_4,*tresure_trap_5,*tresure_trap_6
	*tresure_trap_0	;΂Ԃ(őHP20̃_[WB0ɂ͂ȂȂB͎)
		ꟙށCOI\
		mov %sub_temp1, %p_maxhp / 5
		if %p_hp <= %sub_temp1 mov %sub_temp1, %p_hp - 1
		sub %p_hp, %sub_temp1
		gosub *dungeon_stat_view
		dwave 1,"sound\stone.wav"
		quakex 2,10
		󔠒ˏo΁I$p_name󓞗%sub_temp1_QI\
		gosub *get_tresure
		goto *exit_tresure_menu

	*tresure_trap_1	;FKXiőMP20̃_[WB0ɂ͂ȂȂB͎j
		ꟙށCgşI\
		mov %sub_temp1, %p_maxmp / 5
		if %p_mp <= %sub_temp1 mov %sub_temp1, %p_mp - 1
		sub %p_mp, %sub_temp1
		gosub *dungeon_stat_view
		dwave 1,"sound\steam.wav"
		pink_flash 12
		󔠒ogFÍIߌҗߐl῝I樈ӎϓNOB$p_name%sub_temp1_́cc\
		goto *exit_tresure_menu

	*tresure_trap_2	;eiőHP50̃_[WB0ɂ͂ȂȂA͎Ȃj
		ꟙށCyeI\
		mov %sub_temp1, %p_maxhp / 2
		if %p_hp <= %sub_temp1 mov %sub_temp1, %p_hp - 1
		sub %p_hp, %sub_temp1
		gosub *dungeon_stat_view
		dwave 1,"sound\bomb.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		csp SP_MONSTER
		print 1
		csp SP_FLASH
		print 15
		quakex 5,200
		󔠒ݒuIyeAʓINy$p_nameI$p_name󓞗%sub_temp1_QI\
		goto *exit_tresure_menu

	*tresure_trap_3	;e|[^[i͎ȂBnɓ]j
		ꟙށC`I\
		dwave 1,"sound\escape.wav"
		bg white,0
		csp SP_MONSTER
		print 12
		󔠏ݒuI`@C$p_namenʁIccVCspSS`ΗB\
		goto *dungeon_exit
		
	

	*tresure_trap_4	;HKXi莝̉񕜃ACeꂼ1ZB͎Ȃj
		ꟙށCÍI\
		dwave 1,"sound\steam.wav"
		white_flash 12
		if %potion_num == 0 && %expotion_num == 0 && %ether_num == 0 && %hiether_num == 0 goto *tresure_trap_41
		*tresure_trap_40
			󔠒oFÍIsi܁CIicc蓪Iiފe꘢I\
			mFꉺ󔠗ICߌoퟃ̕IjjࣗBŗ\PʓIB\
			if %potion_num >= 1 sub %potion_num, 1
			if %expotion_num >= 1 sub %expotion_num, 1
			if %ether_num >= 1 sub %ether_num, 1
			if %hiether_num >= 1 sub %hiether_num, 1
			goto *exit_tresure_menu
		*tresure_trap_41
			󔠒oFÍIcc嫑RÍCAvL󓞏YeB\
			C󔠗I핅Ijj࣓IBŗ\PʓIB\
			goto *exit_tresure_menu
			

	*tresure_trap_5	;i̎􂢁i莝̖ӒACeLVƂ1ZB͎Ȃj
		ꟙށC勳IfI\
		dwave 1,"sound\scream.wav"
		lsp SP_FLASH,":a;cg\blackmist.png",0,0
		print 1
		csp SP_FLASH
		print 15
		mov %temp2, %ud_wpn_lv1 + %ud_wpn_lv2 + %ud_wpn_lv3 + %ud_wpn_lv4 + %ud_wpn_lv5 + %ud_wpn_lv6
		mov %temp2, %temp2 + %ud_amr_lv1 + %ud_amr_lv2 + %ud_amr_lv3 + %ud_amr_lv4 + %ud_amr_lv5 + %ud_amr_lv6
		mov %temp2, %temp2 + %ud_acce_lv1 + %ud_acce_lv2 + %ud_acce_lv3
		if %temp2 == 0 goto *tresure_trap_51
		*tresure_trap_50
			ˑRԁCΖӒ蓹YIIsRnE{蓪IӒ蓹BA󔠗IszqCQZJB\
			if %ud_wpn_lv1 >= 1 sub %ud_wpn_lv1,1
			if %ud_wpn_lv2 >= 1 sub %ud_wpn_lv2,1
			if %ud_wpn_lv3 >= 1 sub %ud_wpn_lv3,1
			if %ud_wpn_lv4 >= 1 sub %ud_wpn_lv4,1
			if %ud_wpn_lv5 >= 1 sub %ud_wpn_lv5,1
			if %ud_wpn_lv6 >= 1 sub %ud_wpn_lv6,1
			if %ud_amr_lv1 >= 1 sub %ud_amr_lv1,1
			if %ud_amr_lv2 >= 1 sub %ud_amr_lv2,1
			if %ud_amr_lv3 >= 1 sub %ud_amr_lv3,1
			if %ud_amr_lv4 >= 1 sub %ud_amr_lv4,1
			if %ud_amr_lv5 >= 1 sub %ud_amr_lv5,1
			if %ud_amr_lv6 >= 1 sub %ud_amr_lv6,1
			if %ud_acce_lv1 >= 1 sub %ud_acce_lv1,1
			if %ud_acce_lv2 >= 1 sub %ud_acce_lv2,1
			if %ud_acce_lv3 >= 1 sub %ud_acce_lv3,1
			goto *exit_tresure_menu
		*tresure_trap_51
			ˑRԁCΖӒ蓹YIIccRgvLӒ蓹Bszq󔠗ICA闣JB\
			goto *exit_tresure_menu

	*tresure_trap_6	;~~bNi~~bNƓs\̐퓬BĂ΃ACeQbgj
		ꟙށCčI\
		OB@oIuԁCO픒U㫁I\
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave 1,"sound\escape.wav" 
		print 14
		mov %enemy_id,13
		goto *battle_base_top

;===鏈====
*tresure_exit
	print 15
	$p_nameP󔠁B\
	goto *exit_tresure_menu


;===㩂̎ނ̌
*tresure_trap_set
;gbv̎ށi0:΂ԂāA1:FKXA2:eA3:e|[^[A4:HKXA5Fi̎􂢁A6F~~bNj
	rnd %temp1,16
	
	if %temp1 <= 3 mov $str_trapname,"΂Ԃ" : mov %trap_type,0
	if %temp1 > 3 && %temp1 <= 6 mov $str_trapname,"FKX" : mov %trap_type,1
	if %temp1 > 6 && %temp1 <= 8 mov $str_trapname,"e" : mov %trap_type,2
	if %temp1 > 8 && %temp1 <= 10 mov $str_trapname,"e|[^[" : mov %trap_type,3
	if %temp1 > 10 && %temp1 <= 12 mov $str_trapname,"HKX" : mov %trap_type,4
	if %temp1 > 12 && %temp1 <= 14 mov $str_trapname,"i̎" : mov %trap_type,5
	if %temp1 == 15 mov $str_trapname,"~~bN" : mov %trap_type,6
	
return

;===󔠂̃x̌
*tresure_lv_set
;KwłA̕N߁B
	rnd %temp1,100
	add %temp1,%step_num
	if %floor_num==1 goto *tresure_lv_set_1
	if %floor_num==2 goto *tresure_lv_set_2
	if %floor_num==3 goto *tresure_lv_set_3

	*tresure_lv_set_1
		if %temp1 <= 140 mov %treasure_lv,1 : goto *tresure_lv_set_end
		mov %treasure_lv,2
		goto *tresure_lv_set_end
	
	*tresure_lv_set_2
		if %temp1 <= 100 mov %treasure_lv,2 : goto *tresure_lv_set_end
		if %temp1 <= 160 mov %treasure_lv,3 : goto *tresure_lv_set_end
		mov %treasure_lv,4
		goto *tresure_lv_set_end
	
	*tresure_lv_set_3
		if %temp1 <= 120 mov %treasure_lv,3 : goto *tresure_lv_set_end
		if %temp1 <= 170 mov %treasure_lv,4 : goto *tresure_lv_set_end
		mov %treasure_lv,5
		goto *tresure_lv_set_end

	*tresure_lv_set_end
return

;===============
; 󔠎擾̏
;===============
*get_tresure
	print 15
	rnd %temp1,10
	;50%ł
	if %temp1 > 4 goto *get_tresure_item
	*get_tresure_money
		if %treasure_lv==1 rnd2 %temp1,20,50
		if %treasure_lv==2 rnd2 %temp1,50,100
		if %treasure_lv==3 rnd2 %temp1,200,500
		if %treasure_lv==4 rnd2 %temp1,500,1000
		if %treasure_lv==5 rnd2 %temp1,1000,2000
		add %money,%temp1
		if %money > 99999 mov %money,99999
		l%temp1fKI\
		goto *get_tresure_end
	;50%ŃACe
	*get_tresure_item
		rnd %temp1,20
		if %temp1 <= 7 goto *get_tresure_weapon	;40%ŕ
		if %temp1 <= 15 goto *get_tresure_armor	;40%Ŗh
		goto *get_tresure_acce	;20%ŃANZ
		
		*get_tresure_weapon
			rnd %temp1,20
			if %temp1 >= 12 mov %temp2,%treasure_lv - 1	;55%Œ჉N
			if %temp1 <= 11 && %temp1 >= 4 mov %temp2,%treasure_lv		;35%œN
			if %temp1 <= 3 mov %temp2,%treasure_lv + 1 ;10%ōN
			if %temp2 <= 1 inc %ud_wpn_lv1
			if %temp2 == 2 inc %ud_wpn_lv2
			if %temp2 == 3 inc %ud_wpn_lv3
			if %temp2 == 4 inc %ud_wpn_lv4
			if %temp2 == 5 inc %ud_wpn_lv5
			if %temp2 == 6 inc %ud_wpn_lv6
			lHI\
			goto *get_tresure_end
			
		
		*get_tresure_armor
			rnd %temp1,20
			if %temp1 >= 12 mov %temp2,%treasure_lv - 1	;55%Œ჉N
			if %temp1 <= 11 && %temp1 >= 4 mov %temp2,%treasure_lv		;35%œN
			if %temp1 <= 3  mov %temp2,%treasure_lv + 1 ;10%ōN
			if %temp2 <= 1 inc %ud_amr_lv1
			if %temp2 == 2 inc %ud_amr_lv2
			if %temp2 == 3 inc %ud_amr_lv3
			if %temp2 == 4 inc %ud_amr_lv4
			if %temp2 == 5 inc %ud_amr_lv5
			if %temp2 == 6 inc %ud_amr_lv6
			lHhI\
			goto *get_tresure_end
		
		*get_tresure_acce
			;󔠂̃Nɂ݈̂ˑ
			if %treasure_lv <= 2 inc %ud_acce_lv1 : goto *get_tresure_acce_end
			if %treasure_lv <= 4 inc %ud_acce_lv2 : goto *get_tresure_acce_end
			if %treasure_lv == 5 inc %ud_acce_lv3 : goto *get_tresure_acce_end
		*get_tresure_acce_end
			lHiI\
			goto *get_tresure_end
		
	*get_tresure_end

return


;===============
; 󔠃j[甲
;===============
*exit_tresure_menu
	csp SP_MONSTER
	print 15
	bgmvol 100
	if %floor_num == 1 bgm "music\floor1.ogg"
	if %floor_num == 2 bgm "music\floor2.ogg"
	if %floor_num == 3 bgm "music\floor3.ogg"
goto *dungeon_menu_top


;===============
; XL̎擾
;===============
*get_thiefskill
	mov %thief_skill,0
	;̎Ȃ{P
	if %acce_id == 1 add %thief_skill,1
	;܂Ƃ̊ዾȂ{P
	if %acce_id == 3 add %thief_skill,1
	;\V[tc[Ȃ{Q
	if %acce_id == 7 add %thief_skill,2
	;쐶̊oĂ{P
	mov %temp1,SKILL_FLG+4
	if %%temp1 == 1 add %thief_skill,1
	;󔠂̒moĂ{Q
	mov %temp1,SKILL_FLG+5
	if %%temp1 == 1 add %thief_skill,2
return
;===================================
; Ӓ̏
;===================================
*define_top
	bgm "music\town.ogg"
	;smACeȂ΂̂܂ܒ̃gbv
	mov %temp6,%ud_wpn_lv1+%ud_wpn_lv2+%ud_wpn_lv3+%ud_wpn_lv4+%ud_wpn_lv5+%ud_wpn_lv6
	add %temp6,%ud_amr_lv1+%ud_amr_lv2+%ud_amr_lv3+%ud_amr_lv4+%ud_amr_lv5+%ud_amr_lv6
	add %temp6,%ud_acce_lv1+%ud_acce_lv2+%ud_acce_lv3
	if %temp1 == 0 goto *TownMenu

	;wi̕ύXƌ
	bg "cg\cyty.PNG",20
	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 16
	g㎝LӒ蓹BXӒꉺꠁB\
	bg "cg\shop.png",15
	y䎒Bz
	uGCꟁBQYH㥉ݗꝁH樉䋪ccv\
	

	;smʂɂ擾{[iX
	if %ud_wpn_lv5 >= 3 inc %ud_wpn_lv6 : dec %ud_wpn_lv5
	if %ud_wpn_lv4 >= 3 inc %ud_wpn_lv5 : dec %ud_wpn_lv4
	if %ud_wpn_lv3 >= 3 inc %ud_wpn_lv4 : dec %ud_wpn_lv3
	if %ud_wpn_lv2 >= 3 inc %ud_wpn_lv3 : dec %ud_wpn_lv2
	if %ud_wpn_lv1 >= 3 inc %ud_wpn_lv2 : dec %ud_wpn_lv1
	if %ud_amr_lv5 >= 3 inc %ud_amr_lv6 : dec %ud_amr_lv5
	if %ud_amr_lv4 >= 3 inc %ud_amr_lv5 : dec %ud_amr_lv4
	if %ud_amr_lv3 >= 3 inc %ud_amr_lv4 : dec %ud_amr_lv3
	if %ud_amr_lv2 >= 3 inc %ud_amr_lv3 : dec %ud_amr_lv2
	if %ud_amr_lv1 >= 3 inc %ud_amr_lv2 : dec %ud_amr_lv1
	
	;Ӓ̎{
	;HԂ̊ӒB჉NsȂB
	if %ud_wpn_lv1 == 0 goto *lv2_wpn_define
	*lv1_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv1
			;ACe̎ތ
			rnd2 %temp1,1,3					;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccTC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv1_wpn_loop_f
			*lv1_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv1_wpn_loop_end
			*lv1_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv1_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv2_wpn_define
	if %ud_wpn_lv2 == 0 goto *lv3_wpn_define
	*lv2_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv2
			;ACe̎ތ
			rnd2 %temp1,4,6					;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccIC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv2_wpn_loop_f
			*lv2_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv2_wpn_loop_end
			*lv2_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv2_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv3_wpn_define
	if %ud_wpn_lv3 == 0 goto *lv4_wpn_define
	*lv3_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv3
			;ACe̎ތ
			rnd2 %temp1,7,9					;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccGC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv3_wpn_loop_f
			*lv3_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䏤XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv3_wpn_loop_end
			*lv3_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv3_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv4_wpn_define
	if %ud_wpn_lv4 == 0 goto *lv5_wpn_define
	*lv4_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv4
			;ACe̎ތ
			rnd2 %temp1,10,12				;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccGGC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv4_wpn_loop_f
			*lv4_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv4_wpn_loop_end
			*lv4_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv4_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv5_wpn_define
	if %ud_wpn_lv5 == 0 goto *lv6_wpn_define
	*lv5_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv5
			;ACe̎ތ
			rnd2 %temp1,13,15					;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccفC#FF3300$%temp2#FFFFFFꟁI
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv5_wpn_loop_f
			*lv5_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv5_wpn_loop_end
			*lv5_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv5_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv6_wpn_define
	if %ud_wpn_lv6 == 0 goto *lv1_amr_define
	*lv6_wpn_loop
		for %temp5 = 1 to %ud_wpn_lv6
			;ACe̎ތ
			rnd2 %temp1,16,18					;temp1ɕID
			mov %temp2,WEAPON_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,WEAPON_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,WEAPON_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			ucc#FF3300$%temp2#FFFFFFCRLccIH
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv6_wpn_loop_f
			*lv6_wpn_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv6_wpn_loop_end
			*lv6_wpn_loop_f
				get_weapon %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv6_wpn_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	
	
	
	;Hڂ̊Ӓ
	*lv1_amr_define
	if %ud_amr_lv1 == 0 goto *lv2_amr_define
	*lv1_amr_loop
		for %temp5 = 1 to %ud_amr_lv1
			;ACe̎ތ
			rnd2 %temp1,1,3					;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccTC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_weapon
			if %%temp3==0 goto *lv1_amr_loop_f
			*lv1_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv1_amr_loop_end
			*lv1_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv1_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv2_amr_define
	if %ud_amr_lv2 == 0 goto *lv3_amr_define
	*lv2_amr_loop
		for %temp5 = 1 to %ud_amr_lv2
			;ACe̎ތ
			rnd2 %temp1,4,6					;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccIC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_armor
			if %%temp3==0 goto *lv2_amr_loop_f
			*lv2_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv2_amr_loop_end
			*lv2_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv2_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv3_amr_define
	if %ud_amr_lv3 == 0 goto *lv4_amr_define
	*lv3_amr_loop
		for %temp5 = 1 to %ud_amr_lv3
			;ACe̎ތ
			rnd2 %temp1,7,9					;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccGC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_armor
			if %%temp3==0 goto *lv3_amr_loop_f
			*lv3_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䏤XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv3_amr_loop_end
			*lv3_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv3_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv4_amr_define
	if %ud_amr_lv4 == 0 goto *lv5_amr_define
	*lv4_amr_loop
		for %temp5 = 1 to %ud_amr_lv4
			;ACe̎ތ
			rnd2 %temp1,10,12				;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccGGC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_armor
			if %%temp3==0 goto *lv4_amr_loop_f
			*lv4_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv4_amr_loop_end
			*lv4_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv4_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv5_amr_define
	if %ud_amr_lv5 == 0 goto *lv6_amr_define
	*lv5_amr_loop
		for %temp5 = 1 to %ud_amr_lv5
			;ACe̎ތ
			rnd2 %temp1,13,15					;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccفC#FF3300$%temp2#FFFFFFꟁI
			
			; Ă甄piZ
			; ĂȂget_armor
			if %%temp3==0 goto *lv5_amr_loop_f
			*lv5_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv5_amr_loop_end
			*lv5_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv5_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv6_amr_define
	if %ud_amr_lv6 == 0 goto *lv1_acce_define
	*lv6_amr_loop
		for %temp5 = 1 to %ud_amr_lv6
			;ACe̎ތ
			rnd2 %temp1,16,18					;temp1ɕID
			mov %temp2,ARMOR_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ARMOR_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ARMOR_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			ucc#FF3300$%temp2#FFFFFFCRLccIH
			
			; Ă甄piZ
			; ĂȂget_armor
			if %%temp3==0 goto *lv6_amr_loop_f
			*lv6_amr_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv6_amr_loop_end
			*lv6_amr_loop_f
				get_armor %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv6_amr_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	
	;HANZT̊Ӓ
	*lv1_acce_define
	if %ud_acce_lv1 == 0 goto *lv2_acce_define
	*lv1_acce_loop
		for %temp5 = 1 to %ud_acce_lv1
			;ACe̎ތ
			rnd2 %temp1,1,2					;temp1ɕID
			mov %temp2,ACCE_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ACCE_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ACCE_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccTC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_acce
			if %%temp3==0 goto *lv1_acce_loop_f
			*lv1_acce_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv1_acce_loop_end
			*lv1_acce_loop_f
				get_acce %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv1_acce_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv2_acce_define
	if %ud_acce_lv2 == 0 goto *lv3_acce_define
	*lv2_acce_loop
		for %temp5 = 1 to %ud_acce_lv2
			;ACe̎ތ
			rnd2 %temp1,3,5					;temp1ɕID
			mov %temp2,ACCE_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ACCE_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ACCE_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccIC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_acce
			if %%temp3==0 goto *lv2_acce_loop_f
			*lv2_acce_loop_t
				dwave 1,"sound\coin.wav"
				@䔇XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv2_acce_loop_end
			*lv2_acce_loop_f
				get_acce %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv2_acce_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	*lv3_acce_define
	if %ud_acce_lv3 == 0 goto *define_end
	*lv3_acce_loop
		for %temp5 = 1 to %ud_acce_lv3
			;ACe̎ތ
			rnd2 %temp1,6,8					;temp1ɕID
			mov %temp2,ACCE_NAME+%temp1	;%%temp2ɕ햼
			mov %temp3,ACCE_FLG+%temp1	;%%temp3ɓtO
			mov %temp4,ACCE_PLICE+%temp1	;%temp4ɉi
			mov %temp4,%%temp4 / 10
			y䎒Bz
			uccGC#FF3300$%temp2#FFFFFFꟁB
			
			; Ă甄piZ
			; ĂȂget_acce
			if %%temp3==0 goto *lv3_acce_loop_f
			*lv3_acce_loop_t
				dwave 1,"sound\coin.wav"
				@䏤XsvCA%temp4fꠁv\
				add %money,%temp4
				goto *lv3_acce_loop_end
			*lv3_acce_loop_f
				get_acce %temp1
				dwave 1,"sound\get.wav"
				@C\ꠁv\
			*lv3_acce_loop_end
			dec %temp6
			if %temp6 == 0 goto *define_end
			y䎒Bz
			uICҗLꝁH樉䋪ccv\
		next
	
	;ӒI璬̃gbv
	*define_end
	y䎒Bz
	uŗߌovꠁBvĝYCsǉߗBƔ꣊ӒIBv\
	
	gosub *undef_item_clear
	
	if %money > 99999 mov %money,99999
	
	goto *TownMenu
	
	
	
;====================================================
; sm薼ACëꊇ
;====================================================
*undef_item_clear
	mov %ud_wpn_lv1,0
	mov %ud_wpn_lv2,0
	mov %ud_wpn_lv3,0
	mov %ud_wpn_lv4,0
	mov %ud_wpn_lv5,0
	mov %ud_wpn_lv6,0
	mov %ud_amr_lv1,0
	mov %ud_amr_lv2,0
	mov %ud_amr_lv3,0
	mov %ud_amr_lv4,0
	mov %ud_amr_lv5,0
	mov %ud_amr_lv6,0
	mov %ud_acce_lv1,0
	mov %ud_acce_lv2,0
	mov %ud_acce_lv3,0
return
*opening
	bgmfadeout 1000
	bgmstop
	gosub *csp_all
	bg black,0
	print 12

	; m`FbN
	mov %temp1, G_MONS_ED_FLG
	if %%temp1 == 1 get_acce 10
	
	gosub *meswin_set
	wݓߗCLȐS~lF^~I{i@rfC⒚SƔC֎~p|C֎~`QAϔՓmjx\
	
	ߐ`rHߓIԏفBݓߗꖼ虐IVlˑRbC̎֗RJnB\
	
	bgm "music\op.ogg"

	bg "cg\op_bar.png",12
	嫑RߋN@IӌCA琥ْ菊IsB$p_namer茠ŔԁCߙߑIB\
	
	ߘVlCHkBߐXсC|ߑRCzߍCݍőOLΈӊㅓIB\
	
	ߘL{Cj{IlCA\S~nlF^~B\
	
	ccbCbƖ瑾^Bs͘ߐߗLߞIC\S~lF^~YICb瑾ّzVJB\
	
	s߁C琥ْ菊IsB􎢔lߊߖsB$p_namerC꘢ړInݓߍB\
	
	dwave 1,"sound\paper.wav"
	VlI$p_nameo꒣BiIАMBʗpߓIʒB\
	
	ډ߉АMCVlȒPӍ@C$p_name֋NgJCgkoB\
	
	ݗJّOCVl◹꘢݈ӓIBVl׏YvQ㎩ȁB\
	
	VlΒB꣗LoccaNyIkIˁB\
	
	cc嫑RߋN݁gkhagˁhVԁCG꘢g_FhICArs\B\
	
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_forest.png",12
	gosub *meswin_set
	ߐXсcc\
	
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_mount.png",12
	gosub *meswin_set
	|ߑRcc\
	
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_desert.png",12
	gosub *meswin_set
	zߍB\
	
	粝ٍےnLBC݋ٗה퍹InC^ILΈӊㅓIꝁH\
	
	sߘVlڗꠁB$p_nameΒC]VB\
	
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_moon.png",12
	gosub *meswin_set
	V󒆝k֖B\
	
	IӜkB퐁IyTC$p_namercOiHB\
		
	gosub *csp_all
	bg black,0
	print 12
	wait 2000
	
	bgm "music\town.ogg"
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	tC͓IiFRVBn܊JI^؁B˓IŘIB\
	
	ɖډIsCBȊmFގ୓IBŗC֘I`sbB\
		
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_enter.png",12
	gosub *meswin_set
	XC֊œꏈInBҗLqݓߗBݔsmsLlIn^hꗹB\
	
	OCqoАMBqŗŉАM@__C◹{B\
	
	IemIoߊJnC᳗ז`ғIjAΈَ푰IeeIeB\
	
	@\s^FDڕWDIjBΈَ푰vLʓIΌB$p_name@񓚗ⓞIeB\
	
	ߊ$p_nameI񓚍@CqIoΗeCבŊJB\
	
	uj꣖`Ivg@`IC$p_name簕BݏCsm׉ޗI^B\
	
	ߛCV]]ŗLYݎ{ꠁBT{ICݓߔV@犮SyB\

	goto *TownMenu
;====================================================
; GfBO
;====================================================
*ending_top

yesno_window "{ɒoĂ낵łH\AcƂ͂܂񂩁H"
if %sub_temp1 == 1 goto *TownMenu_top

yesno_window "Yꕨ͂ȂłH\L^͂Ǝ܂H"
if %sub_temp1 == 1 goto *TownMenu_top


	
	bgm "music\title.ogg"

	ߛccsY㉺iB$p_nameDsC簕OB\
	
	嫑R暈ӓICA苏sK`ҁBVI`ҍݓB\
	
	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\op_enter.png",12
	gosub *meswin_set
	
	qŗāCJBߛCډYꖙXꡁB\


; GfBO򃋁[`B
; PDhc13Ԃ珇ԂɁA(%%temp1)Ask(%%temp2)2ȏł邱ƂmF܂B
; QDEsk񐔂̍v(%temp3, %temp4)ƃLhc(%temp5)i[Âhc̃L`FbN܂B
; RDi[vl̃L̍vl΁AvƃLhcXV܂
; SDhc1Ԃ܂ŊmFAɈڂ܂BLID0ȂƂgłB
mov %temp4, 0
mov %temp5, 0
for %loop1 = 13 to 1 step -1
	mov %temp1, MONS_LOSE_NUM+%loop1
	mov %temp2, MONS_WIN_NUM+%loop1
	if %%temp1 < 2 || %%temp2 < 2 goto *ed_check_pass
	mov %temp3, %%temp1 + %%temp2
	if %temp3 >= %temp4 mov %temp4, %temp3 : mov %temp5, %loop1
	*ed_check_pass
next

;hc𕶎ɕϊ
itoa $str_enemy_id, %temp5
mov $temp1, "*ending_type_"
add $temp1, $str_enemy_id
gosub $temp1

	gosub *csp_all
	bg black,0
	print 12
	
	bg "cg\endroll_01.png",12
	click
	dwave 1,"sound\paper.wav"
	bg "cg\endroll_02.png",12
	click
	dwave 1,"sound\paper.wav"
	bg "cg\endroll_03.png",12
	click
	dwave 1,"sound\paper.wav"
	bg "cg\endroll_04.png",12
	click
	dwave 1,"sound\paper.wav"
	bg "cg\endroll_05.png",12
	click
	dwave 1,"sound\paper.wav"
	bg "cg\endroll_06.png",12
	click
	dwave 1,"sound\close.wav"
	
	gosub *csp_all
	bg black,0
	print 12
	
	bgmfadeout 2000
	bgmstop
	
	gosub *meswin_set
	@@@@
	@@@@sg`mj@xnt@enq@ok`xhmfI\
	gosub *meswin_erase
	wait 2000


	if %temp5 == 0 end
	
	gosub *get_saint_emblem

	mov %temp6, G_MONS_ED_FLG
	add %temp6, %temp5
	mov %%temp6, 1

	end



;====================================================
; m̏؃tO
;====================================================
*get_saint_emblem
	mov %sub_temp1,ACCE_FLG + 10
	if %temp5 == 0 || %%sub_temp1 == 1 return
	
	dwave 1,"sound\bell.wav"
	gosub *meswin_set
	Θ^[ؐSӑʓIꋁCꏔI畨B\
	
	ĎJn`CmFꉺiB\
	
	^IDlρBccݐӖIwʏB\
	gosub *meswin_erase
	
	mov %temp6, G_MONS_ED_FLG
	mov %%temp6, 1

return
;=============
; Ƃg
;=============
*ending_type_0

	ғGgzIϑꡁB꘢CAQNbꠁB\

	@ʗvbIbCʑRccҐQߎ_kIjlrDꠁCTB\

	$p_name粔z粑Bҍ݌pcc\
	
return



;=============
; tFA[
;=============
*ending_type_1

	
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set

	mov %mons_pos_x, 250
	mov %mons_pos_y, 70
	yHHHz
	uFF\\ICCꉺꊁIv\
	
	ݑI$p_nameg@C`nIB\
	
	bgmvol 80 : bgm "music\fairy.ogg"

	lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yɉ뗘z
	uccccIǏ㗹IFFC꣑瑾ꠁIv\
	
	Ilɉ뗘BꢐӘ{꒼ǓIꝁH\

	yɉ뗘z
	usʖ瑾ߕBn◹IlC}}ZZ˒ǉߗIIv\

	lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yɉ뗘z
	uFFvJn`ꠁHRCяꠁIv\

	yɉ뗘z
	uzŊś舓IEBCDsDvHv\
	
	ʑΓ˔@IC$p_nameLדBbC䑴XXƎscc\

	yɉ뗘z
	usFFd@ړIBsǐUҐsCΔhpIv\
	
	I\\cc\

	yɉ뗘z
	uccCFFB꣒mIwxꝁHv\

	yɉ뗘z
	uߘꟁCVdݓ`bGB\ߎ펖ꡁccv\
	
	ˑRNB\

	yɉ뗘z
	u@ʕsщNIbCAUzFFI`~\\v\

	yɉ뗘z
	u꣐CΛgIdCR@ߞ闐MʓIϑԑlBvTꠁHv\
	
	ИeꝁI\
	
	ccZC{mvYIRB꘢M駓IC|sB\
	
	񓚓ɉ뗘sBccΕsИeGB\

	lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
	print 15

	yɉ뗘z
	u^IꝁIHCӎꣁCFFv\
	
	dwave 1,"sound\fairy_enc.wav"
	csp SP_MONSTER
	print 15
	
	ɉ뗘o$p_nameCyInݗINB\

	yɉ뗘z
	uגǉߗݚC樉ݔXxXGHv\
	
	ɉ뗘IgqkyC{osdʁBꢍݎ粓IꡚfC樉sRwSBɉ뗘I[I@occB\
	
	ccs΁CssssIsA^IϐꢈИeIߎϑԗꝁI$p_namehhߝ{ϑzB\
	
	yɉ뗘z
	uߛcc`VoIv\
	
	smۊœ$p_nameISCɉ뗘ݑIN㊽駒B\
	
	$p_nameŒꢓV^ࣖIqΗꉺCĎ簕OsBŗIsB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccݓߔV@BenJn`LʌN㍿dCEI`ҁB\
	
	ژAjl㥎VnIgpCݖ`ҔVԐח`B\
	
	VIC嫑RȖ`҈גSCAך씺IlޖݕsfBݕsvIClޗ^VԓIuԖB\
	
	R@C^ي֒nC썡VpBחߏmœIEB\
	
	s߁Cߐ꘢̎B\

	gosub *meswin_erase
	
	
	
	
	
	
	
	

return


;=============
; [Et
;=============
*ending_type_2

	
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set

	mov %mons_pos_x, 210
	mov %mons_pos_y, 20

	bgmvol 80 : bgm "music\wolf.ogg"
	
	lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yTlz
	uꟁccIǏ㗹BICV꘢l{zvꟁIv\
	
	ꢍDݐBAZ䐥zvB\
	
	yTlz
	uĐC얔sݕsI֌nCRꐺsACߕꠁBv\
	
	ꟁCTccB׉oIbϓkρB\
	
	yTlz
	uяꠁI@ʐ꣓IbCA唯ߏF꣐IlDIv\
	
	C׏YԓxꟁBΕsΎlYLIԓxB\
	
	ccs߁Ce׈ŁCꢓIbsnCnfCْvL_AҒnNBoIB\
	
	yTlz
	uccssCꝁHv\
	
	ꢓߕsnmIqC樐lzPIBcc^\ꢖvꔖ@B\
	
	$p_nameӗTlICNꢓI簊JrB\

	lsp SP_MONSTER,":a;cg\wolf_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yTlz
	uII꣗vщNꝁHv\
	
	TlISuԒGNCbJnnhsBށC^ꟁB\
	
	yTlz
	uߘccӎӁB@֏ꊁClIv\
	
	TlSDn\$p_namegBVCݐlOʋlꟁBҗLcߕCߕB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	
	ccV@B֘ꖼ^lTIytDImI`CQQ`JB\
	
	ݝD@NʝDlCݑ⒅ލIpB\
	
	`Cߕ͞[JAIC^lB\
	
	sǗiL|ICߌҗ͗ʋpnIחm~ߍsasғIl쎧sgIB\
	
	s_ҐlށCҗ͗ʑ׋~܎BȝDגSC^RρB\
	
	@ׁ̈uTmvII̎CˍfJB\
	
	ccs߁Cߐ꘢̎B\

return


;=============
; \[T[
;=============
*ending_type_3

	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set

	mov %mons_pos_x, 200
	mov %mons_pos_y, -10

	bgmvol 80 : bgm "music\scr.ogg"

	lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	ypmz
	u܁BzےvvBv\
	
	$p_nameݑ㎞CpmoBꢈ׏YݔXB\

	lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
	print 15

	ypmz
	uߓRݓ꣙ށB樏wqߛvsamךGHv\

	ypmz
	uAmC꣍mŎZ꘢lBAs꣓痓IIv\

	lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	u꣑Ήߎ펖җL펖ccvDDΉ䕉ӚGHv\
	
	IccB\

	lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	uccvC琥׉䎩ȑzosCȑzvsI씺ꊁBv\
	
	pmvsH\

	ypmz
	uvBݓߘ{\IsB瑽k꣓IꡁBv\

	lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	uȐډCvŊŔEBחאEI@tIv\
	
	NCpm׏YΖ@ꡁH\

	lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	uTCP슽@琥ꊁBsߍŏdvICTǉߓIG{ꠁBv\

	ypmz
	uߐ꘢@tp@񏕎lI̎B嫑RIbCpIꡁBv\

	ypmz
	uzLVvדߞI@tBȁccщNꠁBv\
	
	vLsꢋIRccꡁBz񔇘wzB$p_nameoӏpmsIB\
	

	lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	uTccӎӁBAm꣉IBv\
	
	pmٓ\$p_nameYB$p_name^ꢈꓯ簊JrBDCډꖙXꡁB\
	
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccV@BEenJn`N֘ʑn瑓I@tI`B\
	
	ꢑsmoݍIlʑOCpI͉rϔYBߕpԁCȒAboI@tB\
	
	CꢓIg粑Lʌ`esImC쒅ꢓIB\
	
	VC@tݖ^n瑁BzKCߒח`@I`ꠁB\
	
	s߁Cߐ꘢̎B\

	gosub *meswin_erase
	
	
	




return


;=============
; t@C^[
;=============
*ending_type_4

	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 70
	mov %mons_pos_y, 20


	bgmvol 80 : bgm "music\fight.ogg"

	lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yDmz
	uIC꣏IꟁBv\
	
	$p_nameݑ㑖CDmݓߗB\

	yDmz
	uˑRJk]Cs߁C\樉꣓IsꝁHv\

	mˑRIBs߁C׏YH\

	lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
	print 15

	yDmz
	uIccTCzv꘢AhꠁBv\

	yDmz
	uVOY߁Cהꏗ͗ʁC䉓lCݓߍ{Bv\

	yDmz
	uݓߗIsCAoߐؗIAhBݒPn˘GgzlIDӔ뗹Bv\

	lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	yDmz
	uȁCzEqQBqQIAhBaDI꣈NBv\
	

	yDmz
	u嫗R䗈L_ߘCAΖhҐkLMIB@ʓsIbC꣎SBv\

	sCߓsjlI䎌ccsnSꉺC^sÐSB\

	lsp SP_MONSTER,":a;cg\fight_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	

	yDmz
	uccICsCsߘӎvHARC@ʐߘӎv犮SsӏABv\

	lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	yDmz
	uDADꊉꠁIvԍݔIIv\
	
	dwave 1,"sound\stepin.wav"
	csp SP_MONSTER
	print 15

	DmꕛQIq簊JqB҈꘢svꢑꡁcc\

	]gdbpIDmC$p_name簊Jr㋎BꊮSߗꟁBߛC꘢ړInꖗꡁB\
	
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccV@BLΒj^RmcB\
	
	s_lފҐC꘢חҎݓIRmcBݓߗvΘIpB\
	
	OlIVRmC^afIVjRmBח`@I`RmꠁB\
	
	s߁Cߐ꘢̎B\

	gosub *meswin_erase
	
	
	

return


;=============
; hSj[g
;=============
*ending_type_5

	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 220
	mov %mons_pos_y, 50

	yHHHz
	u\\Ct\\Iv\

	$p_nameݑOsCߓg@`ĊBcc\

	bgmvol 80 : bgm "music\drago.ogg"

	lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
	print 15

	ylz
	utCяꠁIv\
	
	ʑRlBǏ㗈ꝁB\

	ylz
	uҜksnBȑzatNsCϓXIv\
	
	IB嫑R`㐥AICAg׎tCcqVsǊmsDB\
	
	ђwqIbCNsYvBvsoߎ{\CꢊҎZrL펯IwqB\

	lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	ylz
	u^IÈӑщ䋎ꝁIHӎꣁCtIv\
	
	NCȑODꢒߔeoCsBlLKꝁH\

	ylz
	uT\\HsC|sדߘBꢐȌݔԁCv@SncŏoBv\

	ccTH\

	lsp SP_MONSTER,":a;cg\drago_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	ylz
	u樉ח׍iIVCsBҐјDjl񋎁BݓߔVOss񗈁CAcoBv\

	uccߑTAwVCsꠁBv\

	lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	ylz
	uꟁCsߗvtIbȁICaNVƍDsDH獷sz񋎈חBv\
	
	sCNIbCΉ퓖Ώۑщ񋎓IꠁccB\

	ylz
	uHHHv\
	
	wqΖvߖꟁB\

	lsp SP_MONSTER,":a;cg\drago_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ylz
	uꟁCsߑ꣈NIbVy\k瀍B撅cXŋ\ՑIlB߉ƚDe琥lCꡁBv\
	
	lccH\
	
	ylz
	uTC꣈NIb푼QԙrlꠁccAZtCv՘ČvkBv\
	
	ߐRIꠁIb񗈁ClꢕeCB\

	lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ylz
	uCvꝁHDe琥GB΋FIpAIؖIv\
	
	vߐ߁BbCv^ϐlVƝ`KCߐ^IL댯B\
	
	٘_@sJߘBҐpCsVꠁCTB\
	
	ylz
	u\\cctsꝁHsߊR{ACsVCߖvꔖ@ꡁBv\

	lsp SP_MONSTER,":a;cg\drago_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ylz
	us߁CLV꣉ߋIBΕs꣓{IGCtccv\

	ɁCowccBswqCSsH\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccݍV@BlޓoʐחlVOIB\
	
	RCΓINޕCARlVщIlޗ͗ʎݑߋlCŏI푴͓OꈳB\
	
	RwiCsIkCSS{sYICASSS]IB\
	
	Ȑlޗ^IX\\l׋Cn꘢lޗ^g苤IEB{sICIB\
	
	ʁC\lޘas`IlCIחOlFI푰B֐嫐gאlށApחlVIlމpY`B\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase
	
	
	

return


;=============
; n[s[
;=============
*ending_type_6
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 220
	mov %mons_pos_y, -80


	yHHHz
	uꉺIv\

	ݑOsI$p_nameg@C`ZIB\

	bgmvol 80 : bgm "music\harpy.ogg"

	lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yz
	uāCvn݊Oʔ^ށBccs΁CsIv\

	lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	u꣔ƚC׏YvV꘢l{HΉߊߓIꝁccIv\
	
	ꟁCsCߘccB\
	
	lsp SP_MONSTER,":a;cg\harpy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uvCߏΏAJBꣁCLvLꉺHv\
	
	HH\

	
	lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uΑ΁BΎȓI̐kLMCA꒼ݖ{IbNssmvBv\

	yz
	uȉzጻ݁CooIcc嫑RzICAsmYꖗˍDBv\

	yz
	ușށCߐ꣗vo嗷sCAzCv꣓IbA\ߏ㘮IccPPB䐥CΔލsLDIv\
	
	꣍ːΐz\ߏ㘮qꠁB\
	
	lsp SP_MONSTER,":a;cg\harpy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uяkcZIGBsA\ݓVHCҔ\ϏϗBv\
	
	lsp SP_MONSTER,":a;cg\harpy_sta3.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uȁCC`Iv\
	
	Bcc^\꣖vꔖ@BߛC̗vYH\
	
	lsp SP_MONSTER,":a;cg\harpy_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uȈNꡁIӎꊁv\
	
	yz
	uꟁC嫐CsvzBz꣍iLꖗz߉̓IlrIBv\
	
	z߉̓IlꟁBߑT߈ꠁB$p_nameI]Co{IB\
	
	yz
	u^sl搶CϓZI߉oꠁv\

	csp SP_MONSTER
	print 15
	
	䜟ِn򗹋NBccICːDIщꡁB\
	
	yIz
	u\\Cݗ˕svBҐꠁBLoIˉ꣔Bv\

	Bcc嫐vʓIꔖ@CAOrJꟁBs߁C􎢗LIssB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccݓߔV@BlI\șɗEB\
	
	ꢓI̐Ŕ\썰ʁC٘_jCs_푰CߝِlהVX|B\
	
	אlCrLl掓ߐ]ܖ͓ÍCAؖSsqGLB\
	
	ꢍŝI`ʐl^VÍBLl̎C׉z푰NB\
	
	ݓߞIꢐg粁CnILꖼjq@xʒǐEBL`CꢓȊSדߘjlB\
	
	Vݖ^Cꢈˋ݉̏BCחꢐSIߘjlB\
	
	s߁CߖO꘢̎B\

	gosub *meswin_erase

return


;=============
; XC
;=============
*ending_type_7
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 150
	mov %mons_pos_y, 70

	$p_nameݑ㑖Cr`ww鄓IBYvccH\

	bgmvol 80 : bgm "music\slime.ogg"

	dwave 1,"sound\h_mizu1.wav"
	lsp SP_MONSTER,":a;cg\slime_sta2.png",%mons_pos_x,%mons_pos_y
	print 15

	yjGz
	uccCǏ꣗Bv\
	
	jGꟁccs΁C꣜ݔB\

	yjGz
	uc꘢lV瑾ߕꠁBVIсC꣗v樉䜃ꔙށBv\
	
	ꖒmccBҗL`ҍꠁB\

	lsp SP_MONSTER,":a;cg\slime_sta3.png",%mons_pos_x,%mons_pos_y
	print 15

	yjGz
	uߕB꣐^Ioaʐlߎ펖ُꝁHv\
	
	sCߐ꣘IꠁB|vŎZ΍OlccB\

	lsp SP_MONSTER,":a;cg\slime_sta5.png",%mons_pos_x,%mons_pos_y
	print 15

	yjGz
	uߐ꣑zۈꉺB䐳݋h{꣈ȊOI^lIiہBv\

	yjGz
	uٖ@EIGCoBFIt̗ՉISgCMόГhccv\
	
	ccCˑRL_ΑBꐥYSBTccTCߕʑ|݌ꠁB\
	
	lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yjGz
	uꟁccs߁CŗҗLYꡁBΕsPIGHv\

	yjGz
	uLVC꣓IgSSZㅍC樏LIؓsϐIG`v\
	
	dwave 1,"sound\h_mizu1.wav"
	csp SP_MONSTER
	print 15
	
	ꢑ{ꝁccsCҔ\oBŗΐŎZAߗBYꡁB\
	
	HIbccꝁBΎjGYkꠁB\
	
	$p_nameϗC[IXёB琥ٖړIIsCꖙXsꠁB\
	
	yjGz
	ucc`ccv\
	
	\ojGJSnݍ@ʁB嫑RICA|sB$p_nameI݌pB\
	
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ccݓߔV@B^VCjGˑRaB\
	
	ꖼlޒjBIgӁCjGB\
	
	ꢓI푰ݔ풍@֔\CʁBUJnC։ړAOnccB\
	
	ʌIjGvBCC׍ˉrSIB\
	
	ߐlӊOIcc嫑RL_CAjG׍Ɛ^쒅Cאlޗ^IC^粊eJWOB\
	
	CRjGIΕsCNsݏ卑B@ʗLIbCsWŊŔ@H\
	
	݈VԒaIjGCŏIחȉeEǐI݁cc\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase

return


;=============
; 
;=============
*ending_type_8
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 260
	mov %mons_pos_y, 120

	bgmvol 80 : bgm "music\lilim.ogg"

	lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
	print 15

	y仛Gz
	uFFCDꟁIv\
	
	ݑsI$p_nameʑOC仛GˑRgB\

	y仛Gz
	uߐFFvo嗷sC꒼ݔꡁIv\
	
	lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uCFFݎEꠁH꣋ߓ粓IꝁHv\
	
	ґzꢊJYꡁB嫑RvߓߘAB\

	y仛Gz
	uށBߐډIړInAݓߗꠁIv\
	
	sC~Yv꣗rꟁB\
	
	lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
	print 15

	y仛Gz
	u׉zvIFFщ䋎IꠁHv\
	
	\\BwqSꕛvߗIːꟁB\
	
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	y仛Gz
	uvsщ䋎IbCAZpfvccv\
	
	DDDCŏZBmBsߜˑRz粓IHcc嫑RvȓB\
	
	lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
	print 15

	y仛Gz
	uדߗLEҙށIEҚGIHm蓾ŊōˍsꠁIv\
	
	ʑRsoB粊m`LEғIqB\

	y仛Gz
	uꠁIDoCݏAoIv\
	
	dwave 1,"sound\stepin.wav"
	csp SP_MONSTER
	print 15
	
	
	BCOʋBZC琥vLړIIsCaꢈN粓IsB\
	
	y仛Gz
	uI\\IFFC__\\Iv\
	
	仛GsynĊ$p_nameBŗM駓IsB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ݓIҕsmBIVB\
	
	DژAsfCAdwosBҗL݈ÏIEҁBݔꓮC珫|snɓB\
	
	ꠚcꠚcncqC粏蝾E{hqCœEҏAs߁BœsSꕛόISԁB\
	
	嫑R쐥sCAݕsvIC҉ƁccsB\
	
	@ʐd^lދIƁC\œ^SVIꠁB\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase
return


;=============
; GWF
;=============
*ending_type_9
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 220
	mov %mons_pos_y, 140


	bgmvol 80 : bgm "music\angel.ogg"

	lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yXz
	u꒼݋ꋁBv\
	
	XoݍsݑI$p_nameʑOCꕛoݔRIqB\

	yXz
	uꋐv`VꠁH痈ꋈ]V́Bv\
	
	`VHݖٖړInSsꟁcc\
	
	lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yXz
	usBk^BꋐחGgzlIÖ]Cglޗ^VԓICꠁHv\
	
	zB嫑RmŎZZCAvLŎZMގ`Icc\
	
	lsp SP_MONSTER,":a;cg\angel_sta3.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yXz
	usvBꋓIL[CeǧߓIBꟁcczNCg̏Accv\
	
	F~VgccB嫑RvʐlAB\
	
	lsp SP_MONSTER,":a;cg\angel_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yXz
	ucc痹BߛCoꠁBv֌nC`I@Aꠁv\
	
	AZ^Iv`CΕs\ƚBoCL틭IaBbCߌomvNꝁB\
	
	ZCGgzIx琥vICIssB$p_nameNXIC簊JrB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	ݓߔV@C֘ђVggI`ғI`Cݐl`JB\
	
	^lޔVԛvLYIʁBdvIݑCsv樕Ό֕oB\
	
	l픇ʑuqegoʓI`ҏC`璀Q`dJB\
	
	嫑RLlf׎׋hohqCAߍlوOs팂ށCō@gh@񋎁BĖhspꗹB\
	
	ҁCהϔYVlJBsmsoԁC߈ʖ`қߔl̈אҁB\
	
	җ^VgCVݖ^`d`BlˑCeHsȓIqB틳``ՐEԖꠁB\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase

return


;=============
; @pCA
;=============
*ending_type_10
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_desert.png",12
	gosub *meswin_set
	mov %mons_pos_x, 230
	mov %mons_pos_y, 100

	bgmfadeout 1000
	bgmstop

	wait 2000

	J@IߓV闢B$p_nameݍnсB\

	`I鍹Bi$p_nameIǵB\
	
	嫐ӗVCAƎsLm⛋Bs֑zNݓߘ`IBIla쌻݉ߓꡁB\

	yHHHz
	uB꘢lCso⛋ꝁHv\

	smNIKÒ`B$p_nameuԝoDlpԁB\

	bgmvol 80 : bgm "music\vamp.ogg"

	lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yzSz
	uʓߛB꣉Vԉ{@OꡁBv\
	
	KÒgIzSB$p_namebB\
	
	yzSz
	uӖ{IԁCA݉iPIΌCLoȉv픇KÓۚCLsBv\
	
	zS^ݑ$p_namebCXB\

	lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yzSz
	uiVl嫑CAߑs@zےߛDBאg粓sVlIwsBv\

	lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yzSz
	ub񗈁C꣓I\䍄ˍDBꖜlށCʑRҐoǓƜk⛋ꠁHv\
	
	oꢔCˎ@oB͋͐g粗LlCSA×BIC犴osB\

	lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yzSz
	uB铯꣐bCS튴@JBv\

	lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yzSz
	uLꌏza꣏ʁBccꣁCÕsÈӘa䑖㓯IHHv\
	
	zS˔@ImBߐwוsҁCliPIꝁH\
	
	ݙ߉߉iIɋV@CݐvLSoߞIIcc\

	lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yzSz
	ucc]BꎞSS⁁BY˓IbꠁB꣊ҐYאlފBv\
	
	zSoNΗeBRCߕ\w@psZI⛌B\
	
	iPIꝁBbCszvߎ퓌Bs߁CaꢈNgVUCosB\

	ށCYꔍDꡁccB\

	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_moon.png",12
	gosub *meswin_set

	cccccc\

	염lCȋyICvlmIāB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	Cݖ^ÚƔVB\
	
	ߍÚƓIlʏzSCꢏߍ׉z푰IُIl읾eݎȓIƗB\
	
	ʎbZҏoD⓹BꋐۖLSnVlH\
	
	zS΁CvL񓚁BAߏΗe쒅KCN|s樐lǓƁB\
	
	LlC꘢鐬חsғIjlCaꢈNݔƗB\
	
	LlCꢏIjlߕsݐlClIwqݔƗB\
	
	^LmB\
	
	s\퐢l`ICiғIȁB\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase

return


;=============
; TLoX
;=============
*ending_type_11
	gosub *csp_all
	bg black,0
	print 12
;	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 220
	mov %mons_pos_y, 130

	bgmfadeout 1000
	bgmstop
	wait 2000

	$p_name㗷IӁBݑꑐ@I닫B\
	
	dwave 1,"sound\voice_succu.wav" 
	lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
	pink_flash 15

	yz
	uӏDށ`v\

	bgmvol 80 : bgm "music\succu.ogg"
	
	o$p_nameʑOB$p_namezҒnNCg̋pesB\

	yz
	uꟙCݐݚ뗢CR琥kJIGB트V꘢l{C_qsvBv\
	
	N$p_nameBzvCg̋pꓮ瓮sB\
	
	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uߛCvJ~ccv\
	
	wait 1000
	
	lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uccJߏΓIBv\
	
	nފJB$p_namewClWꑄB\

	yz
	uC꣍ːs݊ҙށH]ꊁBߎ펖CvkĐBv\
	
	yz
	u꣐ŎZߘGgzICqQߍsr˗^IlꠁH꣌ݐq^C꘢꘢nQBv\

	IccꢐB\

	lsp SP_MONSTER,":a;cg\succu_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uߞIbCԑԓssGB펖CK{MX_ˍsBv\

	AC@MgColޓGǎEIB\

	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uȔsA֓oꗹvBȑݔCiʐlI뒆Bv\
	
	yz
	uCҔ\樑wIB٘_@oVʓIVCҐ@ĒnʓIɋVBv\
	
	yz
	uRC^lތI{VGBv\
	
	@Bzp닫֐`ꟁBsAԗI]ꝁH\
	
	yz
	uC狖ꠁBs߁Cv樑댩YAS~꣙r藹Bv樑ꍱsZ]IsADꝁBv\
	
	yz
	uRCAZ꣈ƎȓI~]樑꣑zvIC|sYAccHHv\
	
	ȒAI_BcLsTAsB\
		
	yz
	uL{AvBs߁CvICYVgʓIuꠁHv\
	
	^{BߛCvxtI_YH\
		
	yz
	u꣓I썰IccJߏΓICߐʈI@ꊁBך떂CYv꣓IꠁBv\
		
	yz
	uA^zvICccv\

	lsp SP_MONSTER,":a;cg\succu_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
		
	yz
	uccccv\
	
	ccHH\

	lsp SP_MONSTER,":a;cg\succu_sta3.png",%mons_pos_x,%mons_pos_y
	print 15
		
	yz
	ujC꣐^✁IzvIꊁC^IIv\

	yz
	uʑΐgך떂II͋p|shCr樉LoCIlށC䜃\s݈ӚvBv\

	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	usv݁BLVC꣐׉IB꣏ADoꠁBv\

	csp SP_MONSTER
	print 15
	
	Vb@C֏Bŗӗ꘢sI_B\
	
	ccNCʓҐWꑄB^ψq~sꟁccB\
		
	
	
	gosub *csp_all
	bg black,0
	print 12
	wait 3000
	gosub *meswin_set
	V@CI$p_namep닫isK͓I`ClވGgzI{B\
	
	ݎ擾萬ʍ@ClF׍Ę􉺋A߉ΗCחʓIړIJnEB\
	
	ekȒPBݗrٍʒndT^lލKI닫B\
	
	ʎ݈__C^lޔVԓIlDm݌B\
	
	嫑RⓞZsZ]CoL_ȉ񓚏AB\
	
	٘_@Cח`zC썡VݎEB\
	
	ݖI^VC뒆IߘE^IB\
	
	s߁CߏA꘢̎B\

	gosub *meswin_erase


return


;=============
; E{X
;=============
*ending_type_12
	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set
	mov %mons_pos_x, 180
	mov %mons_pos_y, 0


	bgmvol 80 : bgm "music\drago_sub.ogg"

	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uꟁCv\
	
	oݐݑI$p_nameʑOICR{VCGgzB\
	
	ꢓꐥYIHCg׎lJ{^Iv֌nꝁH\

	yGgzz
	u꣐YCRחa꣈NˉߗIށBv\
	
	sssBYRꟁCSMsꉁC{󒅖vlǐΕssIꠁB\

	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	u{vIBחLʐl։DDǗIBrIbCY仛GꠁHv\
	
	仛Gccߍ{C^IvꝁH\
	
	sCb񗈈׏YߗB擾␴^B\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	u}ꊁCOwqsꝁBw@ʐ^I햂슽㗹CsߗꡁxBߘlDA䎧ꊁv\
	
	vzRLlߗBY@DccB\

	lsp SP_MONSTER,":a;cg\urob_sta7.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uꟁCv꣑ŎZcVIbCōDҐʔGBmꝁH։펷I܁`Hv\
	
	Bo҈́ccB\

	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	ux꣓IꊁCJߏ΁BvŎZ꣐ڎIBs߁C䐥^I슽꣚GHv\

	Icc퓖ʔCokꟁBLΘꢁCccTB\

	$p_nameҌNGgzIBR@CA簊JrB\

	lsp SP_MONSTER,":a;cg\urob_sta2.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uccߘCӎvȘa꣈NꝁHꟙccӁAӎꊁBv\
	
	Ggz@hBs֊oꢗL{B\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	u߁AߘB֘ډIcc@ʊҖvrIbCvsv᳈Hv\
	
	H`o꘢ӑzsIꟁBNߐ\᳏oIꝁH\

	lsp SP_MONSTER,":a;cg\urob_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	u^^^\\CʏŗI͚GBvÈӁCӏA\᳍DIv\

	^IIBbClIpFisϗHҐCːꢓI{H\
	
	s߁C᳓ߎ퓃ŎZYccꟁBzaVOIړICVI{ꝁB\

	lsp SP_MONSTER,":a;cg\urob_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uA粖ϓLiꡁBCRva꣗lNZCRvVˍsIv\
	
	ҐVꡁBvC᳓Ib|sssB\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uDIߛCnҐƓ_rDCzzC粓IDksꡁBv\

	yGgzz
	uzvC\CȔcԗzNccsߓpYTꉺccV́HpaVccTC狖sccIv\
	
	GgzˑRJnNNBŗꢐݍ\v{B^smō@᳏oYIꟁB\
	
	ccNCsmsoAϐvZݓߗIb藹B{ґŎZ`sB\
	
	ZB@ʐaꢈNCsoցB\
	
	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	
	V@C^VޗNCݖ`ҔVԈNMcB\
	
	ݓߍo^C]y`ғIB\
	
	OCR^햢mICI\ݖaVsduCnIێΐVIԁB\
	
	ҖvLClUB控VIC^쌋AI`ҐژAsfnoB\
	
	VCݍVCVCGgzIˑRÐÒnȗBȔוCeeI`̎zKsf㉉ꠁB\
	
	s߁Cߖ꘢̎B\

	gosub *meswin_erase


return


;=============
; ~~bN
;=============
*ending_type_13
	mov %mons_pos_x, 150
	mov %mons_pos_y, 70




	dwave 1,"sound\stepin.wav"
	gosub *csp_all
	bg black,0
	print 12
	bg "cg\op_glass.jpg",12
	gosub *meswin_set

	$p_nameݑ㎞COo꘢IB\

	lsp SP_MONSTER,":a;cg\tres_c.png",110,50	;󔠂̕\
	print 15
	
	cc󔠁B٘_œs󔠁BȒsRɓ_B\
	
	ݒuݏʓIOcc\
	
	ccʑRčꟁBَꢍDB\

	dwave 1,"sound\click.wav"
	bgmvol 80 : bgm "music\mimic.ogg"

	lsp SP_FLASH,":a;cg\whiteflash.png",0,0
	dwave 1,"sound\escape.wav" 
	print 14
	lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
	lsp SP_MONSTER2,":a;cg\tresure_mimic.png",140,50
	csp SP_FLASH
	print 14

	
	yčz
	uIIICꉺI꣑ŎZَYꟁIv\
	
	ȉ哮ŊJIčC^IvꝁB\
	
	yčz
	u]ژbIcqo{VIꡁIHv\


	lsp SP_MONSTER,":a;cg\mimic_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

	yčz
	uFInlC樑읏꣓IKoVHcqDv\
	
	yčz
	uߎCgDʚ}MccB^ICg슽NgIRꠁv\
	
	ߘccccꟁ\CqIlҐ^hꡁccB\

	lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	uꣁARݓ粗LBkґŎZϛUIꡁv\

	lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	uccZBVCgvꣁBvLۙrB_I߁v\
	
	vꟁBccs΁CqꡁH\

	yčz
	uR꣗BvLqIbLes֓Iv\

	ccȘAčNE{ꝁB\

	lsp SP_MONSTER,":a;cg\mimic_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	u✁A✒`Ivoߎ펖CΉf꣓qIIs@Cv꣒ڐ@GIHv\

	Bcc^꘢sIg[聑召hCsCg_hꟁB\
	
	dwave 1,"sound\open.wav"
	csp SP_MONSTER2
	print 15
	
	$p_name粒QC粔wNqBݐSݒCLΕZY__CލލB\

	lsp SP_MONSTER,":a;cg\mimic_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	uIcc꣓YϗC]B嫑RsDӎvCAA`꣗v\
	
	$p_name粔o\SbIčIC粔wq簏orB\

	lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	uIccTCΗΗC֘ډIړInꟁccv\
	

	gosub *csp_all
	bg black,0
	print 12
	gosub *meswin_set
	
	ccݓߔV@B݊enI{CJnpɏoꖼwqIjqIgeB\
	
	N嫑Rl}ΈׁgLI`ҁhCAQQL`vgI{C󔠓IiA񏡁CsmsoԁCJnׁ̈g󔠔V_hB\
	
	ňחؖ_CIg粑ꖼޏIB\
	
	ygޏIz
	u_lgˑꠁccvCZꊁv\
	
	cc嫑RL`ߓޏICAs^؁B\
	
	@C}󔠔V_oߓI{CSsϐ^lތ𗬓IꏊBR\ݑCAvKvisوIlB\
	
	VCߘjlˋwqݗrB^ߖޏINB\
	
	ccRCߖ꘢̎B\
	
	
	
	
	
	

return
;===========================
; 퓬̃LʐݒitFA[j
;===========================

; ===ϐ̏===
*enemy_init_1
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;q[g̔
	mov %battle_flg2, 0		;GNXq[g̔
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_1
	mov %mons_pos_x, 250
	mov %mons_pos_y, 70
	lsp SP_MONSTER,":a;cg\fairy_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_1
	bar BAR_E_HP,%e_hp,340,55,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,340,65,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_1
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\fairy.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_1
	mov $str_enemyname, "tFA["
	mov %e_maxhp, 60	;ő̗
	mov %e_maxmp, 100	;őC
	mov %e_p_atk, 0		;U
	mov %e_m_atk, 30	;@U
	mov %e_s_atk, 40	;U
	mov %e_p_def, 10	;h
	mov %e_m_def, 40	;@h
	mov %e_s_def, 20	;h
	mov %e_exp, 10		;ol
	mov %e_money, 20	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\fairy_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\fairy_sta2.png"	;P	
	mov $str_monssta3,":a;cg\fairy_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\fairy_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\fairy_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\fairy_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_1
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_1,*enemy_start_talk_p2_1,*enemy_start_talk_p3_1,*enemy_start_talk_p4_1,*enemy_start_talk_p5_1,*enemy_start_talk_p6_1,*enemy_start_talk_p7_1
	*enemy_start_talk_p1_1	;Ζ
		vsp SP_MONSTER,0
		print 1
		$p_nameoCLYʓ[ߗccI\
		vsp SP_MONSTER,1
		print 15
		bgmvol 80
		bgm "music\fairy.ogg"
		
		yHHHz
		uށCꎟIlꡁBFFC꣐VI`ꝁHv\
		
		ˑRo݊OICꕛnIqbBccꝁH|FDIB$p_name__@COIHJSnIo΁B\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yHHHz
		uCDJSꟁIFFŋNkDhꡁꟁC䐥ɉ뗘ICw~Iv\
		
		$p_nameoꢍݎЗ֒Wnk|IbBb񗈁CʑRꟁB嫑R_ْsvLBVC$p_namesӒnˋNB\
		
		yɉ뗘z
		uGC\ꡁCFFBAYˑ΁Is߉kGCDSyꝁHv\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uߛCvJn~Ivc꣓Oœ|CR@꣕ϐIv\

		gosub *battle_face_reset
		print 15

		goto *enemy_start_talk_end_1
	*enemy_start_talk_p2_1	;
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_1
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_1
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_1
		goto *enemy_start_talk_end_1
				
		*enemy_start_talk_p2_univ1_1
			yɉ뗘z
			uꟁCFFIo팩ꡁBsߌoK{ꝁHv\

			lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yɉ뗘z
			u@ʉȓIbC^z꣎ߍFFIUꟁccJAJߏΓIꊁIccccv\
			
			goto *enemy_start_talk_end_1
			
		*enemy_start_talk_p2_univ2_1
			yɉ뗘z
			uBCFFBaŏCDϋsꡁBv\
			lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yɉ뗘z
			uRsCcz_͗ʖv֌nꠁB\s\̈ӗAC樉zꉺꡁcc꣊okIGccssꝁHv\
			
			goto *enemy_start_talk_end_1
			
		*enemy_start_talk_p2_univ3_1
			yɉ뗘z
			uꟁCFFI^k꣔\oꡁBݐqꝁHҐݓnCsHv\
			lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yɉ뗘z
			uҐcc嗈IHvߞIbkJSIccccv\
			goto *enemy_start_talk_end_1
			
	*enemy_start_talk_p3_1	;xssk
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		yɉ뗘z
		uꟁC㎟ߘIFFILvLϋ__ꡁHv\
	
		goto *enemy_start_talk_end_1
	*enemy_start_talk_p4_1	;xhCsk
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_1
		*enemy_start_talk_p41_1
			yɉ뗘z
			uꟁC㎟ߘFFBvĐN꣈ꎟꝁHccv\
		
			goto *enemy_start_talk_end_1
		
		*enemy_start_talk_p42_1
			yɉ뗘z
			uꟁCVʍEFFBlIꝁHccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꠁB$p_namezNNƎICsRzv̈ӗA{Bg̎gs㙤ccB$p_nameIL\͒lI\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_1
	*enemy_start_talk_p5_1	;
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yɉ뗘z
		uꟁC㎟ߘccv\
		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yɉ뗘z
		u嫑Rkz꣘ꉺccAzƎȓIDΑFFꡁccv\
	
		goto *enemy_start_talk_end_1
	*enemy_start_talk_p6_1	;
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		yɉ뗘z
		uꟁC㎟ߘveIFFIRcIdVCsbIv\
	
			goto *enemy_start_talk_end_1
	*enemy_start_talk_p7_1	;{点
		vsp SP_MONSTER,1
		print 15
		ɉ뗘oI\
		yɉ뗘z
		uꟁCߎIccBߎ󑽎ӊ֏ƗB꒼zꡁccv\
		
		嫑R{ݏ΁C_pF^IBҐCݐB\
		
		yɉ뗘z
		uFFCߌoDo嗹ꠁHv֌nCsM꣓Iccv\
		
		ccLs˓IaB\


	*enemy_start_talk_end_1
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_1

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_1
	if %damage_buf != 0 jumpf
	
	$p_name_nɉ뗘IǵB
	dwave 1,"sound\dodge.wav"
	ACꢗIn]Jcc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_1
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_1
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_1

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_1,*enemy_s_dmg1mes1_1,*enemy_s_dmg1mes2_1
	*enemy_s_dmg1mes0_1
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_1,*enemy_s_dmg1mes02_1,*enemy_s_dmg1mes03_1
		*enemy_s_dmg1mes01_1
			$p_nameN_nɉ뗘IwBɉ뗘Ig̖ҒnTꉺB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes02_1
			$p_name_nGqɉ뗘gIBɉ뗘yʕRǵB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes03_1
			$p_nameyyɉ뗘I{OBɉ뗘uԘIobI_@C֊JSn㗹oB
			@
			goto *enemy_s_dmg1_end_1
	*enemy_s_dmg1mes1_1
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_1,*enemy_s_dmg1mes12_1,*enemy_s_dmg1mes13_1
		*enemy_s_dmg1mes11_1
			䎎̈Gqɉ뗘IBw`𗧓IGccB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes12_1
			$p_nameyyɉ뗘I{OBɉ뗘oCϋɒn񉞒eB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes13_1
			$p_nameuq_nɉ뗘I鏊I
			@
			goto *enemy_s_dmg1_end_1
	*enemy_s_dmg1mes2_1
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_1,*enemy_s_dmg1mes22_1,*enemy_s_dmg1mes23_1
		*enemy_s_dmg1mes21_1
			䏫wLiɉ뗘IqC񖀎CBߎI鏊oݚaݚaIB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes22_1
			pwZɉ뗘gIoCBꎟCɉ뗘so}IbB
			@
			goto *enemy_s_dmg1_end_1
		*enemy_s_dmg1mes23_1
			SZɉ뗘IǵCΑSgisSIBאg̛ߌoϓqC٘_GqꖗsNgbB
			@
			goto *enemy_s_dmg1_end_1

	*heat0to1talk0_1
		pw띆sߌoLoIɉ뗘IBɉ뗘IJnN}؁B
		@
		goto *enemy_s_dmg1_end_1
	*heat0to2talk0_1
		$p_name粐eɉ뗘C粌nCꢓI鏊I
		@
		goto *enemy_s_dmg1_end_1
	*heat1to2talk0_1
		pSɉ뗘ISgCeגnꢓIa鏊B
		@


	*enemy_s_dmg1_end_1	
		lsp SP_MONSTER,":a;cg\fairy_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_fairy.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_1
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	uICߎ✎✋rIq樐lsSCs\A꣐֗̚GHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_1
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_1
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_1
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_1


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_1,*enemy_s_dmg2mes1_1,*enemy_s_dmg2mes2_1
	*enemy_s_dmg2mes0_1
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_1,*enemy_s_dmg2mes02_1,*enemy_s_dmg2mes03_1
		*enemy_s_dmg2mes01_1
			yɉ뗘z
			uꟁccߗkqCv__̚GccHTCAccccoccv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes02_1
			yɉ뗘z
			ujccAFFCʖ̊Inށccv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes03_1
			yɉ뗘z
			uTccaccccBFFICD_Dccv\
			goto *enemy_s_dmg2_end_1
	*enemy_s_dmg2mes1_1
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_1,*enemy_s_dmg2mes12_1,*enemy_s_dmg2mes13_1
		*enemy_s_dmg2mes11_1
			yɉ뗘z
			uꟁcc햁ccIssccߞΑғIbCϓkLoIccv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes12_1
			yɉ뗘z
			uTccIccFFccBҗvccXcceeccv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes13_1
			yɉ뗘z
			uꟁccIsAssICߎnBvݔ̓IbCГIccvAvYIv\
			goto *enemy_s_dmg2_end_1
	*enemy_s_dmg2mes2_1
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_1,*enemy_s_dmg2mes22_1,*enemy_s_dmg2mes23_1
		*enemy_s_dmg2mes21_1
			yɉ뗘z
			uꟁccAFFIwCccIv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes22_1
			yɉ뗘z
			uTTccIA󗹁ccĉ__ccꟁIHv\
			goto *enemy_s_dmg2_end_1
		*enemy_s_dmg2mes23_1
			yɉ뗘z
			uTTCꟁCꟁccI^ICsǔꖗsDccꟁv\
			goto *enemy_s_dmg2_end_1

	*heat0to1talk_1
		yɉ뗘z
		uꟁccFFCDꇊQccBCog̕ϓMNccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_1
		yɉ뗘z
		uꟁccIH׏YCϐccIHDCDꟁccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_1
		yɉ뗘z
		ujjcc펖CsށccBFFCҗvccXccꝁHv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_1	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_1
	if %battle_flg1 != 0 return
	lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	uꟁCI@IFFC꣍ݗpI͗ꡁv\
	gosub *battle_face_reset
	print 15
	mov %battle_flg1, 1
return

;yGNXq[z
*enemy_skill_exheal_1
	if %battle_flg2 != 0 return
	lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	uACߐYIHsmLߛꇊQI@CϗIv\
	gosub *battle_face_reset
	print 15
	mov %battle_flg2, 1

return

;yCz
*enemy_skill_kiai_1

return

;y~[Wz
*enemy_skill_mirage_1

return

;y~Qz
*enemy_skill_giveup_1
	lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	uICzs̈ӓIꠁHccDꠁC꣘NIBʓGv\
return

;y\jbNz
*enemy_skill_sonic_1
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_1
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_1

return

;yvA^bNz
*enemy_skill_watack_1
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_1
	if %sleepflg == 1 goto *enemy_skill_watack_slp_1
*enemy_skill_watack_slp_1
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_1
*enemy_skill_watack_nslp_1\
*enemy_skill_watack_end_1

return

;yX[vz
*enemy_skill_sleep_1
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_1
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	gɉ뗘IӎϓNOI\
	return

	*enemy_skill_sleep_miss_1
	Aɉ뗘vLʁI\

return

;yhCLXz
*enemy_skill_kiss_1
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\fairy_dmg2.png",%mons_pos_x,%mons_pos_y
	yɉ뗘z
	uTccꟁccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_1

return

;====================================================
; KE
;====================================================
*enemy_muramasa_1
	
	dwave 1,"sound\murasama.wav"
	Nя㗹dٓI䊁C[KEI鮁ccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	u|ccIHv\
	gosub *battle_end_init
	print 13
	ɉ뗘׊QI\
	goto *battle_p_win_end_1



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_1
	if %giveup == 1 goto *enemy_action_giveup_1
	
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 == 6 goto *enemy_s_attack_1		;{点
	
	if %acce_id == 10 goto *enemy_s_attack_1	;m̏
	
	if %e_heat_lv == 1 goto *enemy_action_heat1_1
	if %e_heat_lv == 2 goto *enemy_action_heat2_1
	goto *enemy_action_normal_1

	;ʏԁiʏ͖@Bgo؂Ă1/6̊mŃq[j
	*enemy_action_normal_1
		mov %temp1, %e_maxhp / 2
		rnd %temp2, 6
		if %e_hp < %temp1 && %temp2 == 0 goto *enemy_fairy_heal
		goto *enemy_m_attack_1
		
	
	;yԁiʏ͖@Bq[͎gȂȂBMP؂ꂾƐIUj
	*enemy_action_heat1_1
		goto *enemy_m_attack_1
	
	
	;dԁiłȂȂj
	*enemy_action_heat2_1
		ɉ뗘בLoYsIꢐpIoCōݍʒnŒ粁ccB\
		goto *change_player_turn
	
	;~Q
	*enemy_action_giveup_1
		goto *enemy_s_attack_1

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_1
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_1
	if %bindflg == 2 goto *battle_bind_p2_1
	if %bindflg == 3 goto *battle_bind_p3_1
	if %bindflg == 4 goto *battle_bind_p4_1
	
	
	; oChPF荞
	*battle_bind_p1_1
	if %sub_temp2 == 0 goto *battle_bind_p10_1
	if %sub_temp2 == 1 goto *battle_bind_p11_1
		;p
		*battle_bind_p10_1
			yɉ뗘z
			uT^^CҗvpXGIv\
			
			ɉ뗘si$p_nameߕIDIߓ`ɉ뗘Ỉcc\
			return
			
		;
		*battle_bind_p11_1
			mov %bindflg,0
			return
	
	; oChQF荞݌p
	*battle_bind_p2_1
	if %sub_temp2 == 0 goto *battle_bind_p20_1
	if %sub_temp2 == 1 goto *battle_bind_p21_1
		;p
		*battle_bind_p20_1
			if %giveup == 1 return
			ꢍ݈ߕC{SsZꢁI\
			return
			
		;
		*battle_bind_p21_1
			Dse՝SZɉ뗘I@́CcꢘߕPoI\
			mov %bindflg,0
			return
	
	
	; oChRFg荞
	*battle_bind_p3_1
	if %sub_temp2 == 0 goto *battle_bind_p30_1
	if %sub_temp2 == 1 goto *battle_bind_p31_1
		;p
		*battle_bind_p30_1
			yɉ뗘z
			uccˑRϘVHלkꝁcc߁C꣍XIGv\
			
			ɉ뗘A鉝sCsi$p_nameIQqccI\
			
			return
			
		;
		*battle_bind_p31_1
			Dse՝SZɉ뗘I@́CcꢘߕPoI\
			mov %bindflg,0
			return
	
	
	; oChSFg荞݌p
	*battle_bind_p4_1
	if %sub_temp2 == 0 goto *battle_bind_p40_1
	if %sub_temp2 == 1 goto *battle_bind_p41_1
		;p
		*battle_bind_p40_1
			if %giveup == 1 return
			qʔ풼ڍUI樉ӐgÉCٖ@Rcc\
			return
			
		;
		*battle_bind_p41_1
			$p_namecLiQqCcSZɉ뗘EoI\
			
			yɉ뗘z
			uIC^eDꟁccsꝁHv\
			
			mov %bindflg,0
			return
	

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_1

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_1
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_1

	rnd %temp1,3
	dwave 1,"sound\fpunch.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_1,*enemy_p_attack2_1,*enemy_p_attack3_1
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_1,*enemy_p_attack2sa_1,*enemy_p_attack3sa_1
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_1,*enemy_p_attack2sb_1,*enemy_p_attack3sb_1

; ʏ펞U
*enemy_p_attack1_1
	ɉ뗘]ߗIASvLQccB\
	goto *enemy_p_attackend_1
*enemy_p_attack2_1
	ɉ뗘IPPIAAe]xItsvLccB\
	goto *enemy_p_attackend_1
*enemy_p_attack3_1
	ɉ뗘\PnŗߗIA_ssuccB\
	goto *enemy_p_attackend_1

; yU
*enemy_p_attack1sa_1
	goto *enemy_p_attackend_1
*enemy_p_attack2sa_1
	goto *enemy_p_attackend_1
*enemy_p_attack3sa_1
	goto *enemy_p_attackend_1

; dU
*enemy_p_attack1sb_1
	goto *enemy_p_attackend_1
*enemy_p_attack2sb_1
	goto *enemy_p_attackend_1
*enemy_p_attack3sb_1
	goto *enemy_p_attackend_1
	
*enemy_p_attackend_1
goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_1
	ɉ뗘IUIΒ_\PnŗߗI\

	]yj]SoIɉ뗘C$p_namegoLI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yɉ뗘z
	uɒɒɁIHAlߎxꝁIHv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_1
	dwave 1,"sound\fpunch.wav"

	ɉ뗘\PntߗI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RtIpgI\

	yɉ뗘z
	uAAAZ䎩ȔCߎUl꣔噤]ꝁIHv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_1

	dwave 1,"sound\wind.wav"

	ɉ뗘ߕVpI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag֖{hUI\

	yɉ뗘z
	uccIHv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_1

	ɉ뗘zvًٕZ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ccRCߘgAɉ뗘OI\

	yɉ뗘z
	uށccIH^IC꣕szϓꝁHv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_1

	if %e_mp <= 5 && %e_heat_lv == 1 goto *enemy_s_attack_1
	if %e_mp <= 5 goto *enemy_p_attack_1
	sub %e_mp, 5
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_1
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_1,*enemy_m_attack2_1,*enemy_m_attack3_1
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_1,*enemy_m_attack2sa_1,*enemy_m_attack3sa_1
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_1,*enemy_m_attack2sb_1,*enemy_m_attack3sb_1

; ȂԖ@U
*enemy_m_attack1_1
	ɉ뗘͓]׋șɎI˕YꌁI
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_1
*enemy_m_attack2_1
	ɉ뗘ᏥVnIِInP粁I
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_1
*enemy_m_attack3_1
	ɉ뗘Ꮵ\IɋNK͓IɕI
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_1

; yԖ@U
*enemy_m_attack1sa_1
	ɉ뗘zv͓]׋șɎccACvW拎UCЗ͖~B
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_1
*enemy_m_attack2sa_1
	ɉ뗘ᏥVnIACꢓIċz}CnIʖϏB
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_1
*enemy_m_attack3sa_1
	ɉ뗘Ꮵ\IACᏥGIbCŏIoI͋͑B
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_1

; dԖ@UiȂj
*enemy_m_attack1sb_1
	goto *enemy_m_attack_end_1
*enemy_m_attack2sb_1
	goto *enemy_m_attack_end_1
*enemy_m_attack3sb_1
	goto *enemy_m_attack_end_1

*enemy_m_attack_end_1
	lsp SP_BTL_EFECT,":a;cg\fairyatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_1

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_1

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
	; ss\̘AU
;	if %giveup == 1 goto *enemy_s_attack_g_1
	if %bindflg >= 3 goto *enemy_s_attack_b2_1
	if %bindflg >= 1 goto *enemy_s_attack_b1_1
	
	;#### ʏ펞 ####
	bind_set 1,0,50		; ʏ펞LV1oCht
	if %p_heat == 0 goto *enemy_s_attack_p0_1
	if %p_heat == 1 goto *enemy_s_attack_p1_1
	
	; ʏ핽Î
	*enemy_s_attack_p0_1
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_1
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_1
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_1
		; 
		*enemy_s_attack_p00_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_1,*enemy_s_attack_p001_1,*enemy_s_attack_p002_1
			*enemy_s_attack_p000_1
				ɉ뗘o$p_nameIzCLoII٘MNI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uفccBꟁCkꝁHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p001_1
				ɉ뗘o$p_nameI_CݑI{O㕫ꎟꎟI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uaAaccIccĽ^CʑRҐkLxꡁBv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p002_1
				ɉ뗘oZ$p_nameISC粐粍ݎꡚfI
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uāccCvsv꣍X_ꡁHv\
				goto *enemy_s_attack_end_1
		
		; y
		*enemy_s_attack_p01_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_1,*enemy_s_attack_p011_1,*enemy_s_attack_p012_1
			*enemy_s_attack_p010_1
				ɉ뗘o$p_nameIzC_ݗʁCpII㓪n٘MI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uفccaccBccCFFIccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p011_1
				ɉ뗘Z$p_nameI_CnOI
				@
				e_satk_effect "sound\lip2.wav"
				yɉ뗘z
				uaccIccBFFCҗvXccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p012_1
				ɉ뗘oZ$p_nameISCr粋Mnݎ粒ccB
				@
				e_satk_effect "sound\lick.wav"
				yɉ뗘z
				uTccFFBIbClƊҊosGccv\
				goto *enemy_s_attack_end_1
		; d
		*enemy_s_attack_p02_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_1,*enemy_s_attack_p021_1,*enemy_s_attack_p022_1
			*enemy_s_attack_p020_1
				ɉ뗘o$p_nameI_ˁCݑ_㖈꘢psȖIJI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uaccjccFFCϐIꠁccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p021_1
				ɉ뗘_\$p_nameIOCp͙zN$p_nameI㓪I
				@
				e_satk_effect "sound\lip3.wav"
				yɉ뗘z
				uIccacc嫑RkCAlIGccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p022_1
				ɉ뗘oZ$p_nameISCyCLoCᐺUfcc
				@
				e_satk_effect "sound\lick.wav"
				yɉ뗘z
				uIccFFcc樉_ccXIꠁHv\
				goto *enemy_s_attack_end_1
	
	; ʏs`
	*enemy_s_attack_p1_1
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_1
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_1
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_1
		; 
		*enemy_s_attack_p10_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_1,*enemy_s_attack_p101_1,*enemy_s_attack_p102_1
			*enemy_s_attack_p100_1
				ɉ뗘o$p_nameIzCώ@ILo㓪٘MI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uaccIccꝁHccCFFCokꠁv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p101_1
				ɉ뗘Z$p_nameI_CneIoOI
				@
				e_satk_effect "sound\lip2.wav"
				yɉ뗘z
				uaCaCjccFFI{CvONƗGccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p102_1
				ɉ뗘oZ$p_nameISCyCLoCᐺUfcc
				@
				e_satk_effect "sound\lick.wav"
				yɉ뗘z
				uIccFFcc樉_ccXIꠁHv\
				goto *enemy_s_attack_end_1
		; y
		*enemy_s_attack_p11_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_1,*enemy_s_attack_p111_1,*enemy_s_attack_p112_1
			*enemy_s_attack_p110_1
				ɉ뗘o$p_nameIzCW٘MIqʁI
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uICGccفkꠁCFFHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p111_1
				ɉ뗘_\$p_nameIoOCn撅eI\
				e_satk_effect "sound\lip3.wav"
				yɉ뗘z
				uICaCjccI樉NccϓXꠁccHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p112_1
				ɉ뗘oZ$p_nameISCd㋒nꡚfcc
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uFFCߌoEsZꠁHccsCzvꡁccv\
				goto *enemy_s_attack_end_1
		; d
		*enemy_s_attack_p12_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_1,*enemy_s_attack_p121_1,*enemy_s_attack_p122_1
			*enemy_s_attack_p120_1
				ɉ뗘$p_nameICSӒnCǵCsZnrIzI
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uFFccccߌoccNccϘꠁHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p121_1
				ɉ뗘D$p_nameIoOC[ꑎIIccI
				@
				e_satk_effect "sound\lip3.wav"
				yɉ뗘z
				uaccTccIccIFFCFFccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_p122_1
				ɉ뗘ًٓ\$p_nameISC٘M粒ᐺ׌cc
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uFFCߌoccB樉NϘvccDꝁHv\
				goto *enemy_s_attack_end_1
	;#### SLV1 ####
	*enemy_s_attack_b1_1

	if %p_heat == 0 goto *enemy_s_attack_b10_1
	if %p_heat == 1 goto *enemy_s_attack_b11_1
	
	; SLV1Î
	*enemy_s_attack_b10_1
	bind_set 2,0,40		; Sʏ펞LV2oCht
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_1
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_1
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_1
		; 
		*enemy_s_attack_b100_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_1,*enemy_s_attack_b1001_1,*enemy_s_attack_b1002_1
			*enemy_s_attack_b1000_1
				ɉ뗘\$p_nameIC܏Zz◹NI
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uTccaccFFCkqꡁccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1001_1
				ɉ뗘$p_nameIߕssCMISgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yɉ뗘z
				u]騚]騚]騁cckyꝁHҐcckHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1002_1
				ɉ뗘c_$p_nameIOCٕ՗ISgI
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uaccفccccCFFCꝁHv\
				goto *enemy_s_attack_end_1
		; y
		*enemy_s_attack_b101_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_1,*enemy_s_attack_b1011_1,*enemy_s_attack_b1012_1
			*enemy_s_attack_b1010_1
				ɉ뗘\$p_nameIC͒nz⒅I
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uaCaCajccccCFFICc{ǓIccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1011_1
				ɉ뗘$p_nameIߕCSgs\I
				@
				e_satk_effect "sound\kusuguri.wav"
				yɉ뗘z
				uICIccccBǧݑCkꠁHccϓL_ccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1012_1
				ɉ뗘$p_nameIߕsCnٕ՗ISgI
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uaccفccccCFFCꝁHv\
				goto *enemy_s_attack_end_1
		; d
		*enemy_s_attack_b102_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_1,*enemy_s_attack_b1021_1,*enemy_s_attack_b1022_1
			*enemy_s_attack_b1020_1
				ɉ뗘\$p_nameICz⒅I
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uajccTccIccFFI锁CMMIC^Dhccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1021_1
				ɉ뗘$p_nameIߕCI鏈ccI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yɉ뗘z
				uꟁCꟁccIccFFIǵCDށccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1022_1
				ɉ뗘ݎTgʁCg̍$p_nameSgecc
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yɉ뗘z
				uFFccaNCϓXꠁccv\
				goto *enemy_s_attack_end_1
		
	
	; SLV1s`
	*enemy_s_attack_b11_1
	bind_set 3,0,30		; Ss`LV3oCht
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_1
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_1
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_1
		; 
		*enemy_s_attack_b110_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_1,*enemy_s_attack_b1101_1,*enemy_s_attack_b1102_1
			*enemy_s_attack_b1100_1
				ɉ뗘\$p_nameICJnp㓪MϓqII
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uIccفccaccFFICϓdꡁv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1101_1
				ɉ뗘$p_nameIߕssCd_qʁI
				@
				e_satk_effect "sound\kusuguri.wav"
				yɉ뗘z
				uCccҗLIFF^ICSgskqꡁHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1102_1
				ɉ뗘㓪\$p_nameIځCǧ龋cc
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uIccaccTccBCzvٍXꝁHccv\
				goto *enemy_s_attack_end_1
		; y
		*enemy_s_attack_b111_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_1,*enemy_s_attack_b1111_1,*enemy_s_attack_b1112_1
			*enemy_s_attack_b1110_1
				ɉ뗘ٓ\$p_nameIOCΒϓdInzNI
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uICICIccFFICvp{bDD\Gccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1111_1
				ɉ뗘$p_nameIߕssCpg̍ݕqIʖI
				@
				e_satk_effect "sound\kusuguri.wav"
				yɉ뗘z
				uCҗLccҗLIFF^ICSgskqvHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1112_1
				ɉ뗘㓪\$p_nameIځCǧ龋cc
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uIccaccTccBCzvٍXꝁHccv\
				goto *enemy_s_attack_end_1
		; d
		*enemy_s_attack_b112_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_1,*enemy_s_attack_b1121_1,*enemy_s_attack_b1122_1
			*enemy_s_attack_b1120_1
				ɉ뗘\$p_nameICS_ђnzccI
				@
				e_satk_effect "sound\fera2.wav"
				yɉ뗘z
				uIICaCaccIFFICd靁ccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1121_1
				ɉ뗘I鏈$p_nameSgeccI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yɉ뗘z
				uFFCFFccINCϓXꠁccIv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b1122_1
				ɉ뗘$p_nameIߕsCpg̖qIʁccI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yɉ뗘z
				uFFCkꠁccCMIbccv\
				goto *enemy_s_attack_end_1
			
	;#### SLV2 ####
	*enemy_s_attack_b2_1
	bind_set 4,0,20		; SLV3͏펞LV4oCht
	if %p_heat == 0 goto *enemy_s_attack_b20_1
	if %p_heat == 1 goto *enemy_s_attack_b21_1
	
	; SLV2Îis`łȂƍSȂ̂ŁA肦Ȃj
	*enemy_s_attack_b20_1
	if %e_heat_lv == 0 goto *enemy_s_attack_b200_1
	if %e_heat_lv == 1 goto *enemy_s_attack_b201_1
	if %e_heat_lv == 2 goto *enemy_s_attack_b202_1
		; 
		*enemy_s_attack_b200_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2000_1,*enemy_s_attack_b2001_1,*enemy_s_attack_b2002_1
			*enemy_s_attack_b2000_1

			*enemy_s_attack_b2001_1

			*enemy_s_attack_b2002_1
		
		; y
		*enemy_s_attack_b201_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2010_1,*enemy_s_attack_b2011_1,*enemy_s_attack_b2012_1
			*enemy_s_attack_b2010_1
			
			*enemy_s_attack_b2011_1
			
			*enemy_s_attack_b2012_1
		
		; d
		*enemy_s_attack_b202_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2020_1,*enemy_s_attack_b2021_1,*enemy_s_attack_b2022_1
			*enemy_s_attack_b2020_1
			
			*enemy_s_attack_b2021_1
			
			*enemy_s_attack_b2022_1
		
	
	; SLV2s`
	*enemy_s_attack_b21_1
	if %e_heat_lv == 0 goto *enemy_s_attack_b210_1
	if %e_heat_lv == 1 goto *enemy_s_attack_b211_1
	if %e_heat_lv == 2 goto *enemy_s_attack_b212_1
		; 
		*enemy_s_attack_b210_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2100_1,*enemy_s_attack_b2101_1,*enemy_s_attack_b2102_1
			*enemy_s_attack_b2100_1
				ɉ뗘Z$p_nameI_CpSgݏʖI
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uc`thCcЁCcЁccICovꝁHssBvEZGHv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2101_1
				ɉ뗘o]Z$p_name_IaC݋TeꉺI
				@
				e_satk_effect "sound\lip.wav"
				yɉ뗘z
				uIccccaBꟙCꉺCDv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2102_1
				ɉ뗘nZ$p_nameI_CsnhaanѓqʁI
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uvpӋفCvsnccccCsꝁHAs≺Gv\
				goto *enemy_s_attack_end_1
		; y
		*enemy_s_attack_b211_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2110_1,*enemy_s_attack_b2111_1,*enemy_s_attack_b2112_1
			*enemy_s_attack_b2110_1
				ɉ뗘׍$p_nameI_Cp鏈nI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yɉ뗘z
				ucЁCcЁccccCoDccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2111_1
				ɉ뗘Z$p_nameITCΒ[p͒nzNI
				@
				e_satk_effect "sound\lip2.wav"
				yɉ뗘z
				uICaccccꟙCoD`ccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2112_1
				ɉ뗘OBthSgٕZ_CvZanN㉺^I
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uICIccccCꉺsݕsnTꡁv\
				goto *enemy_s_attack_end_1
		; d
		*enemy_s_attack_b212_1
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b2120_1,*enemy_s_attack_b2121_1,*enemy_s_attack_b2122_1
			*enemy_s_attack_b2120_1
				ɉ뗘$p_nameI_Cn鏈I
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uICITccIFFICD靁CҍݕsTccv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2121_1
				ɉ뗘Z$p_nameITCvctSzop͋z⒅I
				@
				e_satk_effect "sound\lip3.wav"
				yɉ뗘z
				uajjjjccccIˏoccFFIcczvccIv\
				goto *enemy_s_attack_end_1
			*enemy_s_attack_b2122_1
				ɉ뗘Z_Cn㉺^IOBtMIǵCoݚcݚcIcc
				@
				e_satk_effect "sound\lick2.wav"
				yɉ뗘z
				uTCTCccIccFFICCccv\
				goto *enemy_s_attack_end_1
	*enemy_s_attack_end_1

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_1
	goto *change_player_turn
	
	*enemy_s_attack_danger_1
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uccFFCŋNkꡁBvEsZCGHv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; q[itFA[̓sj
;====================================================
*enemy_fairy_heal
	if %e_mp <= 15 && %e_heat_lv == 1 goto *enemy_s_attack_1
	if %e_mp <= 15 goto *enemy_p_attack_1
	sub %e_mp, 15

	mov %damage_buf, %e_maxhp / 2
	add %e_hp, %damage_buf
	if %e_hp > %e_maxhp mov %e_hp, %e_maxhp

	ɉ뗘珥ÏpI
	dwave 1,"sound\heal.wav"
	lsp SP_MONS_EFCT,":a;cg\fairy_green.png",%mons_pos_x,%mons_pos_y
	print 15
	csp SP_MONS_EFCT
	print 15
	gosub *view_enemy_statbar	;G̃o[\	
	ɉ뗘Igo%damage_buf_I\
	
goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_1

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	if %e_heat_lv != 2 jumpf

	lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yɉ뗘z
	ucc^BNlƓIvCp펖BʓIC꣉vDSyGccHv\
	gosub *battle_end_init
	print 13
	ɉ뗘ђ|IΗeBcc䊴oDvꢓIB
	@
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,6
	goto *battle_p_win_end2_1


~	
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_1,*battle_p_win_p12_1,*battle_p_win_p13_1
	*battle_p_win_p11_1
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yɉ뗘z
		uꟁccA{ccv\
		gosub *battle_end_init
		print 13
		ɉ뗘rnB
		goto *battle_p_win_end_1
	*battle_p_win_p12_1
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yɉ뗘z
		ujjCDe艺_vccFF^S{\\v\
		gosub *battle_end_init
		print 13
		ɉ뗘粕粓B
		goto *battle_p_win_end_1
	*battle_p_win_p13_1
		if %level == 1 goto *battle_p_win_1
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yɉ뗘z
		uICFFDꡁB^zFFlIꟁccv\
		gosub *battle_end_init
		print 13
		ɉ뗘_⊶nB
		goto *battle_p_win_end_1

			
	*battle_p_win_end_1
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_1
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_1
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_1

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor1.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_1
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_1
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_1 : goto *battle_p_lose_end_1
	if %%temp1 <> 0 gosub *h_scene_lose_p2_1 : goto *battle_p_lose_end_1



	*battle_p_lose_end_1
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_1

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_1
	goto *battle_s_lose_end_1

~
	;=========================
	;{点̔sk
	;=========================
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	gosub *h_scene_lose_a_1
	goto *battle_s_lose_end_1
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_1 : goto *battle_s_lose_end_1
	if %%temp1 <> 0 gosub *h_scene_lose_s2_1 : goto *battle_s_lose_end_1

	*battle_s_lose_end_1
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_1
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	;s\
$p_namezvIAɉ뗘ㅘHBI\
	
yɉ뗘z
uꟙC㎟Ήߎ펖C꣊YsȈה\A铦{ꠁHs꣑IGCFFv\
goto *change_enemy_turn
~
	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor1.ogg"
	goto *dungeon_menu_top


~
	if %e_heat_lv == 0 goto *battle_escape_m1_1
	if %e_heat_lv == 1 goto *battle_escape_m2_1
	if %e_heat_lv == 2 goto *battle_escape_m3_1

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_1
	$p_namezvIAɉ뗘ㅘHBI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_1,*battle_escape_m12_1,*battle_escape_m13_1
		*battle_escape_m11_1
			yɉ뗘z
			uCs꣓{IIv\
			goto *change_enemy_turn
		*battle_escape_m12_1
			yɉ뗘z
			uFFŎZꖗꡁHv\
			goto *change_enemy_turn
		*battle_escape_m13_1
			yɉ뗘z
			uccC꣈Ȉה\{ꝁHv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_1
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_1,*battle_escape_m22_1,*battle_escape_m23_1
		$p_namezvIAɉ뗘ㅘHBI\
		*battle_escape_m21_1
			yɉ뗘z
			u^I펞󋏑RvCߕIv\
			goto *change_enemy_turn
		*battle_escape_m22_1
			yɉ뗘z
			us꣓{IIRjlCAvNӔCō@Gv\
			goto *change_enemy_turn
		*battle_escape_m23_1
			yɉ뗘z
			uߌoccsꠁHrpssGCFFv\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_1
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_1,*battle_escape_m32_1,*battle_escape_m33_1
		$p_namezvIAɉ뗘ㅘHBI\
		*battle_escape_m31_1
			yɉ뗘z
			uFFcccc`Cō@ccĘ􉺋DꝁccHv\
			goto *change_enemy_turn
		*battle_escape_m32_1
			yɉ뗘z
			usv݁ccn≺vccv\
			goto *change_enemy_turn
		*battle_escape_m33_1
			ɉ뗘SZ$p_nameIߑCIKI_ccB\
			goto *change_enemy_turn

;===========================
; 퓬̃Lʐݒi[Etj
;===========================

; ===ϐ̏===
*enemy_init_2
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		
	mov %battle_flg2, 0		
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_2
	mov %mons_pos_x, 210
	mov %mons_pos_y, 20
	lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_2
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_2
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\wolf.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_2
	mov $str_enemyname, "[Et"
	mov %e_maxhp, 80	;ő̗
	mov %e_maxmp, 120	;őC
	mov %e_p_atk, 45	;U
	mov %e_m_atk, 0		;@U
	mov %e_s_atk, 40	;U
	mov %e_p_def, 20	;h
	mov %e_m_def, 0		;@h
	mov %e_s_def, 10	;h
	mov %e_exp, 30		;ol
	mov %e_money, 40	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10	;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\wolf_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\wolf_sta2.png"	;P	
	mov $str_monssta3,":a;cg\wolf_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\wolf_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\wolf_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\wolf_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_2
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_2,*enemy_start_talk_p2_2,*enemy_start_talk_p3_2,*enemy_start_talk_p4_2,*enemy_start_talk_p5_2,*enemy_start_talk_p6_2,*enemy_start_talk_p7_2
	*enemy_start_talk_p1_2	;Ζ
		vsp SP_MONSTER,0
		print 1
		ˑRC䘸ʊ󓞗EB$p_name@JCfJI\
		
		dwave 1,"sound\bomb.wav"
		vsp SP_MONSTER,1
		print 16
		quakex 2,100
		
		AݓߔV@B᳒FєICΒ$p_nameˏݓIʒugoL͓IPI\
		
		bgmvol 80
		bgm "music\wolf.ogg"
		
		yz
		uG\\CR]JꝁI꣔ƚC\IvBrʈꉺꠁIv\
		
		˔@IPCȋy˔@IDzBꐥYlꡁB\
		
		@o$p_nameIC粝粊JnЁB\
		
		yz
		u\C]]BҖv􎩉ꡁBITlBlTIBsGH@TGHv\
		
		ꟁCsꝁccB$p_nameݐSÈ݁B\
		
		lsp SP_MONSTER,":a;cg\wolf_dmg1.png",%mons_pos_x,%mons_pos_y
		print 15

		yTlz
		ucc꣓ߕ\Cΐc䓖痹ꠁB嫑RōݐꎟIꏏvꔖ@CAvĔc䓖ΑҁCs꣚GHv\
		
		EZzvꢐuvItB\
		
		lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uꟁ\\CVsߘBŋߗISꍱ{lށCo֓Iv\
		
		yTlz
		uAݔCŋNI꣏oB䎎vʓIbDꠁICJDꠁIv\
		
		嫑Rob蒵L_CAꢊŗDDIBΑJnIDlCTloʓIΗeCِٗ㓪B\
		
		R@CA\ɒɉňꢖꠁB$p_nameΒTlˋNB\

		goto *enemy_start_talk_end_2
	*enemy_start_talk_p2_2	;
		vsp SP_MONSTER,1
		print 15
		TloI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_2
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_2
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_2
		goto *enemy_start_talk_end_2
				
		*enemy_start_talk_p2_univ1_2
			yTlz
			uGCʗI꣐ҁCkGIv\

			lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yTlz
			uŗ꣎rvkCߍݓߕʓI㖔@ꡁH튽}ݓߕʖrʈꉺIGHv\
			
			goto *enemy_start_talk_end_2
			
		*enemy_start_talk_p2_univ2_2
			yTlz
			uGGCo팩ꡁBb񗈁C꣖ϋsꟁv\
			lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yTlz
			uRCAzv꣓IBƋsc꣐|Dߗꠁccv\
			
			goto *enemy_start_talk_end_2
			
		*enemy_start_talk_p2_univ3_2
			yTlz
			uICꟁB҈Ȉ꣔XYX[ꡁv\
			lsp SP_MONSTER,":a;cg\wolf_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			yTlz
			uccvCߘCꡁB\錩ꣁCbJSIGHv\
			lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yTlz
			uccs΁CC䓞ݐYꟁIDꊁCJDꠁIHv\
			goto *enemy_start_talk_end_2
			
	*enemy_start_talk_p3_2	;xssk
		vsp SP_MONSTER,1
		print 15
		TloI\
		yTlz
		uGC꣐VOIߘBYϋꍱꠁHv\
	
		goto *enemy_start_talk_end_2
	*enemy_start_talk_p4_2	;xhCsk
		vsp SP_MONSTER,1
		print 15
		TloI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_2
		*enemy_start_talk_p41_2
			yTlz
			uGC꣐VOIߘBQ䕜wIꝁHv\
		
			goto *enemy_start_talk_end_2
		
		*enemy_start_talk_p42_2
			yTlz
			uYꟁC꣙ށBsCAIꝁHv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƓICRϓzv̈ӗA{Bg̎gs͟ccB$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_2
	*enemy_start_talk_p5_2	;
		vsp SP_MONSTER,1
		print 15
		TloI\
		lsp SP_MONSTER,":a;cg\wolf_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yTlz
		uꟁccv\
		
		Fo$p_nameIge@CTlJSnhbBŗ㎟sדI]ҎcꢐgB\
		
		lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uccIsssCsߞIIՓICDoꠁ\\Iv\

		TlgWW]܁CdVUN_oߗI\

		goto *enemy_start_talk_end_2
	*enemy_start_talk_p6_2	;
		vsp SP_MONSTER,1
		print 15
		TloI\
		if %esc_cnt_wlf == 3 goto *enemy_start_talk_p7_2
		yTlz
		uꟁC㎟ߘ_Sꝁccʚ񒅔bGHv\
	
			goto *enemy_start_talk_end_2
	*enemy_start_talk_p7_2	;{点
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1, 6
		yTlz
		uCœI_AccBƔΕs꣓{IIv\

	*enemy_start_talk_end_2
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_2

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_2
	if %damage_buf != 0 jumpf
	
	$p_nameTlIǵIRCTlvYocc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_2
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_2
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_2

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_2,*enemy_s_dmg1mes1_2,*enemy_s_dmg1mes2_2
	*enemy_s_dmg1mes0_2
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_2,*enemy_s_dmg1mes02_2,*enemy_s_dmg1mes03_2
		*enemy_s_dmg1mes01_2
			$p_name_n̒TlIBTlJSnhbI
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes02_2
			$p_namecSNTl沖ICgs{I
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes03_2
			$p_nameTlISBTlIg̓ˑRꉺB
			@
			goto *enemy_s_dmg1_end_2
	*enemy_s_dmg1mes1_2
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_2,*enemy_s_dmg1mes12_2,*enemy_s_dmg1mes13_2
		*enemy_s_dmg1mes11_2
			ݔXʈTlIBߌoύdI[wB
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes12_2
			$p_nameIwߘTlIʁBߗIєߌoϓIcc
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes13_2
			$p_name粕TlC粗^ꢐڕBTlỈaS`ߗB
			@
			goto *enemy_s_dmg1_end_2
	*enemy_s_dmg1mes2_2
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_2,*enemy_s_dmg1mes22_2,*enemy_s_dmg1mes23_2
		*enemy_s_dmg1mes21_2
			wLiTlIʐisBєߌoϓSfCoݚaݚaIB
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes22_2
			nTlIoCMBꢓIIoUlIgbB
			@
			goto *enemy_s_dmg1_end_2
		*enemy_s_dmg1mes23_2
			TlC݈ʓI̒ꢓIBꢏǧ$p_nameC_ˁcc
			@
			goto *enemy_s_dmg1_end_2

	*heat0to1talk0_2
		$p_nameɊɝTlIBTlICJnNכZcc
		@
		goto *enemy_s_dmg1_end_2
	*heat0to2talk0_2
		$p_namenTlIaʁI
		@
		goto *enemy_s_dmg1_end_2
	*heat1to2talk0_2
		粐eTlC粈ꢓIaBꢓIg̗Rϓ靁C݋Tcc
		@


	*enemy_s_dmg1_end_2	
		lsp SP_MONSTER,":a;cg\wolf_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_wolf.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_2
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\wolf_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yTlz
	uT\\cc@^ꡁBxIbCosYIGHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_2
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_2
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_2
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_2


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_2,*enemy_s_dmg2mes1_2,*enemy_s_dmg2mes2_2
	*enemy_s_dmg2mes0_2
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_2,*enemy_s_dmg2mes02_2,*enemy_s_dmg2mes03_2
		*enemy_s_dmg2mes01_2
			yTlz
			ucccc@̖̓CoL_JSꡁBv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes02_2
			yTlz
			uTccC΋ꝁHm꣍ˏA݈꒼KŗGHv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes03_2
			yTlz
			uޚjIH✁A✒`Cʖ̊InI|s}CACߘCL_ccv\
			goto *enemy_s_dmg2_end_2
	*enemy_s_dmg2mes1_2
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_2,*enemy_s_dmg2mes12_2,*enemy_s_dmg2mes13_2
		*enemy_s_dmg2mes11_2
			yTlz
			ujjcc꣔ƚC@sIvccTCߗCDccv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes12_2
			yTlz
			uTcc꣊Ғ_Ivcc@sAvYoꝁccv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes13_2
			yTlz
			uTccaccB꣓IǵCDgꟁccv\
			goto *enemy_s_dmg2_end_2
	*enemy_s_dmg2mes2_2
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_2,*enemy_s_dmg2mes22_2,*enemy_s_dmg2mes23_2
		*enemy_s_dmg2mes21_2
			yTlz
			uTCjcckDCAߞIđ_Cėp͓_ccIv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes22_2
			yTlz
			uꟁccTccIߗccccޚjIv\
			goto *enemy_s_dmg2_end_2
		*enemy_s_dmg2mes23_2
			yTlz
			ujjccoCDꟁccv\đ̖̉ICXJSIGccHv\
			goto *enemy_s_dmg2_end_2

	*heat0to1talk_2
		yTlz
		uTcc꣔ƚCX슽폟ꝁHߏACrꏟꠁccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_2
		yTlz
		uށAޚjIHˑRACA󗹁ccv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_2
		yTlz
		ujjccߘCo_Gcc@瓾C꣓_ˍsꡁccHv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_2	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_2

return

;yGNXq[z
*enemy_skill_exheal_2

return

;yCz
*enemy_skill_kiai_2

return

;y~[Wz
*enemy_skill_mirage_2

return

;y~Qz
*enemy_skill_giveup_2
	lsp SP_MONSTER,":a;cg\wolf_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yTlz
	uI\\YꟁCv~ꝁH^َBߛCA樉䗈DDꉺꠁccv\
return

;y\jbNz
*enemy_skill_sonic_2
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_2
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_2

return

;yvA^bNz
*enemy_skill_watack_2
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_2
	if %sleepflg == 1 goto *enemy_skill_watack_slp_2
*enemy_skill_watack_slp_2
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_2
*enemy_skill_watack_nslp_2\
*enemy_skill_watack_end_2

return

;yX[vz
*enemy_skill_sleep_2
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_2
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樘TlIӎϓNOI\
	return

	*enemy_skill_sleep_miss_2
	AΘTlvLʁI\

return

;yhCLXz
*enemy_skill_kiss_2
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\wolf_dmg2.png",%mons_pos_x,%mons_pos_y
	yTlz
	uTccjjccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_2

return

;====================================================
; KE
;====================================================
*enemy_muramasa_2
	
	dwave 1,"sound\murasama.wav"
	Nя㗹dٓI䊁C[KEIccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\wolf_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yTlz
	uޚjIHv\
	gosub *battle_end_init
	print 13
	TldI\
	goto *battle_p_win_end_2



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_2
	if %giveup == 1 goto *enemy_action_giveup_2
	
	if %acce_id == 10 goto *enemy_s_attack_2	;m̏
	if %bindflg != 0 goto *enemy_s_attack_2		;|͐IU
	
	if %e_heat_lv == 1 goto *enemy_action_heat1_2
	if %e_heat_lv == 2 goto *enemy_action_heat2_2
	goto *enemy_action_normal_2

	;ʏԁiʏ͕Û݁B{点Ă牟݂̉\j
	*enemy_action_normal_2
		mov %temp2,MONS_PAST+%enemy_id
		rnd %temp1, 5
		if %%temp2 == 6 && %temp1 == 0 goto *enemy_wolf_fall
		goto *enemy_p_attack_2
		
	
	;yԁiIUɃVtgBHP60ȏŉݔj
	*enemy_action_heat1_2
		rnd %temp1, 5
		if %temp1 == 0 goto *enemy_wolf_fall
		goto *enemy_s_attack_2
	
	
	;dԁiIUɃVtgBHP60ȏŉݔj
	*enemy_action_heat2_2
		rnd %temp1, 5
		if %temp1 == 0 goto *enemy_wolf_fall
		goto *enemy_s_attack_2
	
	;~Q
	*enemy_action_giveup_2
		goto *enemy_s_attack_2

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_2
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_2
	if %bindflg == 2 goto *battle_bind_p2_2
	if %bindflg == 3 goto *battle_bind_p3_2
	if %bindflg == 4 goto *battle_bind_p4_2
	
	
	; oChPF|
	*battle_bind_p1_2
	if %sub_temp2 == 0 goto *battle_bind_p10_2
	if %sub_temp2 == 1 goto *battle_bind_p11_2
		;p
		*battle_bind_p10_2
			if %giveup == 1 return
			OꈳZC{ٖ@JTlI\
			return
			
		;
		*battle_bind_p11_2
			ZߊJTlC퐄|IԉEI\
			mov %bindflg,0
			return


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_2

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_2
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_2

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_2,*enemy_p_attack2_2,*enemy_p_attack3_2
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_p_attack1sa_2,*enemy_p_attack2sa_2,*enemy_p_attack3sa_2
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_p_attack1sb_2,*enemy_p_attack2sb_2,*enemy_p_attack3sb_2

; ʏ펞U
*enemy_p_attack1_2
	TlpsI܎qSߗI򎿌nҗvҗIa$p_namePI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_2
*enemy_p_attack2_2
	Tl_xnRCgoLPI
	@
	dwave 1,"sound\punch.wav"
	goto *enemy_p_attackend_2
*enemy_p_attack3_2
	TlᗹgBuԁCgoSg͟ILtI
	@
	dwave 1,"sound\punch.wav"
	goto *enemy_p_attackend_2

; yU
*enemy_p_attack1sa_2
	goto *enemy_p_attackend_2
*enemy_p_attack2sa_2
	goto *enemy_p_attackend_2
*enemy_p_attack3sa_2
	goto *enemy_p_attackend_2

; dU
*enemy_p_attack1sb_2
	goto *enemy_p_attackend_2
*enemy_p_attack2sb_2
	goto *enemy_p_attackend_2
*enemy_p_attack3sb_2
	goto *enemy_p_attackend_2
	
*enemy_p_attackend_2
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name$str_damage_QI\

goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_2
	dwave 1,"sound\swing.wav"
	TlIUI͓IjPI\

	A$p_nameyyΓ]ICΐg`sITlgoI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yTlz
	uIccIHꣁCꇊQIvccIv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_2
	dwave 1,"sound\slash.wav"

	TlIܝ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	A흙Ig̉ceI\

	yTlz
	uICs{́IHgoILIvIv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_2


	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_2

	TlZ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RCߋg̍ݘTlIUI\

	yTlz
	uICgꝁccSZ꣓IIv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_2

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_2
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_2,*enemy_m_attack2_2,*enemy_m_attack3_2
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_2,*enemy_m_attack2sa_2,*enemy_m_attack3sa_2
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_2,*enemy_m_attack2sb_2,*enemy_m_attack3sb_2

; ȂԖ@U
*enemy_m_attack1_2
	goto *enemy_m_attack_end_2
*enemy_m_attack2_2
	goto *enemy_m_attack_end_2
*enemy_m_attack3_2
	goto *enemy_m_attack_end_2

; yԖ@U
*enemy_m_attack1sa_2
	goto *enemy_m_attack_end_2
*enemy_m_attack2sa_2
	goto *enemy_m_attack_end_2
*enemy_m_attack3sa_2
	goto *enemy_m_attack_end_2

; dԖ@UiȂj
*enemy_m_attack1sb_2
	goto *enemy_m_attack_end_2
*enemy_m_attack2sb_2
	goto *enemy_m_attack_end_2
*enemy_m_attack3sb_2
	goto *enemy_m_attack_end_2

*enemy_m_attack_end_2
	lsp SP_BTL_EFECT,":a;cg\wolfatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_2

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_2

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_2
	if %bindflg == 1 goto *enemy_s_attack_b1_2
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_2
	if %p_heat == 1 goto *enemy_s_attack_p1_2
	
	; ʏ핽Î
	*enemy_s_attack_p0_2
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_2
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_2
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_2
		; 
		*enemy_s_attack_p00_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_2,*enemy_s_attack_p001_2,*enemy_s_attack_p002_2
			*enemy_s_attack_p000_2
				Tl粌yy$p_nameIqC粏㓪nٗ㗈I
				@
				e_satk_effect "sound\lip.wav"
				yTlz
				uꟚjccIccBCv^IC꣑ŎZꔁHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p001_2
				TlΒ$p_nameI_wفIҊyٔIoPՑS_I
				@
				e_satk_effect "sound\lick2.wav"
				yTlz
				uEEEccIC꣓ICLZGccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p002_2
				TlSZ$p_nameICݗȓII_jsߏ_IG͗cc
				@
				e_satk_effect "sound\bust.wav"
				yTlz
				uH@ICIꠁHvsvċ꣑XHv\
				goto *enemy_s_attack_end_2
		
		; y
		*enemy_s_attack_p01_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_2,*enemy_s_attack_p011_2,*enemy_s_attack_p012_2
			*enemy_s_attack_p010_2
				TlZ$p_nameCSgߗIIє^_IG`ߗcc
				@
				e_satk_effect "sound\bust.wav"
				yTlz
				uccccg̓IoHđ꣙{ꠁccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p011_2
				Tl粕$p_nameC粗pږII
				@
				e_satk_effect "sound\pzr_tkk_once.wav"
				yTlz
				uT\\H@DLYddIGHYꡁccHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p012_2
				Tlpb$p_nameISgIߎёIG`ՑSgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yTlz
				uIbCkHꠁH䖈VsLDDۗ{G\\v\
				goto *enemy_s_attack_end_2
		; d
		*enemy_s_attack_p02_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_2,*enemy_s_attack_p021_2,*enemy_s_attack_p022_2
			*enemy_s_attack_p020_2
				TlZ$p_nameC鏈II
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yTlz
				uꟁCꟁccAꝁHoCDGccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p021_2
				TlًٕZ$p_nameCߑo沉mIn㗈I
				@
				e_satk_effect "sound\bust.wav"
				yTlz
				uIIccđꉺcczzIbȚGHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p022_2
				TlZ$p_nameCn鏈$p_nameII
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yTlz
				ujIccdMICDzڝiNꟁccv\
				goto *enemy_s_attack_end_2
	
	; ʏs`
	*enemy_s_attack_p1_2
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_2
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_2
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_2
		; 
		*enemy_s_attack_p10_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_2,*enemy_s_attack_p101_2,*enemy_s_attack_p102_2
			*enemy_s_attack_p100_2
				Tlώ@$p_nameICn٘MIzI
				@
				e_satk_effect "sound\lip2.wav"
				yTlz
				uccccˁCgTꉺGHA꣓I_ꠁHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p101_2
				Tlٕ՗$p_nameI_ˁCō@꘢[I
				@
				e_satk_effect "sound\lick2.wav"
				yTlz
				uEEEccI\\ccęBCċzϓ}ꡁCHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p102_2
				TlbLi$p_nameIQqCZㅏZAsӗnNI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yTlz
				uIIICHsݕsnꝁccv\
				goto *enemy_s_attack_end_2
		; y
		*enemy_s_attack_p11_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_2,*enemy_s_attack_p111_2,*enemy_s_attack_p112_2
			*enemy_s_attack_p110_2
				TluߕyyZ$p_nameICsnhI
				@
				e_satk_effect "sound\bust.wav"
				yTlz
				uCkꠁBCDLYoGHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p111_2
				Tl粗pr$p_nameIC粗p܌yySII
				@
				e_satk_effect "sound\tkk_once.wav"
				yTlz
				uH@noꝁHȒAꡁccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p112_2
				Tlْ$p_nameISC粍ݑSgnI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uIČācc꣓ISLoꝁHg̍ݔTGHvv\
				goto *enemy_s_attack_end_2
		; d
		*enemy_s_attack_p12_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_2,*enemy_s_attack_p121_2,*enemy_s_attack_p122_2
			*enemy_s_attack_p120_2
				Tl$p_nameI_ݎȓICʔ$p_nameII
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				u꣖ɌꠁccHv~IbCA꣘GHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p121_2
				Tle$p_nameCp㓪ݑIӊhI
				@
				e_satk_effect "sound\lip3.wav"
				yTlz
				uTccIccaccęBC꣓߈_ؓIq񎖁Hv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_p122_2
				TlًٕZ$p_nameCݑSgĺIݘKI^GC$p_nameIg̑QQgs㙤cc
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uꟙccsIBAcǧ琥ȓIGHv\
				goto *enemy_s_attack_end_2
	;#### SLV1 ####
	*enemy_s_attack_b1_2

	if %p_heat == 0 goto *enemy_s_attack_b10_2
	if %p_heat == 1 goto *enemy_s_attack_b11_2
	
	; SLV1Î
	*enemy_s_attack_b10_2
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_2
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_2
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_2
		; 
		*enemy_s_attack_b100_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_2,*enemy_s_attack_b1001_2,*enemy_s_attack_b1002_2
			*enemy_s_attack_b1000_2
				Tlێ$p_name|IpC٘MIzI
				@
				e_satk_effect "sound\fera3.wav"
				yTlz
				uIČāccAH꣊ŋN^IkDhꡁccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1001_2
				TlSgZ$p_nameCחWLʏgՑISgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yTlz
				uICccvc꣕ϐIv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1002_2
				Tl$p_nameCLII
				@
				e_satk_effect "sound\tkk_once.wav"
				yTlz
				uݝٖ@RIvߘMIo@H꣓I͟ݑQQGHv\
				goto *enemy_s_attack_end_2
		; y
		*enemy_s_attack_b101_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_2,*enemy_s_attack_b1011_2,*enemy_s_attack_b1012_2
			*enemy_s_attack_b1010_2
				TlȋRʓIpZ$p_nameCpʖII
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uꟁCꟁccꝁH@꣑zIbC꣒ڝiȚGHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1011_2
				Tl$p_nameI_CpSgIdʎZI
				@
				e_satk_effect "sound\bust.wav"
				yTlz
				uˋNAKꠁH꣝ٖ@ċz׎~Csnꠁv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1012_2
				TlR$p_namegCݝyySISgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yTlz
				uDꊍDꊁCAZkyōDsvGHI܎qkNIccv\
				goto *enemy_s_attack_end_2
		; d
		*enemy_s_attack_b102_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_2,*enemy_s_attack_b1021_2,*enemy_s_attack_b1022_2
			*enemy_s_attack_b1020_2
				TlȖʕRIp$p_name|IIʊuєٓ\㗈ccI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yTlz
				usMߛCˉϐqB䕉NӔCCDDnٚGccHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1021_2
				TlȋRʓIpZ$p_nameCe靲NǵI
				@
				e_satk_effect "sound\h_piston2.wav"
				yTlz
				uICIccuߕ𘮕IꡁB꣊ŋNokuꠁHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1022_2
				Tl$p_nameݐgCgoiZًٕZI
				@
				e_satk_effect "sound\bind.wav"
				yTlz
				uIccꠁCߌoesꠁH_PRCNꠁccv\
				goto *enemy_s_attack_end_2
	
	; SLV1s`
	*enemy_s_attack_b11_2
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_2
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_2
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_2
		; 
		*enemy_s_attack_b110_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_2,*enemy_s_attack_b1101_2,*enemy_s_attack_b1102_2
			*enemy_s_attack_b1100_2
				Tl$p_nameCʊɖn$p_nameIcc
				@
				e_satk_effect "sound\tkk_once.wav"
				yTlz
				uIČācc꣓IߗsߌossꝁBkzNꠁCAccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1101_2
				TlR$p_namegCqגSݑSgerI
				@
				e_satk_effect "sound\fera3.wav"
				yTlz
				uٗꉺg̏ANHߌoEsZꝁHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1102_2
				Tl粈Z$p_nameC粏bLiIߕCnIAsI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uŉŁCvX󗹚GIA钼ڎˏov֌nꠁHv\
				goto *enemy_s_attack_end_2
		; y
		*enemy_s_attack_b111_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_2,*enemy_s_attack_b1111_2,*enemy_s_attack_b1112_2
			*enemy_s_attack_b1110_2
				TlȋRʓIp$p_nameݐgC]p͈㗈I
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uIccœ꣔\CAϓMNBCߌoCoꝁccHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1111_2
				Tlێ$p_name|IpߗIݝٖ@RIԉCoe\nNƒcc
				@
				e_satk_effect "sound\lick2.wav"
				yTlz
				uICITCIIIIIccccIB꣔ƚCʑRkLꡁccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1112_2
				Tl粏$p_name|C粔cSg㗈B_I^єIG樐lSE_}cc
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uv꣓IgCIBꗈC꣏AIccv\
				goto *enemy_s_attack_end_2
		; d
		*enemy_s_attack_b112_2
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_2,*enemy_s_attack_b1121_2,*enemy_s_attack_b1122_2
			*enemy_s_attack_b1120_2
				TlȂUXIpZ$p_nameCLiIߕCJnڊߘMNAsI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yTlz
				uꟁC^ICߌoϓ靁AuЌЗccC꣖ȗى䔇GHv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1121_2
				TlΒ$p_nameߌIAsCuߕnCI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yTlz
				uIccŗAvEsZB_C꣓ߊ߈әXCiꠁccv\
				goto *enemy_s_attack_end_2
			*enemy_s_attack_b1122_2
				Tl$p_nameݐgp͕فI[I͒CꢑoړIGqcc
				@
				e_satk_effect "sound\tkk_once.wav"
				yTlz
				uIcccc꣉ʑRksꡁcc΁Cvh{ꣁccv\
				goto *enemy_s_attack_end_2
	*enemy_s_attack_end_2
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_2
	goto *change_player_turn
	
	*enemy_s_attack_danger_2
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uCċzϓ}NꡁHsEϓIɌꝁHv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; ݁i[Et̓sj
;====================================================
*enemy_wolf_fall
	;HP60ȉȂLZĐIUɈڍs
	;{Ă炻̌ł͂Ȃ
	mov %temp2,MONS_PAST+%enemy_id
	if %e_hp * 100 / %e_maxhp < 60 && %%temp2 != 6 goto *enemy_s_attack_2
	if %bindflg != 0 goto *enemy_s_attack_2
	
	dwave 1,"sound\windc.wav"
	Tl$p_nameoߗI
	!d300
	
	if %giveup == 1 goto *enemy_wolf_fall_hit
	if %%temp2 == 6 goto *enemy_wolf_fall_hit	;{ĂK
	rnd %temp1, 100
	if %temp1 > 30 goto *enemy_wolf_fall_hit

*enemy_wolf_fall_miss
	dwave 2,"sound\dodge.wav"
	RC$p_nameqn]JI\
	goto *change_player_turn

*enemy_wolf_fall_hit
	dwave 2,"sound\taore.wav"
	$p_nameTl|I\
	yTlz
	uIČāccߛCYuꡁccv\
	if %%temp2 != 6 bind_set 1,3,60
	if %%temp2 == 6 bind_set 1,3,30
	goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_2

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_2,*battle_p_win_p12_2,*battle_p_win_p13_2
	*battle_p_win_p11_2
		lsp SP_MONSTER,":a;cg\wolf_dmg1.png",%mons_pos_x,%mons_pos_y
		print 15
		yTlz
		uICs\ČpccIAVA꣍DIv\
		gosub *battle_end_init
		print 13
		Tl񒅔bCn{B
		goto *battle_p_win_end_2
	*battle_p_win_p12_2
		lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		yTlz
		uC꣉ʑRkꟁIėrꠁIv\
		gosub *battle_end_init
		print 13
		TlnΒJB
		goto *battle_p_win_end_2
	*battle_p_win_p13_2
		if %level == 1 goto *battle_p_win_2
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yTlz
		uꟁ\C꣐^IDꟁB슽IjlBcc񌩁Iv\
		gosub *battle_end_init
		print 13
		Tl_ʍgnB
		goto *battle_p_win_end_2

			
	*battle_p_win_end_2
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_2
		l%e_expola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_2
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_2

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor1.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_2
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_2
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_2 : goto *battle_p_lose_end_2
	if %%temp1 <> 0 gosub *h_scene_lose_p2_2 : goto *battle_p_lose_end_2



	*battle_p_lose_end_2
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_2

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_2
	goto *battle_s_lose_end_2

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_2
	;goto *battle_s_lose_end_2
	;~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_2 : goto *battle_s_lose_end_2
	if %%temp1 <> 0 gosub *h_scene_lose_s2_2 : goto *battle_s_lose_end_2

	*battle_s_lose_end_2
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_2
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	;s\
$p_nameIpTlㅍ@ZI\
	
yTlz
uss꣑IBR꣕sߗC߉A哮iU~Iv\
goto *change_enemy_turn
~
	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
	if %e_heat_lv >= 1 jumpf	;͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 5 add %esc_cnt_wlf, 1		;A񐔂̑
	if %%temp1 != 5 mov %esc_cnt_wlf, 1
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor1.ogg"


	goto *dungeon_menu_top


~
	if %e_heat_lv == 0 goto *battle_escape_m1_2
	if %e_heat_lv == 1 goto *battle_escape_m2_2
	if %e_heat_lv == 2 goto *battle_escape_m3_2

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_2
	$p_nameIpTlㅍ@ZI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_2,*battle_escape_m12_2,*battle_escape_m13_2
		*battle_escape_m11_2
			yTlz
			uށCʑzGIv\
			goto *change_enemy_turn
		*battle_escape_m12_2
			yTlz
			u񒅔bYIC瑾vjlꠁHv\
			goto *change_enemy_turn
		*battle_escape_m13_2
			yTlz
			uʈȈ꣔\藢{GHv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_2
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_2,*battle_escape_m22_2,*battle_escape_m23_2
		$p_nameIRpTlSZCv\{I\
		*battle_escape_m21_2
			yTlz
			usC꣋RŎZHCpꠁIv\
			goto *change_enemy_turn
		*battle_escape_m22_2
			yTlz
			uIICoIꠁHݕoVOCs꣑Gccv\
			goto *change_enemy_turn
		*battle_escape_m23_2
			yTlz
			uʑzIݙroVO励ꠁIv\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_2
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_2,*battle_escape_m32_2,*battle_escape_m33_2
		$p_nameIRpTlSZCv\{I\
		*battle_escape_m31_2
			yTlz
			uꟁCꟁccs꣓{IccvCō@ˍsccv\
			goto *change_enemy_turn
		*battle_escape_m32_2
			yTlz
			ucMqIӔCccݕNӗVOCs꣉񋎚GHv\
			goto *change_enemy_turn
		*battle_escape_m33_2
			Tlp[~I_Œ$p_nameBٗٚ{OCҒnoߗI\
			goto *change_enemy_turn

;===========================
; 퓬̃Lʐݒi\[T[j
;===========================

; ===ϐ̏===
*enemy_init_3
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;\jbNg̔
	mov %battle_flg2, 0		;\jbNŃghꍇ
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_3
	mov %mons_pos_x, 200
	mov %mons_pos_y, -10
	lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_3
	bar BAR_E_HP,%e_hp,320,20,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,320,30,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_3
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\scr.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_3
	mov $str_enemyname, "\[T["
	mov %e_maxhp, 120	;ő̗
	mov %e_maxmp, 150	;őC
	mov %e_p_atk, 0		;U
	mov %e_m_atk, 60	;@U
	mov %e_s_atk, 60	;U
	mov %e_p_def, 15	;h
	mov %e_m_def, 80	;@h
	mov %e_s_def, 30	;h
	mov %e_exp, 80		;ol
	mov %e_money, 60	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\scr_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\scr_sta2.png"	;P	
	mov $str_monssta3,":a;cg\scr_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\scr_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\scr_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\scr_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_3
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_3,*enemy_start_talk_p2_3,*enemy_start_talk_p3_3,*enemy_start_talk_p4_3,*enemy_start_talk_p5_3,*enemy_start_talk_p6_3,*enemy_start_talk_p7_3
	*enemy_start_talk_p1_3	;Ζ
		vsp SP_MONSTER,0
		print 1
		oʓ[`͓Icc\
		vsp SP_MONSTER,1
		print 15
		bgmvol 80
		bgm "music\scr.ogg"
		
		yHHHz
		uށCVI`ꝁH}IBv\
		
		yGGnoIRccHXqa@񋋐luʕsRvIoB\
		
		yHHHz
		uIpmB̑I@tGIcc嫑R݊ҍ݊e팤ABv\
		
		ccNꢒ񓞁uIvCAsǜŔs𕁒ʓIʓB\
		
		ypmz
		uTHꟁCIHח@Cdؗ{BL픇Lk֗VBv\
		
		lsp SP_MONSTER,":a;cg\scr_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uLCL@isfn嗈vB֊Ҕ\[́CȒىIv\

		lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uȐCVI`Ґ搶B׉I@iC֔c͖oꠁBv֌nICLJɈꉺ߁ccv\
		
		goto *enemy_start_talk_end_3
	*enemy_start_talk_p2_3	;
		vsp SP_MONSTER,1
		print 15
		pmoI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_3
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_3
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_3
		goto *enemy_start_talk_end_3
				
		*enemy_start_talk_p2_univ1_3
			ypmz
			uށCꣁH\IvB҈Ȉ꣔nAPꡁBv\
			
			ypmz
			us߁C@꣑zXiCϔ͉ؗssGBK{CiĹAZpAҗLˉ؍ˍsIv\
			
			ccvfIbCAAꠁB\
			
			goto *enemy_start_talk_end_3
			
		*enemy_start_talk_p2_univ2_3
			lsp SP_MONSTER,":a;cg\scr_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			ypmz
			uBCVڎiBח@Ii]ꠁ`v\
			
			oΕȈ퓢}ILZcc\

			lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ypmz
			uDꊍDꊁCpIg̘eeIȚGBAΓߎ펖LIꡁHv\
			
			ccӎvv䓮ꝁB\
			
			goto *enemy_start_talk_end_3
			
		*enemy_start_talk_p2_univ3_3
			lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			ypmz
			uޙށCNBVߗꡁC񗹑ZG`v\
			
			smsoRiBꗈsAsp햂@yccH\
			
			lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			ypmz
			uށC꣑C꒼c꣓isDӎvꠁHꟁCvI|aȑOAIv\
			
			ypmz
			us߁C꣗v٘_@szIbC꣗ݔaNߌsssGHv\
			
			RCߞ琥s\IC䝲oDlːBCҐaȑOB\

			lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ypmz
			uꟙCʑRAYIߛCv]Iv\
			goto *enemy_start_talk_end_3
			
	*enemy_start_talk_p3_3	;xssk
		vsp SP_MONSTER,1
		print 15
		pmoI\
		ypmz
		uꟁC㎟ߘccBsvA͖הsvLIlGHv\
	
		goto *enemy_start_talk_end_3
	*enemy_start_talk_p4_3	;xhCsk
		vsp SP_MONSTER,1
		print 15
		pmoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_3
		*enemy_start_talk_p41_3
			ypmz
			uށC㎟ߘBߎRҊB|s@Cžߎ펖ꠁB^IC꣘ϑԁccv\
		
			goto *enemy_start_talk_end_3
		
		*enemy_start_talk_p42_3
			ypmz
			uC}ށCiNBVv꣓I͚G`v\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICRϓz̈ӗA{Bg̎gs㙤ccB$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_3
	*enemy_start_talk_p5_3	;
		vsp SP_MONSTER,1
		print 15
		pmoI\
		lsp SP_MONSTER,":a;cg\scr_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		ypmz
		uꟁccߘcc㎟ccv\

		ypmz
		u㎟cckAk꣘oꡁHs΁CsCߘccv\
		
		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uސ^ICVJDꠁIՓIlΐIv\
	
		goto *enemy_start_talk_end_3
	*enemy_start_talk_p6_3	;
		vsp SP_MONSTER,1
		print 15
		pmoI\
		;ȂAȂ񂾂ˁB
	
	goto *enemy_start_talk_end_3
	*enemy_start_talk_p7_3	;{点
		vsp SP_MONSTER,1
		print 15
		pmoI\
		ypmz
		ulƘHIA樉䗈ꣁCYˋ@I`ꠁIv\
		
		ŗꢊҍ݈׏㎟IԘBYꢐꡁCҐYYDꡁB\
		
		ypmz
		uI@َpIꠁCyDn`ꠁIv\
		


	*enemy_start_talk_end_3
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_3

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_3
	if %damage_buf != 0 jumpf
	
	$p_name_npmIǵB
	dwave 1,"sound\dodge.wav"
	RCAݍ__I]JB\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_3
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_3
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_3

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_3,*enemy_s_dmg1mes1_3,*enemy_s_dmg1mes2_3
	*enemy_s_dmg1mes0_3
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_3,*enemy_s_dmg1mes02_3,*enemy_s_dmg1mes03_3
		*enemy_s_dmg1mes01_3
			$p_name̋NpmIځBpmynzv譑oځB
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes02_3
			$p_nameuߕCvpmߏIIZnMNB
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes03_3
			$p_namewߏpmIzԁBꢓIg̖ҒnTꉺB
			@
			goto *enemy_s_dmg1_end_3
	*enemy_s_dmg1mes1_3
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_3,*enemy_s_dmg1mes12_3,*enemy_s_dmg1mes13_3
		*enemy_s_dmg1mes11_3
			䏫LipmIߕꢓIB\oꢓIS݉cc
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes12_3
			$p_namefߏpmyy㋎Bꢍݔ󒆔C݉C㵏ankNgqB
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes13_3
			$p_nameuߕpmIBUQ`IGcc
			@
			goto *enemy_s_dmg1_end_3
	*enemy_s_dmg1mes2_3
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_3,*enemy_s_dmg1mes22_3,*enemy_s_dmg1mes23_3
		*enemy_s_dmg1mes21_3
			$p_nameI蘸ʐLipmIUQCڈNꢓߎII
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes22_3
			$p_nameLipmIߕCNꢓIoBMꉺCꢓIg̓sҒnTB
			@
			goto *enemy_s_dmg1_end_3
		*enemy_s_dmg1mes23_3
			$p_nameݔ󒆙CߏpmC樎wꢗIIlI
			@
			goto *enemy_s_dmg1_end_3

	*heat0to1talk0_3
		$p_namepmISgB\oꢓỈݏCgߌoocc
		@
		goto *enemy_s_dmg1_end_3
	*heat0to2talk0_3
		$p_nameCߏpmC粕粌nꢓII
		@
		goto *enemy_s_dmg1_end_3
	*heat1to2talk0_3
		$p_name̒pmIځC樎w㊊BuQGqC`oSVIB
		@


	*enemy_s_dmg1_end_3	
		lsp SP_MONSTER,":a;cg\scr_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_scr.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_3
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\scr_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	ypmz
	u[C꣔ŎZYꡁHŗLKv꣓_ꡁ`v\
	return
~
;	if %e_mp == 0 goto *battle_s_win_3
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_3
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_3
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_3


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_3,*enemy_s_dmg2mes1_3,*enemy_s_dmg2mes2_3
	*enemy_s_dmg2mes0_3
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_3,*enemy_s_dmg2mes02_3,*enemy_s_dmg2mes03_3
		*enemy_s_dmg2mes01_3
			ypmz
			uAߗDyccIA꣏Zꊁccv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes02_3
			ypmz
			ucc꣍ݑzkꠁBҐ^]ꟁCN芴ߛv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes03_3
			ypmz
			ujށCqߎInꊁIHsvN{ΗC^Iccvv\
			goto *enemy_s_dmg2_end_3
	*enemy_s_dmg2mes1_3
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_3,*enemy_s_dmg2mes12_3,*enemy_s_dmg2mes13_3
		*enemy_s_dmg2mes11_3
			ypmz
			uTcc̔ILӎvꝁHR꣊슽IbC߁Aߓ|ccJSIv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes12_3
			ypmz
			uIccTIccB^ICˑRYށC樐lQꟁccv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes13_3
			ypmz
			uށccIsvcc꣔MCsvMoЗccv\
			goto *enemy_s_dmg2_end_3
	*enemy_s_dmg2mes2_3
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_3,*enemy_s_dmg2mes22_3,*enemy_s_dmg2mes23_3
		*enemy_s_dmg2mes21_3
			ypmz
			uC꣘ꖔcLiIccICށCZccߕvSccjށIv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes22_3
			ypmz
			uTCTccI^ICs꣈꒼̘sCsϓqccv\
			goto *enemy_s_dmg2_end_3
		*enemy_s_dmg2mes23_3
			ypmz
			uICIIIIH߁AߗssccIDADyccTIccIv\
			goto *enemy_s_dmg2_end_3

	*heat0to1talk_3
		ypmz
		u\IvccāAđ̖̖ȚGHv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_3
		ypmz
		uTIccIHAꉺCA󗹁ccIHv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_3
		ypmz
		u`````IˁA˖vLꡁccށccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_3	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_3

return

;yGNXq[z
*enemy_skill_exheal_3

return

;yCz
*enemy_skill_kiai_3

return

;y~[Wz
*enemy_skill_mirage_3

return

;y~Qz
*enemy_skill_giveup_3
	lsp SP_MONSTER,":a;cg\scr_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	ypmz
	uꝁBߛCA樉DDnz꣈ꠁHv\
return

;y\jbNz
*enemy_skill_sonic_3
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
	if %e_hp <= 0 goto *enemy_skill_sonic_e_3
		if %battle_flg1 != 0 return
		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		ypmz
		uށCsI@ꝁBsߊҍꡁCccv\
		mov %battle_flg1, 1
		return
	*enemy_skill_sonic_e_3
		mov %battle_flg2, 1
return

;yuXgz
*enemy_skill_blast_3
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\

	if %e_hp <= 0 goto *enemy_skill_blast_e_3
		if %battle_flg1 != 0 return
		lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
		ypmz
		uccIARI@ꇊQccIHv\
		mov %battle_flg1, 1
		return
	*enemy_skill_blast_e_3
		mov %battle_flg2, 1
return

;yJE^[z
*enemy_skill_counter_3

return

;yvA^bNz
*enemy_skill_watack_3
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_3
	if %sleepflg == 1 goto *enemy_skill_watack_slp_3
*enemy_skill_watack_slp_3
	$str_enemynamehI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_3
*enemy_skill_watack_nslp_3\
*enemy_skill_watack_end_3

return

;yX[vz
*enemy_skill_sleep_3
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,2
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_3
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樏pmIӎ蜓NOI\
	return

	*enemy_skill_sleep_miss_3
	AΏpmvLʁI\

return

;yhCLXz
*enemy_skill_kiss_3
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\scr_dmg2.png",%mons_pos_x,%mons_pos_y
	ypmz
	uTcczccjccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_3

return

;====================================================
; KE
;====================================================
*enemy_muramasa_3
	
	dwave 1,"sound\murasama.wav"
	Nя㗹dٓI䊁C[KEIccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\scr_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	ypmz
	uAccꣁA꣐snIsnIHv\
	gosub *battle_end_init
	print 13
	pmdrI\
	goto *battle_p_win_end_3



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_3
	if %giveup == 1 goto *enemy_action_giveup_3
	
	if %bindflg == 1 goto *enemy_s_attack_3		;გ͐IU
	
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 == 6 goto *enemy_m_attack_3		;{点
	
	if %acce_id == 10 goto *enemy_s_attack_3	;m̏
	
	
	if %e_heat_lv == 1 goto *enemy_action_heat1_3
	if %e_heat_lv == 2 goto *enemy_action_heat2_3
	goto *enemy_action_normal_3

	;ʏԁiʏ͖@B30%̊mŃXp[Nj
	*enemy_action_normal_3
		rnd %temp2, 10
		if %temp2 <= 2 goto *enemy_scr_spark
		goto *enemy_m_attack_3
		
	
	;yԁiʏ͖@B50%̊mŃXp[Nj
	*enemy_action_heat1_3
		rnd %temp2, 10
		if %temp2 <= 4 goto *enemy_scr_spark
		goto *enemy_m_attack_3
	
	
	;dԁi@B70%̊mŃXp[Nj
	*enemy_action_heat2_3
		rnd %temp2, 10
		if %temp2 <= 6 goto *enemy_scr_spark
		goto *enemy_m_attack_3
	
	;~Q
	*enemy_action_giveup_3
		goto *enemy_s_attack_3

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_3
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_3
	
	
	; oChPF
	*battle_bind_p1_3
	if %sub_temp2 == 0 goto *battle_bind_p10_3
	if %sub_temp2 == 1 goto *battle_bind_p11_3
		;p
		*battle_bind_p10_3
			$p_nameთCٖ@eccI\
			return
			
		;
		*battle_bind_p11_3
			$p_namegI჊I\
			mov %bindflg,0
			return


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_3

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_3
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_3

	rnd %temp1,3
	dwave 1,"sound\fpunch.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_3,*enemy_p_attack2_3,*enemy_p_attack3_3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_3,*enemy_p_attack2sa_3,*enemy_p_attack3sa_3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_3,*enemy_p_attack2sb_3,*enemy_p_attack3sb_3

; ʏ펞U
*enemy_p_attack1_3
	pm]ߗIRSvLQccB\
	goto *enemy_p_attackend_3
*enemy_p_attack2_3
	pmIPPIRt͐rҕs@e]ccB\
	goto *enemy_p_attackend_3
*enemy_p_attack3_3
	pm}snŗIR_ssuccB\
	goto *enemy_p_attackend_3

; yU
*enemy_p_attack1sa_3
	goto *enemy_p_attackend_3
*enemy_p_attack2sa_3
	goto *enemy_p_attackend_3
*enemy_p_attack3sa_3
	goto *enemy_p_attackend_3

; dU
*enemy_p_attack1sb_3
	goto *enemy_p_attackend_3
*enemy_p_attack2sb_3
	goto *enemy_p_attackend_3
*enemy_p_attack3sb_3
	goto *enemy_p_attackend_3
	
*enemy_p_attackend_3
goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_3
	pmIUIꢟ}snʌŗI\

	$p_name]yj]SoIpmCŏoLI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	ypmz
	uɒɒɒɁIHAlnꝁIHv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_3


	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_3

	dwave 1,"sound\fire.wav"

	pmᏥΉI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag։hUI\

	ypmz
	uށCgH@\Ivccv\
	
	goto *change_player_turn
;	goto *battle_command


;==========================
; Xp[N
;==========================
*enemy_ms_mirage_3

	dwave 1,"sound\spark.wav"

	pmᏥMdI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag։hUI\

	ypmz
	uށCgH@\Ivccv\
	
	goto *change_player_turn
	
;==========================
; I
;==========================
*enemy_s_mirage_3

	pmpr̍$p_nameIԁcc

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	AC݋rGqIuԁCߘgAI\

	ypmz
	uޙށcc꣕sz䔇ΑꝁHv\
	
	goto *change_player_turn
;	goto *battle_command



;====================================================
; G̖@U
;====================================================
*enemy_m_attack_3

	if %e_mp <= 4 goto *enemy_scr_spark
	sub %e_mp, 4
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_3
	
	calc_m_damage_e %e_m_atk, %p_m_def, 10
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_3,*enemy_m_attack2_3,*enemy_m_attack3_3
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_3,*enemy_m_attack2sa_3,*enemy_m_attack3sa_3
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_3,*enemy_m_attack2sb_3,*enemy_m_attack3sb_3

; ȂԖ@U
*enemy_m_attack1_3
	pmᏥuIuV⟃ߕoI
	@
	dwave 1,"sound\freeze.wav"
	lsp SP_BTL_EFECT,":a;cg\freeze.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack2_3
	pmᏥIItgșɎI
	@
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\sonic.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack3_3
	pmᏥΉIg@IΉ땬OoI
	@
	dwave 1,"sound\fire.wav"
	lsp SP_BTL_EFECT,":a;cg\fire.png",0,0
	print 16
	goto *enemy_m_attack_end_3

; yԖ@U
*enemy_m_attack1sa_3
	pmᏥuI嫑R_ߌoCAI⟃ˑR݁I
	@
	dwave 1,"sound\freeze.wav"
	lsp SP_BTL_EFECT,":a;cg\freeze.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack2sa_3
	pmċzCnᏥIItgșɎI
	@
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\sonic.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack3sa_3
	pmݚbЍ@ᏥΉI땬OoFIΉgQI
	@
	dwave 1,"sound\fire.wav"
	lsp SP_BTL_EFECT,":a;cg\fire.png",0,0
	print 16
	goto *enemy_m_attack_end_3

; dԖ@U
*enemy_m_attack1sb_3
	pm粚be粋ᏥuIR㞖RẂCpIЗ͖~I
	@
	dwave 1,"sound\freeze.wav"
	lsp SP_BTL_EFECT,":a;cg\freeze.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack2sb_3
	pm粋gb粋ᏥIAߕoItgSsŒI
	@
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\sonic.png",0,0
	print 16
	goto *enemy_m_attack_end_3
*enemy_m_attack3sb_3
	pm粙ىֈ粋ᏥΉIߝٖ@YΉCLwwMPI
	@
	dwave 1,"sound\fire.wav"
	lsp SP_BTL_EFECT,":a;cg\fire.png",0,0
	print 16
	goto *enemy_m_attack_end_3

*enemy_m_attack_end_3
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_3

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_3

	;IUtO[hŁA჏ԂłȂ΁Ayd
	if %giveup != 1 && %acce_id != 10 jumpf
	if %bindflg != 1 goto *enemy_scr_pspark
~
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0


	;#### SLV1 ####
	*enemy_s_attack_b1_3

	if %p_heat == 0 goto *enemy_s_attack_b10_3
	if %p_heat == 1 goto *enemy_s_attack_b11_3
	
	; SLV1Î
	*enemy_s_attack_b10_3
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_3
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_3
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_3
		; 
		*enemy_s_attack_b100_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_3,*enemy_s_attack_b1001_3,*enemy_s_attack_b1002_3
			*enemy_s_attack_b1000_3
				pm̏Z$p_nameICʏ㉺CNI
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				u@HꟙC̒oꟁcc^ϑԁBv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1001_3
				pmcr$p_nameIC{̏dIQQCݗՋuɓI粉◹cc
				@
				e_satk_effect "sound\bind.wav"
				ypmz
				uCuꝁHҐHcc꣕ϓCŗkꡁBv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1002_3
				pmcr$p_nameICnTNI^დIƖYCww[IyPccI
				@
				e_satk_effect "sound\elec.wav"
				ypmz
				uŏŏŏI픇MAv@RꠁHꏵDYCdBv\
				goto *enemy_s_attack_end_3
		; y
		*enemy_s_attack_b101_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_3,*enemy_s_attack_b1011_3,*enemy_s_attack_b1012_3
			*enemy_s_attack_b1010_3
				pmR_ʍgCpr$p_nameII
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				u픇펖MLocc꣐✒`ꝁH^IC^ϑԁccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1011_3
				pmpr̒$p_nameICrݐg㓞㲒cc
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				urYoHccꟁCʗLBŗkꡁHv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1012_3
				pmuߕporZ$p_nameI_CɊɌ㝆I
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				ucЁccuߕ^MB꣗v~IbCAڛ꣘MGHv\
				goto *enemy_s_attack_end_3
		; d
		*enemy_s_attack_b102_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_3,*enemy_s_attack_b1021_3,*enemy_s_attack_b1022_3
			*enemy_s_attack_b1020_3
				pm粊ߘMȓIC樋r$p_nameI㲒cc
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				uꟁCꟁcc׏YAϓLoB꣉vΉ䕉ӚGccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1021_3
				pmpMؓI_K$p_nameCʗprIcc
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				u^Icc_PꠁBAsvEsZccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1022_3
				pm̏Z$p_nameICʉߝTorhΕI
				@
				e_satk_effect "sound\elec.wav"
				ypmz
				uŏŏŏccIICC䔇粖L_oꡁccv\
				goto *enemy_s_attack_end_3
	
	; SLV1s`
	*enemy_s_attack_b11_3
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_3
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_3
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_3
		; 
		*enemy_s_attack_b110_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_3,*enemy_s_attack_b1101_3,*enemy_s_attack_b1102_3
			*enemy_s_attack_b1100_3
				pmpr뒧ʒn㲒$p_nameߋ}I_cc
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				uHzvX_ꝁHICYꡁccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1101_3
				pmprߘMʒnM$p_nameIΊہcc
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				uoیۓIꡁBꝁHҐCkHv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1102_3
				pmpȑZ$p_nameICQQdS㗈ccI
				@
				e_satk_effect "sound\bind.wav"
				ypmz
				u픇ΑҋpҐLoBNX슽uɁH^ϑꡁBv\
				goto *enemy_s_attack_end_3
		; y
		*enemy_s_attack_b111_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_3,*enemy_s_attack_b1111_3,*enemy_s_attack_b1112_3
			*enemy_s_attack_b1110_3
				pmuߕprZ$p_nameI_CɊݓNcc
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				uCDoYGHvsvA꣑SMoHv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1111_3
				pmcr̍$p_nameI߁CcccRCߑrݔH◹B
				@
				e_satk_effect "sound\tkk_once.wav"
				ypmz
				unccDCA׎~`ށC꣑z樉̍Xʈ_ꝁHv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1112_3
				pmΒ$p_nameIyyPrIߗ͓x嫕suɁCpQQ]חcc
				@
				e_satk_effect "sound\h_piston3.wav"
				ypmz
				ucccЁIT\\CPLoꝁHv\
				goto *enemy_s_attack_end_3
		; d
		*enemy_s_attack_b112_3
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_3,*enemy_s_attack_b1121_3,*enemy_s_attack_b1122_3
			*enemy_s_attack_b1120_3
				pmcLiȓIQqC粊ߘMȓIC粗pr$p_nameIsI
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				uIIccs꣚bߛꇊQCAISsϓNccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1121_3
				pmLS}@C粋}nbC粗prnCN$p_nameI_I
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				uꟁCꟁcc^IC_SꊁBvCEsccv\
				goto *enemy_s_attack_end_3
			*enemy_s_attack_b1122_3
				pm_ʍgnK$p_nameCpr_nIcc
				@
				e_satk_effect "sound\tkk_tri.wav"
				ypmz
				u픇ΑҁccokꠁccꟁCoccg̍ݔTꡁccv\
				goto *enemy_s_attack_end_3
			
	*enemy_s_attack_end_3

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_3
	goto *change_player_turn
	
	*enemy_s_attack_danger_3
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uށCHsCr̒kLoꝁH꣔Cϑԁccv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; Xp[Ni\[T[̓sj
;====================================================
*enemy_scr_spark
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_ms_mirage_3
	
	mov %sub_temp5,MONS_PAST+%enemy_id
	
	calc_m_damage_e %e_m_atk, %p_m_def, 5
	if %acce_id == 2 && %%sub_temp5 != 6 div %damage_buf, 2
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	if %e_heat_lv == 0 && %%sub_temp5 == 6 goto *enemy_scr_rspark1
	if %e_heat_lv == 1 && %%sub_temp5 == 6 goto *enemy_scr_rspark2
	if %e_heat_lv == 2 && %%sub_temp5 == 6 goto *enemy_scr_rspark3
	if %e_heat_lv == 0 && %%sub_temp5 != 6 goto *enemy_scr_spark1
	if %e_heat_lv == 1 && %%sub_temp5 != 6 goto *enemy_scr_spark2
	if %e_heat_lv == 2 && %%sub_temp5 != 6 goto *enemy_scr_spark3

*enemy_scr_spark1
	pm@񒆎ߕoIѐ$p_nameISgI
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	if %acce_id == 2 goto *enemy_scr_spark_end1
	goto *enemy_scr_spark_end
*enemy_scr_spark2
	pm@񒆎ߕoI嫑R_LsWCAdIyˑRmI
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	if %acce_id == 2 goto *enemy_scr_spark_end1
	goto *enemy_scr_spark_end
*enemy_scr_spark3
	pm@񒆎ߕoIAםٖ@W_CIЗ͗L~I
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	if %acce_id == 2 goto *enemy_scr_spark_end1
	goto *enemy_scr_spark_end

*enemy_scr_rspark1
	pm]dI@ߕoICntI
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	goto *enemy_scr_spark_end
*enemy_scr_rspark2
	pm]dI嫑RЗ͌㗹CAtIdˑRsfI
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	goto *enemy_scr_spark_end
*enemy_scr_rspark3
	pm]dIЗ͖~CAtIdˑRٖ@]I
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\spark.png",0,0
	print 16
	goto *enemy_scr_spark_end

*enemy_scr_spark_end1
	nVCyQI

*enemy_scr_spark_end
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

	rnd %sub_temp4, 2
	if %acce_id == 2 mov %sub_temp4, 1
	if %%sub_temp5 == 6 mov %sub_temp4, 0
	if %sub_temp4 != 0 goto *change_player_turn
	
	dwave 1,"sound\palyze.wav"
	$p_nameISgCߑg蜓ჁccI$p_nameოٖ@eI\
	
	bind_set 1,3,40		;3^[pA40ŉ
	
	ypmz
	uꟙC^TꡁccDDu꣓Iv\
	
goto *change_player_turn



;====================================================
; ydi\[T[̓sj
;====================================================
*enemy_scr_pspark
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_ms_mirage_3
	
	mov %sub_temp5,MONS_PAST+%enemy_id
	
	calc_s_damage_e %e_s_atk, %p_s_def
	if %acce_id == 2 && %%sub_temp5 != 6 div %damage_buf, 2
	itoa2 $str_damage, %damage_buf
	sub %p_mp, %damage_buf
	if %p_mp < 0 mov %p_mp, 0

	if %%sub_temp5 == 6 goto *enemy_scr_rpspark1
	if %%sub_temp5 != 6 goto *enemy_scr_pspark1

*enemy_scr_pspark1
	pmdIs$p_nameI̓MI
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\pspark.png",0,0
	print 16
	if %acce_id == 2 goto *enemy_scr_pspark_end1
	goto *enemy_scr_pspark_end

*enemy_scr_rpspark1
	pmZ$p_nameCڏd̓I
	@
	dwave 1,"sound\spark.wav"
	lsp SP_BTL_EFECT,":a;cg\pspark.png",0,0
	print 16
	goto *enemy_scr_pspark_end


*enemy_scr_pspark_end1
	nVdCyeI

*enemy_scr_pspark_end
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_I\

	rnd %sub_temp4, 2
	if %acce_id == 2 mov %sub_temp4, 1
	if %%sub_temp5 == 6 mov %sub_temp4, 0
	if %giveup == 1 mov %sub_temp4, 0
	if %sub_temp4 != 0 goto *change_player_turn
	
	dwave 1,"sound\palyze.wav"
	d$p_nameISgCߑg̊w[IƖccI$p_nameოٖ@eI\
	
	bind_set 1,3,40		;3^[pA40ŉ
	
	ypmz
	uꟙC^TꡁccDDu꣓Iv\
	
goto *change_player_turn

;====================================================
; liʏj
;====================================================
*battle_p_win_3

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	if %battle_flg2 != 1 jumpf

	lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	ypmz
	ucc䋏Rݖ@AꣁC꣐݌䒧DꝁHmݒDꠁHccDCDډBʓIC꣌ꇊQIBccv\
	gosub *battle_end_init
	print 13
	pmђkٓIΗeB$p_nameSzCsꢓISꡁB
	@
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,6
	goto *battle_p_win_end2_3


~	
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_3,*battle_p_win_p12_3,*battle_p_win_p13_3
	*battle_p_win_p11_3
		lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		ypmz
		uICLqIvBAꠁBv\
		gosub *battle_end_init
		print 13
		pmŗvZKÈʏB
		goto *battle_p_win_end_3
	*battle_p_win_p12_3
		lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		ypmz
		uIcc@玎ߗCAꠁBߛC]\\v\
		gosub *battle_end_init
		print 13
		pmΒB
		goto *battle_p_win_end_3
	*battle_p_win_p13_3
		if %level == 1 goto *battle_p_win_3
		lsp SP_MONSTER,":a;cg\scr_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		ypmz
		uߌҗ͗ʁccʑRk_ꟁBʓICvMIv\
		gosub *battle_end_init
		print 13
		pmIoꕛsqI\CB
		goto *battle_p_win_end_3

			
	*battle_p_win_end_3
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_3
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_3
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_3

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor1.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_3
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_3
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_3 : goto *battle_p_lose_end_3
	if %%temp1 <> 0 gosub *h_scene_lose_p2_3 : goto *battle_p_lose_end_3



	*battle_p_lose_end_3
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_3

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_3
	goto *battle_s_lose_end_3

~
	;=========================
	;{点̔sk
	;=========================
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	gosub *h_scene_lose_a_3
	goto *battle_s_lose_end_3
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_3 : goto *battle_s_lose_end_3
	if %%temp1 <> 0 gosub *h_scene_lose_s2_3 : goto *battle_s_lose_end_3

	*battle_s_lose_end_3
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; (ǌ󂯂ɓs)
;====================================================
*battle_escape_3
;	if %e_heat_lv == 0 goto *battle_escape_m1_3
;	if %e_heat_lv == 1 goto *battle_escape_m2_3
;	if %e_heat_lv == 2 goto *battle_escape_m3_3

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_3
	$p_nameIACpmw@p@]yˌߗI
	@
	calc_m_damage_e %e_m_atk, %p_m_def, 10
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0
	dwave 1,"sound\fire.wav"
	lsp SP_BTL_EFECT,":a;cg\fire.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\
	
	
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_3,*battle_escape_m12_3,*battle_escape_m13_3
		*battle_escape_m11_3
			ypmz
			uC^Dߎqꡁv\
			goto *change_enemy_turn
		*battle_escape_m12_3
			ypmz
			uʓPsꡁBo꣐soI@˒IGHv\
			goto *change_enemy_turn
		*battle_escape_m13_3
			ypmz
			uʑzB׉IꠁIv\
			goto *change_enemy_turn


;===========================
; 퓬̃Lʐݒit@C^[j
;===========================

; ===ϐ̏===
*enemy_init_4
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;V[hobVtOB̃^[ŃJE^[ONɂȂB
	mov %battle_flg2, 0		;JE^[ς݃tO
	mov %battle_flg3, 0		;UŏtO
	mov %battle_flg4, 0		;@UŏtO
	mov %battle_flg5, 0		;IUŏtO
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_4
	mov %mons_pos_x, 70
	mov %mons_pos_y, 20
	lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_4
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_4
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\fight.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_4
	mov $str_enemyname, "t@C^["
	mov %e_maxhp, 300	;ő̗
	mov %e_maxmp, 300	;őC
	mov %e_p_atk, 90	;U
	mov %e_m_atk, 0		;@U
	mov %e_s_atk, 50	;U
	mov %e_p_def, 300	;h
	mov %e_m_def, 0		;@h
	mov %e_s_def, 20	;h
	mov %e_exp, 300		;ol
	mov %e_money, 200	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\fight_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\fight_sta2.png"	;P	
	mov $str_monssta3,":a;cg\fight_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\fight_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\fight_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\fight_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_4
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_4,*enemy_start_talk_p2_4,*enemy_start_talk_p3_4,*enemy_start_talk_p4_4,*enemy_start_talk_p5_4,*enemy_start_talk_p6_4,*enemy_start_talk_p7_4
	*enemy_start_talk_p1_4	;Ζ
		bgmvol 100
		bgm "music\boss.ogg"
		vsp SP_MONSTER,1
		print 16
		yHHHz
		uGCRLl\Blޖ`ҒLkLIlꡁBv\
		
		wIŐ[BݓߗCꖼSgdIwȑҁB嫑RO\ŋNlށcc\
		
		yHHHz
		uADmꠁBߌoJlCAqPBݏAC{ҔVޓIHBv\

		lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yDmz
		u䎗plIBkC嫑Rҗ͗ʁCp玸egVBv\
		
		dwave 1,"sound\swing2.wav" 
		
		Dmّn匕BsǑSgkŋNɑꑏdICpymŐ֑݊ؖ_ʁB\

		lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		uȁC^Ikӎ\䐲gVaEӓIʗ̎BccށCbvC]Bv\

		bgmvol 80
		bgm "music\fight.ogg"
		lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		uߛ嫑RkˑRCAvVCꉺ꣐iOOIW꣓I͗ꠁIv\
		
		goto *enemy_start_talk_end_4
	*enemy_start_talk_p2_4	;
		vsp SP_MONSTER,1
		print 15
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 <= 2 goto *enemy_start_talk_p2_univ1_4
		if %%temp1 <= 4 goto *enemy_start_talk_p2_univ2_4
		goto *enemy_start_talk_p2_univ3_4
		goto *enemy_start_talk_end_4
				
		*enemy_start_talk_p2_univ1_4
			yDmz
			uICꝁB|Sv֌nCA꣕sppOꝁHv\
			
			yDmz
			uvCRӉߗBߏAꠁIv\
			
			goto *enemy_start_talk_end_4
			
		*enemy_start_talk_p2_univ2_4
			yDmz
			uTCꟁB嫑Rk꣔\CAMGHv\
			lsp SP_MONSTER,":a;cg\fight_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yDmz
			u{IBvKvӗ䔇eDIlcc꣊Ґ^lꟁBv\
			
			goto *enemy_start_talk_end_4
			
		*enemy_start_talk_p2_univ3_4
			yDmz
			uGCꟁB䐳o꣍sYꡁBv\
			lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
			print 15
			yDmz
			uꠁCVꠁI슽iBv\
			goto *enemy_start_talk_end_4

			
	*enemy_start_talk_p3_4	;xssk
		vsp SP_MONSTER,1
		print 15
		yDmz
		uICꟁBŗ꣐ϝsCʁBWŊꠁIv\
	
		goto *enemy_start_talk_end_4
	*enemy_start_talk_p4_4	;xhCsk
		vsp SP_MONSTER,1
		print 15
		DmoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_4
		*enemy_start_talk_p41_4
			yDmz
			uGCo𗹏㎟IC꣓IluRҖvܒfCĎߗꝁBsRIbAvӎvccsǍUߗꠁIv\
		
			goto *enemy_start_talk_end_4
		
		*enemy_start_talk_p42_4
			lsp SP_MONSTER,":a;cg\fight_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			yDmz
			uccߘCYꡁB嫑RLȌ[ccꣁCYsחA{˗IꠁHߞkIccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAIꝁBzNNƎICRϓzv̈ӋsBg̎gs͟ccB$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_4
	*enemy_start_talk_p5_4	;
		vsp SP_MONSTER,1
		print 15
		lsp SP_MONSTER,":a;cg\fight_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yDmz
		uccccIv\
		
		yDmz
		u߁AߘCYB㎟IߎCvCmkʁBeӋ`㗈Bv\
		lsp SP_MONSTER,":a;cg\fight_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		yDmz
		uIbC@ʉȁCzꕁʓIrʁccsAsCv꣑zߞIbCߘccv\
		
		DmxxBŗꢕsK펖B\
		lsp SP_MONSTER,":a;cg\fight_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		yDmz
		uAVJnrlꠁIv\
		

		goto *enemy_start_talk_end_4
	*enemy_start_talk_p6_4	;
		vsp SP_MONSTER,1
		print 15
		;Ȃł
	
			goto *enemy_start_talk_end_4
	*enemy_start_talk_p7_4	;{点
		;Ȃł


	*enemy_start_talk_end_4
	
	;̃bh́AX[v邱ƂBĜ݁B
	;if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_4
	;JE^[tOONȂAJE^[
	if %battle_flg1 != 1 jumpf
	DmΏLIUwȑҁI\
	mov %battle_flg1, 0
	mov %battle_flg2, 1
	calc_p_damage_e %e_p_atk, %p_p_def
	mov %damage_buf, %damage_buf*2
	sub %p_hp, %damage_buf
	itoa2 $str_damage, %damage_buf
	if %p_hp < 0 mov %p_hp, 0
	$p_nameIUI
	dwave 1,"sound\shield.wav"
	ADmpvˊJUC󔯓I
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	$p_name󓞗$str_damage_QI\
	
	mov %cancel_flg, 1
~
return

;====================================================
; IU󂯂̃JE^[p
;====================================================
*enemy_fight_s_dmg_chk
	;JE^[tOONȂAJE^[
	if %battle_flg1 != 1 jumpf
	DmΏLIUwȑҁI\
	mov %battle_flg1, 0
	mov %battle_flg2, 1
	calc_p_damage_e %e_p_atk, %p_p_def
	mov %damage_buf, %damage_buf*2
	sub %p_hp, %damage_buf
	itoa2 $str_damage, %damage_buf
	if %p_hp < 0 mov %p_hp, 0
	$p_nameDmcc
	dwave 1,"sound\swing2.wav"
	Aϋߎpȟ|sIaI
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	$p_name󓞗$str_damage_QI\
	
	mov %cancel_flg, 1
~
return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_4
	if %damage_buf != 0 jumpf
	
	$p_nameDmIǵBRCZbjhٖ@qcc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_4
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_4
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_4

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_4,*enemy_s_dmg1mes1_4,*enemy_s_dmg1mes2_4
	*enemy_s_dmg1mes0_4
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_4,*enemy_s_dmg1mes02_4,*enemy_s_dmg1mes03_4
		*enemy_s_dmg1mes01_4
			$p_nameDmIzIDmdҒnkꉺqB
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes02_4
			$p_name̗̝DmIBDmfnᰋNB
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes03_4
			$p_nameݝDmI_j㗎ꕫBDm_ʍgn@ދB
			@
			goto *enemy_s_dmg1_end_4

	*enemy_s_dmg1mes1_4
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_4,*enemy_s_dmg1mes12_4,*enemy_s_dmg1mes13_4
		*enemy_s_dmg1mes11_4
			$p_nameLiDmZbIDBZbʎSIcc
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes12_4
			$p_name_neDmI{OBDmbKZI
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes13_4
			$p_namep㓪rDmIzIDm׉ӐgDII
			@
			goto *enemy_s_dmg1_end_4

	*enemy_s_dmg1mes2_4
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_4,*enemy_s_dmg1mes22_4,*enemy_s_dmg1mes23_4
		*enemy_s_dmg1mes21_4
			$p_nameLiZbʁCڈDmߛߌoI鏈I
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes22_4
			$p_nameneDmIDmvL\oCRI瑏ہcc
			@
			goto *enemy_s_dmg1_end_4

		*enemy_s_dmg1mes23_4
			$p_nameLiDmZbIDC_nsꢓII
			@
			goto *enemy_s_dmg1_end_4

	*heat0to1talk0_4
		$p_nameICDmRogbB
		@
		goto *enemy_s_dmg1_end_4
	*heat0to2talk0_4
		$p_nameLiDmZbIDCnꢓISgI
		@
		goto *enemy_s_dmg1_end_4
	*heat1to2talk0_4
		$p_nameLiDmZbIDCwݛߌoI슈B
		@


	*enemy_s_dmg1_end_4	
		lsp SP_MONSTER,":a;cg\fight_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_fight.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_4
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yDmz
	usccAZCuZbʑRҐvYoꟁccHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_4
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_4
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_4
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_4


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_4,*enemy_s_dmg2mes1_4,*enemy_s_dmg2mes2_4
	*enemy_s_dmg2mes0_4
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_4,*enemy_s_dmg2mes02_4,*enemy_s_dmg2mes03_4
		*enemy_s_dmg2mes01_4
			yDmz
			uccꣁA꣓ˑRzYH̓ߎnŎZYꟁC^Iccv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes02_4
			yDmz
			uIccˑR̓樉kIccB嫑Ro𘮕CAsݝDlꝁHv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes03_4
			yDmz
			uꣁAꣁA꣍݊YIH펖cckAk㵐lsꝁIv\
			goto *enemy_s_dmg2_end_4

	*enemy_s_dmg2mes1_4
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_4,*enemy_s_dmg2mes12_4,*enemy_s_dmg2mes13_4
		*enemy_s_dmg2mes11_4
			yDmz
			uIIH✁A✒`C꣍ݘYIv̓ߎnIbccꟁIHv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes12_4
			yDmz
			uTjccccIHTAꟁAˁAˑRYccIHv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes13_4
			yDmz
			uTccZAZCZBߎ튴oCDccjIv\
			goto *enemy_s_dmg2_end_4

	*enemy_s_dmg2mes2_4
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_4,*enemy_s_dmg2mes22_4,*enemy_s_dmg2mes23_4
		*enemy_s_dmg2mes21_4
			yDmz
			uꟁCߗAߗssIҗvccsAs΁CZIv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes22_4
			yDmz
			uIccITccccڕCIꟁccv\
			goto *enemy_s_dmg2_end_4

		*enemy_s_dmg2mes23_4
			yDmz
			uBccIH߁AߎnccZCoAccIv\
			goto *enemy_s_dmg2_end_4

	*heat0to1talk_4
		yDmz
		uTIccZAZBv꣓ߞΑғIbccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_4
		yDmz
		uccIH߁AߘC󗹁ccIHv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_4
		yDmz
		u✁A✒`ccqߎnBsϓXꝁccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_4	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_4

return

;yGNXq[z
*enemy_skill_exheal_4

return

;yCz
*enemy_skill_kiai_4

return

;y~[Wz
*enemy_skill_mirage_4

return

;y~Qz
*enemy_skill_giveup_4
	lsp SP_MONSTER,":a;cg\fight_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	yDmz
	uꝁCv~ꝁcc^⊶BߛC䓾c_yBv\
return

;y\jbNz
*enemy_skill_sonic_4
	if %battle_flg1 != 1 goto *enemy_skill_sonic_normal_4
	
	*enemy_skill_sonic_counter_4
		DmΏLIUwȑҁI\
		mov %battle_flg1, 0
		mov %battle_flg2, 1
		calc_p_damage_e %e_p_atk, %p_p_def
		mov %damage_buf, %damage_buf*2
		sub %p_hp, %damage_buf
		itoa2 $str_damage, %damage_buf
		if %p_hp < 0 mov %p_hp, 0
		dwave 1,"sound\sonic.wav"
		lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
		print 15
		csp SP_BTL_EFECT
		print 15
		$p_nameᏥI
		dwave 1,"sound\shield.wav"
		RDmpvhJtgC󏇐I
		gosub *damage_quake
		gosub *dungeon_stat_view	;l̃o[\
		$p_name󓞗$str_damage_QI\
	return
		
	*enemy_skill_sonic_normal_4
		calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\sonic.wav"
		lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_nameᏥI$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yuXgz
*enemy_skill_blast_4
	if %battle_flg1 != 1 goto *enemy_skill_blast_normal_4
	
	*enemy_skill_blast_counter_4
		DmΏLIUwȑҁI\
		mov %battle_flg1, 0
		mov %battle_flg2, 1
		calc_p_damage_e %e_p_atk, %p_p_def
		mov %damage_buf, %damage_buf*2
		sub %p_hp, %damage_buf
		itoa2 $str_damage, %damage_buf
		if %p_hp < 0 mov %p_hp, 0
		dwave 1,"sound\blast.wav"
		lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
		print 15
		csp SP_BTL_EFECT
		print 15
		$p_nameᏥI
		dwave 1,"sound\shield.wav"
		RDmpvhJ͔gC󏇐I
		gosub *damage_quake
		gosub *dungeon_stat_view	;l̃o[\
		$p_name󓞗$str_damage_QI\
	return
	
	*enemy_skill_blast_normal_4
		calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\blast.wav"
		lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_nameᏥI$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yJE^[z
*enemy_skill_counter_4

return

;yvA^bNz
*enemy_skill_watack_4

	if %battle_flg1 != 1 goto *enemy_skill_watack_normal_4
	
	*enemy_skill_watack_counter_4
		calc_p_damage_e %e_p_atk, %p_p_def
		mov %damage_buf, %damage_buf*2
		sub %p_hp, %damage_buf
		itoa2 $str_damage, %damage_buf
		if %p_hp < 0 mov %p_hp, 0
		RDmΏLIUwȑҁIDmpv𗹘AUC󏇐I
		@
		mov %battle_flg1, 0
		mov %battle_flg2, 1
		gosub *damage_quake
		$p_name󓞗$str_damage_QI\
	return
		
	*enemy_skill_watack_normal_4

	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_4
	if %sleepflg == 1 goto *enemy_skill_watack_slp_4
*enemy_skill_watack_slp_4
	$str_enemynamehI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_4
*enemy_skill_watack_nslp_4\
*enemy_skill_watack_end_4

return

;yX[vz
*enemy_skill_sleep_4
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion

	*enemy_skill_sleep_miss_4
	AΝDmvLʁI\
	
	yDmz
	u⊶ICߎxIpΉvpBSꠁCʍUߗBv\

return

;yhCLXz
*enemy_skill_kiss_4
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\fight_dmg2.png",%mons_pos_x,%mons_pos_y
	yDmz
	uTIccIHv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_4

return

;====================================================
; KE
;====================================================
*enemy_muramasa_4

	goto *battle_p_win_end_4



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_4
	if %giveup == 1 goto *enemy_action_giveup_4
	
	if %acce_id == 10 goto *enemy_s_attack_4	;m̏
	if %bindflg != 0 goto *enemy_s_attack_4		;|͐IU
	

	;펞i/V[hobV/JE^[j
	if %battle_flg2 == 1 mov %battle_flg2, 0 : goto *change_player_turn
	if %battle_flg1 == 1 goto *enemy_fight_counter
	rnd %temp1, 5
	if %temp1 == 0 goto *enemy_fight_shield
	goto *enemy_p_attack_4
		
	;~Q
	*enemy_action_giveup_4
		goto *enemy_s_attack_4

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_4
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_4
	if %bindflg == 2 goto *battle_bind_p2_4
	if %bindflg == 3 goto *battle_bind_p3_4
	if %bindflg == 4 goto *battle_bind_p4_4
	
	
	; oChPF|
	*battle_bind_p1_4
	if %sub_temp2 == 0 goto *battle_bind_p10_4
	if %sub_temp2 == 1 goto *battle_bind_p11_4
		;p
		*battle_bind_p10_4
			if %giveup == 1 return
			$p_name퍢ݝDmIZbCesI\
			return
			
		;
		*battle_bind_p11_4
			DseՍ˘DmIZbEgI\
			mov %bindflg,0
			return


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_4

	;JE^[tOĂĂANXJE^[
	if %counter_flg == 1 goto *counter_hit_4
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_4

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	dwave 1,"sound\swing2.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_4,*enemy_p_attack2_4,*enemy_p_attack3_4
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_4,*enemy_p_attack2sa_4,*enemy_p_attack3sa_4
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_4,*enemy_p_attack2sb_4,*enemy_p_attack3sb_4

; ʏ펞U
*enemy_p_attack1_4
	DmꑏdIaP$p_nameIRЗ͑C{ٖ@ˁI
	@
	goto *enemy_p_attackend_4
*enemy_p_attack2_4
	Dmgo|I$p_nameٖ@ΎOIꌂI
	@
	goto *enemy_p_attackend_4
*enemy_p_attack3_4
	DmI匕MI$p_name嫑Ruԉ𗹁CAtgҐPߗI
	@
	goto *enemy_p_attackend_4

; yU
*enemy_p_attack1sa_4
	DmꑏdIaP$p_nameI嫑RЗ͗L~CA匕{gIdʈˑRɋИeI
	@
	goto *enemy_p_attackend_4
*enemy_p_attack2sa_4
	Dmgo|I$p_name嫑Rݖ@phZCAo芴wI
	@
	goto *enemy_p_attackend_4
*enemy_p_attack3sa_4
	DmI匕MIrItgP$p_nameI
	@
	goto *enemy_p_attackend_4

; dU
*enemy_p_attack1sb_4
	DmIaP$p_nameBAߌovL˓ߌҙCLٗ́B
	@
	goto *enemy_p_attackend_4
*enemy_p_attack2sb_4
	Dmgo|B$p_name嫑RhOIꌂCAvLzےߛuB
	@
	goto *enemy_p_attackend_4
*enemy_p_attack3sb_4
	DmI匕MB嫑RtgP$p_nameCAЗ͋͑wB
	@
	goto *enemy_p_attackend_4
	
*enemy_p_attackend_4
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn

;====================================================
; V[hɔ
;====================================================
*counter_shield
	DmIIꑏdIvtI\
	
	$p_namezvCAΕ|ٔj]IٓޔVC\ΒvS͊oꌂI\
	
	yDmz
	upvItꝁBfsBv\

	mov %battle_flg1, 1
goto *change_player_turn

;====================================================
; ̖
;====================================================
*counter_hit_4
	yDmz
	uGCߘːIccBACґcBڏꠁIv\

	DmUIRIaPߗI\

	A$p_nameݐꔯV]JC󎎚I\
	
	yDmz
	ukqBߛC@Hv\
	
	Dmpvh$p_nameIUC|]nMI\

	;_[WľvZ
	calc_p_damage_e %e_p_atk, %p_p_def
	sub %p_hp, %damage_buf * 3
	if %p_hp < 0 mov %p_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\
	
	goto *change_player_turn


;==========================
; obV
;==========================
*enemy_p_mirage_shield
	dwave 1,"sound\shield.wav"

	DmII

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	A$p_namepgJUI\

	yDmz
	uGCLIBv\
	
	goto *change_player_turn
	
;==========================
; 
;==========================
*enemy_p_mirage_4
	dwave 1,"sound\swing2.wav"

	DmIJ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	A활JIg̉ceUI\

	yDmz
	uGCLIBv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_4


	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_4

	DmSZ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RCߋg̋pݝDmII\

	yDmz
	uIC^⊶ccv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_4

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_4
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_4,*enemy_m_attack2_4,*enemy_m_attack3_4
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_4,*enemy_m_attack2sa_4,*enemy_m_attack3sa_4
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_4,*enemy_m_attack2sb_4,*enemy_m_attack3sb_4

; ȂԖ@U
*enemy_m_attack1_4
	goto *enemy_m_attack_end_4
*enemy_m_attack2_4
	goto *enemy_m_attack_end_4
*enemy_m_attack3_4
	goto *enemy_m_attack_end_4

; yԖ@U
*enemy_m_attack1sa_4
	goto *enemy_m_attack_end_4
*enemy_m_attack2sa_4
	goto *enemy_m_attack_end_4
*enemy_m_attack3sa_4
	goto *enemy_m_attack_end_4

; dԖ@UiȂj
*enemy_m_attack1sb_4
	goto *enemy_m_attack_end_4
*enemy_m_attack2sb_4
	goto *enemy_m_attack_end_4
*enemy_m_attack3sb_4
	goto *enemy_m_attack_end_4

*enemy_m_attack_end_4
	lsp SP_BTL_EFECT,":a;cg\fightatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_4

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_4

	;oChԂłȂ΁AoChU{
	if %bindflg != 1 goto *enemy_fight_bind

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_4
	if %bindflg == 1 goto *enemy_s_attack_b1_4
	
	;#### SLV1 ####
	*enemy_s_attack_b1_4

	if %p_heat == 0 goto *enemy_s_attack_b10_4
	if %p_heat == 1 goto *enemy_s_attack_b11_4
	
	; SLV1Î
	*enemy_s_attack_b10_4
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_4
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_4
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_4
		; 
		*enemy_s_attack_b100_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_4,*enemy_s_attack_b1001_4,*enemy_s_attack_b1002_4
			*enemy_s_attack_b1000_4
				DmًٕZ݊ZbesI$p_nameB
				@
				e_satk_effect "sound\lip.wav"
				yDmz
				ucc^gaBIg̊o@CꝁHv\
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1001_4
				Dm$p_nameCCԟB
				@
				e_satk_effect "sound\h_zutyu.wav"
				yDmz
				uTcc펖嫑RsnBAAȗꝁHv\
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1002_4
				Dm݉Sg̍B{GqqʁCs֔oB
				@
				e_satk_effect "sound\tkk_tri.wav"
				yDmz
				uIC꣔LoꟁBR@CߏAXp͒n\꣍ˍsꡁHv\
				goto *enemy_s_attack_end_4

		; y
		*enemy_s_attack_b101_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_4,*enemy_s_attack_b1011_4,*enemy_s_attack_b1012_4
			*enemy_s_attack_b1010_4
				DmߗъIZbC[m[IB͋͐zߌҍC֊w῁cc
				@
				e_satk_effect "sound\heartbeat.wav"
				yDmz
				uIccs樉Lo˕s΁B꣔CkQ㵓IꟁBv\
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1011_4
				Dmcd͓Z$p_nameBI_ꢓICvcc
				@
				e_satk_effect "sound\lip3.wav"
				yDmz
				uccXnꠁB@ʕsӁCv꣝ߋ׎~ꝁHv\
;201212040054CCi⊮
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1012_4
				Dm$p_nameCCNIԁBZb񓠋NЌZIB
				@
				e_satk_effect "sound\h_zutyu.wav"
				yDmz
				uTccsꣁCߌoϓόГhB꣓ӔCˍsꡁHv\
				goto *enemy_s_attack_end_4

		; d
		*enemy_s_attack_b102_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_4,*enemy_s_attack_b1021_4,*enemy_s_attack_b1022_4
			*enemy_s_attack_b1020_4
				DmċzednC$p_nameCLiߕCcSZgI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yDmz
				uꟁCꟁccdC靁cc꣓ICsziIg̗ꝁccHv\
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1021_4
				DmSgUMCZb[rIB݊Zb^ꢋٓ\CIӎA򑖗cc
				@
				e_satk_effect "sound\heartbeat.wav"
				yDmz
				uTccCYHꟙC^CIMx`꣗ꝁHv\
				goto *enemy_s_attack_end_4

;201212040054CCi⊮
			*enemy_s_attack_b1022_4
Dmٕ$p_nameCsfԁIݝُIvC__ncc
@
				e_satk_effect "sound\lick2.wav"
yDmz
uTcc꣓IߘCݖccIꟁCAsvϓccv\
				goto *enemy_s_attack_end_4
		

	; SLV1s`
	*enemy_s_attack_b11_4
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_4
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_4
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_4
		; 
		*enemy_s_attack_b110_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_4,*enemy_s_attack_b1101_4,*enemy_s_attack_b1102_4
			*enemy_s_attack_b1100_4
				Dmp͕Z$p_nameB[I^G樉ӎs͌Зcc
				@
				e_satk_effect "sound\heartbeat.wav"
				yDmz
				uTCHRώ㗹GHIg̏AߛꝁHv\
				goto *enemy_s_attack_end_4
			*enemy_s_attack_b1101_4
				Dmٕ$p_nameCnNIԁccI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yDmz
				uccϓdB׉䎧ꝁBkJSGBv\
				goto *enemy_s_attack_end_4
			*enemy_s_attack_b1102_4
				DmynesI$p_nameSgIсI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yDmz
				uccҗLBŁCkLoꠁHCˋNA꒼ݚbsꡁHv\
				goto *enemy_s_attack_end_4
		; y
		*enemy_s_attack_b111_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_4,*enemy_s_attack_b1111_4,*enemy_s_attack_b1112_4
			*enemy_s_attack_b1110_4
				DmߗъIZbC[m[IBDmI͒Cٖ@}ZVccI
				@
				e_satk_effect "sound\heartbeat.wav"
				yDmz
				uTccˋNċzAk}GHIUfꝁHccv\
				goto *enemy_s_attack_end_4
			*enemy_s_attack_b1111_4
				Dm$p_nameCiC҉_n̋NIԁI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yDmz
				uꣁC\o꣓IߘLꡁB׉IkꠁBCđꉺꠁccv\
				goto *enemy_s_attack_end_4
			*enemy_s_attack_b1112_4
				Dmڒ$p_nameIԁBꢓI㉺CCsf퐄ccI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yDmz
				uccŗkLoꡁHvA꒼CϐYꡁHv\
				goto *enemy_s_attack_end_4
		; d
		*enemy_s_attack_b112_4
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_4,*enemy_s_attack_b1121_4,*enemy_s_attack_b1122_4
			*enemy_s_attack_b1120_4
				Dm$p_nameCiCcLiIߕCnMNIgI
				@
				e_satk_effect "sound\lick2.wav"
				yDmz
				uꟁCꟁccC꣖vɌꠁHv߉IbCA꣘_GHv\
				goto *enemy_s_attack_end_4

			*enemy_s_attack_b1121_4
				DmђMIgٗ$p_nameBꢓỈáCRIӎuQcc
				@
				e_satk_effect "sound\lip2.wav"
				yDmz
				uccϓVꡁBAߛ슽IZbꝁHv\
				goto *enemy_s_attack_end_4

;201212040101CCi⊮
			*enemy_s_attack_b1122_4
DmًٙCZ$p_nameCCoIԁIIPConAvBɌccI
@
				e_satk_effect "sound\h_mizu1.wav"
yDmz
uꟁcc\o꣓IߘTB@꣊]IbC䌻ݏA\c꣐NƗGccHv\
				goto *enemy_s_attack_end_4
	*enemy_s_attack_end_4
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_4
	goto *change_player_turn
	
	*enemy_s_attack_danger_4
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		uCbzzdGHsEϓIɌꝁHv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; V[hobViJE^[Oj
;====================================================
*enemy_fight_shield


	;JE^[tOĂĂEEE
	if %counter_flg == 1 goto *counter_shield
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_shield

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	dwave 1,"sound\shield.wav"
	if %e_heat_lv == 0 goto *enemy_fight_shield1
	if %e_heat_lv == 1 goto *enemy_fight_shield2
	if %e_heat_lv == 2 goto *enemy_fight_shield3

; ʏ펞U
*enemy_fight_shield1
	DmIIꑏdvIŌCꗹ؁I
	@
	goto *enemy_fight_shield_end

; yU
*enemy_fight_shield2
	DmII嫗LCAЗ͈ˋ\I
	@
	goto *enemy_fight_shield_end

; dU
*enemy_fight_shield3
	DmIIACߌoϐݔcvgIUcc
	@
	goto *enemy_fight_shield_end
	
*enemy_fight_shield_end
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

	mov %battle_flg1, 1
goto *change_player_turn

;====================================================
; JE^[
;====================================================
*enemy_fight_counter
	DmΏLIUsDːI\
	mov %battle_flg1, 0
goto *change_player_turn

;====================================================
; ߊl
;====================================================
*enemy_fight_bind
	dwave 1,"sound\windc.wav"
	DmSZ$p_nameI\
	!d300
	
	if %giveup == 1 goto *enemy_fight_bind_hit
	rnd %temp1, 100
	if %temp1 > 50 goto *enemy_fight_bind_hit

*enemy_fight_bind_miss
	dwave 2,"sound\dodge.wav"
	AC$p_nameqn]JI\
	goto *change_player_turn

*enemy_fight_bind_hit
	dwave 2,"sound\taore.wav"
	DmSZ$p_nameCnn苐iZbI\
	yDmz
	u嫐_CAEψꉺꠁBsIbCssDisBv\
	bind_set 1,3,50
	goto *change_player_turn

;====================================================
; liʏj
;====================================================
*battle_p_win_4

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	yDmz
	uccIC^oFBv\

	gosub *mes_spd_chg_n	;bZ[Wxʏ펞̂̂ɕύX
	barclear -1
	gosub *dungeon_stat_view
	mov %encount_chk, -20

			
	*battle_p_win_end_4
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_4
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *floor1_end

;====================================================
; liIj
;====================================================
*battle_s_win_4
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_4

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmfadeout 1000
	bgmstop
	goto *floor1_end

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_4
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_4
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_4 : goto *battle_p_lose_end_4
	if %%temp1 <> 0 gosub *h_scene_lose_p2_4 : goto *battle_p_lose_end_4



	*battle_p_lose_end_4
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_4

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_4
	goto *battle_s_lose_end_4

~
	;=========================
	;{点̔sk
	;=========================
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	gosub *h_scene_lose_a_4
	goto *battle_s_lose_end_4
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_4 : goto *battle_s_lose_end_4
	if %%temp1 <> 0 gosub *h_scene_lose_s2_4 : goto *battle_s_lose_end_4

	*battle_s_lose_end_4
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_4
	;͐Εs\
	$p_namezvIA{vLII\
	goto *change_enemy_turn

;===========================
; 퓬̃LʐݒihSj[gj
;===========================

; ===ϐ̏===
*enemy_init_5
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;JE^[Ńgh
	mov %battle_flg2, 0		
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_5
	mov %mons_pos_x, 220
	mov %mons_pos_y, 50
	lsp SP_MONSTER,":a;cg\drago_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_5
	bar BAR_E_HP,%e_hp,330,35,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,330,45,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_5
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\drago.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_5
	mov $str_enemyname, "hSj[g"
	mov %e_maxhp, 200	;ő̗
	mov %e_maxmp, 200	;őC
	mov %e_p_atk, 120	;U
	mov %e_m_atk, 0		;@U
	mov %e_s_atk, 60	;U
	mov %e_p_def, 50	;h
	mov %e_m_def, 20	;@h
	mov %e_s_def, 20	;h
	mov %e_exp, 300		;ol
	mov %e_money, 200	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10	;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\drago_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\drago_sta2.png"	;P	
	mov $str_monssta3,":a;cg\drago_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\drago_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\drago_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\drago_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_5
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_5,*enemy_start_talk_p2_5,*enemy_start_talk_p3_5,*enemy_start_talk_p4_5,*enemy_start_talk_p5_5,*enemy_start_talk_p6_5,*enemy_start_talk_p7_5
	*enemy_start_talk_p1_5	;Ζ
		vsp SP_MONSTER,0
		print 1
		ݒʓ㎞CYlBőʓICAe׈ŁCp厈IbB\

		vsp SP_MONSTER,1
		print 16
		
		bgmvol 80
		bgm "music\drago_sub.ogg"
		
		ybIz
		uIIIlށIHsyʉߚGIv\
		
		Ε|snKBŗDlٖ@ƗB\
		
		ybIz
		uΕsNꊁCʌߗvc㏬IlBȁcc]]Iv\
		
		dwave 1,"sound\dodge.wav"
		QNMߗB嫑Rs[͗ʓIaCAHPBxIbChNՔ@B\
		dwave 1,"sound\metal.wav"
		
		p蓪IihC{ΕIBvzhZCIKZBVC׈꘢gIlC픽ݑƗ]B\
				
		lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ybIz
		uIHAhZIHsYŐV@Ҕ\ߗIxꠁIHv\
		
		œߏhIqCsRVVnꢉߋNBsҎGIHke՗aO瑁BҗLoU@C牞YlDIB\
		
		粉粋ꢌIgp@B˓I었ŁCݓIꢑsߐ~VI͗ʘaqCc؞ӗ뗹B\
		
		ccs֔F^nߗԁCAsǜzCgדGlIΎ񋟌cZ񎖁B$p_names֍ݐSB\
				
		lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ybIz
		ucctAt\\v\
		
		TH\
				
		ybIz
		uדkꠁIIpwICSsꉏYC__樉oCsAcoBv\
				
		ybIz
		uzQꇊQIlCNssÈӁBȁC꣗IvÈӓIKΏۏAsIv\
		
		ˑRA퓖tB펖DmߗސlYXDꠁccsCꢘ염lIDliَݑ嗹B\
				
		lsp SP_MONSTER,":a;cg\drago_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ybIz
		usAssꝁccHv\
		
		vCKΏۓIb|ٖWBꢕ\BmVӁCꢓI_uԗNB\
				
		lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ybIz
		u^A^IꝁIHӎꣁCtIv\
		
		ybIz
		uꟁC䗳lADBߛCsXxccv\
		
		bgmvol 80
		bgm "music\drago.ogg"
		
		lsp SP_MONSTER,":a;cg\drago_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		
		
		lN\CDBsǍˑ__CAꢛߌoL͗L闹BŗCAZKC{ȌySIbL댯B\
		
		ylz
		uKwCtIw͕sAtIIv\
		
		goto *enemy_start_talk_end_5
	*enemy_start_talk_p2_5	;
		vsp SP_MONSTER,1
		print 15
		loI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_5
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_5
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_5
		goto *enemy_start_talk_end_5
				
		*enemy_start_talk_p2_univ1_5
			ylz
			uꟁCtIV琿wIv\
			
			|s}ꢗKCA􎢗v\樉ꌾsnʉ߁CysꟁBŒꢊIqCsRݗB\

			lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ylz
			uꟁC߉ssGCtBʌ߁Cs\樐lꌾsnʉ߁Bs߁CʖvKASv֌nBv\
			
			ꝁBŗ{ILeeIvB\
			
			goto *enemy_start_talk_end_5
			
		*enemy_start_talk_p2_univ2_5
			ylz
			utCtB䐥sϋ__Hv\

			lsp SP_MONSTER,":a;cg\drago_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ylz
			uNCFϋI@CΕDvllޓIHVޓIA\ϋcctCꝁHv\
			
			ꐥNꢔIBvꢍݓߎʖϋkChhB\

			lsp SP_MONSTER,":a;cg\drago_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ylz
			uꟁccBs߁CTBzvϋBLsfKꡁIV琿wCtIv\
			
			goto *enemy_start_talk_end_5
			
		*enemy_start_talk_p2_univ3_5
			ylz
			uꟁCtIv\
			lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			ylz
			uߕFC@ʔ\ZHVޓIϋBߐYIꡁHtCꝁHv\
			
			ȐꐥNꢓIBĎh׉񓚁B\
			
			lsp SP_MONSTER,":a;cg\drago_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			ylz
			uIcc҈Ȉ׎tmmꡁBzQtKŊŁC@꣖vGHv\
			
			ccwqCYsm̖ꠁB\
			
			lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			ylz
			uCtHCJnKꠁIv\
			
			goto *enemy_start_talk_end_5
			
	*enemy_start_talk_p3_5	;xssk
		vsp SP_MONSTER,1
		print 15
		loI\
		ylz
		uꟁCtIDC꣖vBs߁C疜ʕ׋ȚGHv\
	
		goto *enemy_start_talk_end_5
	*enemy_start_talk_p4_5	;xhCsk
		vsp SP_MONSTER,1
		print 15
		loI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_5
		*enemy_start_talk_p41_5
			lsp SP_MONSTER,":a;cg\drago_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			ylz
			uꟁccccOA㎟CߘccLvLYoiIH䊮SsLccv\
			
			ylz
			iccsLCґzėꎟccAߎbC\ovBj\
		
			goto *enemy_start_talk_end_5
		
		*enemy_start_talk_p42_5
			lsp SP_MONSTER,":a;cg\drago_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			ylz
			utcc֐œoIB꣑C݊ҒIꠁHv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƓICRϓz̈ӗA{Bg̎gs͟ccB$p_nameIL\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_5
	*enemy_start_talk_p5_5	;
		vsp SP_MONSTER,1
		print 15
		loI\
		lsp SP_MONSTER,":a;cg\drago_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		uccccIv\
		
		ylz
		u߁AߘCtccHOwqIߘCߘccHv\
		
		ߎ_KœIbCoȘYߕIC^B\

		ylz
		uꎟCߎ펖ꝁccHAssȁCAccv\

		goto *enemy_start_talk_end_5
	*enemy_start_talk_p6_5	;
		vsp SP_MONSTER,1
		print 15
		loI\
		ylz
		utCOwqLYꝁHݛߌov֌nꠁHv\
	
			goto *enemy_start_talk_end_5
	*enemy_start_talk_p7_5	;{点
		vsp SP_MONSTER,1
		print 16
		loI\
		ylz
		utIꎟA꣌ꉺIEꠁIv\

	*enemy_start_talk_end_5
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_5

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_5
	if %damage_buf != 0 jumpf
	
	$p_namelIǵBRCpݐꔯV۔]JI\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_5
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_5
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_5

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_5,*enemy_s_dmg1mes1_5,*enemy_s_dmg1mes2_5
	*enemy_s_dmg1mes0_5
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_5,*enemy_s_dmg1mes02_5,*enemy_s_dmg1mes03_5
		*enemy_s_dmg1mes01_5
			$p_name_n̗lIBlIoLI_B
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes02_5
			$p_namey_nslbIoI[B
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes03_5
			$p_name̗̗lIҁBldkkgqB
			@
			goto *enemy_s_dmg1_end_5
	*enemy_s_dmg1mes1_5
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_5,*enemy_s_dmg1mes12_5,*enemy_s_dmg1mes13_5
		*enemy_s_dmg1mes11_5
			$p_name_nlBꢏuԙKZ@C@nZ㓪񉞒B
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes12_5
			$p_namewTlIbCɖL͒nߏ_I[B
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes13_5
			$p_namelIBlRg̒RB
			@
			goto *enemy_s_dmg1_end_5
	*enemy_s_dmg1mes2_5
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_5,*enemy_s_dmg1mes22_5,*enemy_s_dmg1mes23_5
		*enemy_s_dmg1mes21_5
			$p_name[[nlBꢖvLCRCSՐڎ󗹔cc
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes22_5
			w늊lIbCnNBꢓIJnIowwgbB
			@
			goto *enemy_s_dmg1_end_5
		*enemy_s_dmg1mes23_5
			CߗlCwBꢑedIbC`ݚaIB
			@
			goto *enemy_s_dmg1_end_5

	*heat0to1talk0_5
		$p_name粕̗lIC粉_neꢁB
		@
		goto *enemy_s_dmg1_end_5
	*heat0to2talk0_5
		$p_namecLilIbCS~n󝆝NI
		@
		goto *enemy_s_dmg1_end_5
	*heat1to2talk0_5
		粈lISgC粏wLBw`oIC^sIuVt̓IGB
		@


	*enemy_s_dmg1_end_5	
		lsp SP_MONSTER,":a;cg\drago_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_drago.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_5
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	ylz
	utAtH꣑zYccHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_5
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_5
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_5
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_5


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_5,*enemy_s_dmg2mes1_5,*enemy_s_dmg2mes2_5
	*enemy_s_dmg2mes0_5
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_5,*enemy_s_dmg2mes02_5,*enemy_s_dmg2mes03_5
		*enemy_s_dmg2mes01_5
			ylz
			utAtccߘC嫑RkCAoL_Q㵁ccv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes02_5
			ylz
			u߁AߘCtH׏Yݖ̉IށccHv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes03_5
			ylz
			uށItCsߎns\ꊁIv\
			goto *enemy_s_dmg2_end_5
	*enemy_s_dmg2mes1_5
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_5,*enemy_s_dmg2mes12_5,*enemy_s_dmg2mes13_5
		*enemy_s_dmg2mes11_5
			ylz
			uccTccIccTccBsvcctccv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes12_5
			ylz
			ujccAtCICsccHv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes13_5
			ylz
			usAsvCߗCߗssII꣗CߗccjꟁccIHv\
			goto *enemy_s_dmg2_end_5
	*enemy_s_dmg2mes2_5
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_5,*enemy_s_dmg2mes22_5,*enemy_s_dmg2mes23_5
		*enemy_s_dmg2mes21_5
			ylz
			uTccccBCtCҗvXccv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes22_5
			ylz
			uꟁCߛṕccICDށccIv\
			goto *enemy_s_dmg2_end_5
		*enemy_s_dmg2mes23_5
			ylz
			usAsssIccߞIbCccv\
			goto *enemy_s_dmg2_end_5

	*heat0to1talk_5
		ylz
		uTccꟁccoCϓL_v\
		mov %e_heat_lv,1
		return
	*heat0to2talk_5
		ylz
		usAsvccIHtCߘCssIccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_5
		ylz
		uTcctccCoߌoCvccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_5	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_5

return

;yGNXq[z
*enemy_skill_exheal_5

return

;yCz
*enemy_skill_kiai_5

return

;y~[Wz
*enemy_skill_mirage_5

return

;y~Qz
*enemy_skill_giveup_5
	ylz
	uICACV@YꔍˍDHvꔖ@Ο|ْRItށccv\
	lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	ylz
	uccH@v̎tIg̏AsꝁccHAmC䎎ŁIv\
return

;y\jbNz
*enemy_skill_sonic_5
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_5
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_5

return

;yvA^bNz
*enemy_skill_watack_5
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_5
	if %sleepflg == 1 goto *enemy_skill_watack_slp_5
*enemy_skill_watack_slp_5
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_5
*enemy_skill_watack_nslp_5\
*enemy_skill_watack_end_5

return

;yX[vz
*enemy_skill_sleep_5
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_5
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	glIӎϓNOI\
	return

	*enemy_skill_sleep_miss_5
	AΗlvLʁI\

return

;yhCLXz
*enemy_skill_kiss_5
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\drago_dmg2.png",%mons_pos_x,%mons_pos_y
	ylz
	uTccIccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_5

return

;====================================================
; KE
;====================================================
*enemy_muramasa_5
	
	dwave 1,"sound\murasama.wav"
	NNdٓI䊁C[KEIccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	ylz
	utAtCΕsNCߘssIHv\
	gosub *battle_end_init
	print 13
	l׊QI\
	goto *battle_p_win_end_5



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_5
	if %giveup == 1 goto *enemy_action_giveup_5
	
	if %acce_id == 10 goto *enemy_s_attack_5	;m̏
	if %bindflg != 0 goto *enemy_s_attack_5		;|͐IU
	
	if %e_heat_lv == 1 goto *enemy_action_heat1_5
	if %e_heat_lv == 2 goto *enemy_action_heat2_5
	goto *enemy_action_normal_5

	;ʏԁiʏ͕Û݁B{点ĂuX̉\j
	*enemy_action_normal_5
		mov %temp2,MONS_PAST+%enemy_id
		rnd %temp1, 3
		if %%temp2 == 6 && %temp1 == 0 goto *enemy_drago_breath
		goto *enemy_p_attack_5
		
	
	;yԁiʏUB40ŋCj
	*enemy_action_heat1_5
		rnd %temp1, 5
		if %temp1 <= 1 goto *enemy_drago_kiai
		mov %temp2,MONS_PAST+%enemy_id
		rnd %temp1, 5
		if %%temp2 == 6 && %temp1 == 0 goto *enemy_drago_breath
		goto *enemy_p_attack_5
	
	
	;dԁiʏUB80ŋCj
	*enemy_action_heat2_5
		rnd %temp1, 5
		if %temp1 <= 3 goto *enemy_drago_kiai
		mov %temp2,MONS_PAST+%enemy_id
		rnd %temp1, 5
		if %%temp2 == 6 && %temp1 == 0 goto *enemy_drago_breath
		goto *enemy_p_attack_5
	
	;~Q
	*enemy_action_giveup_5
		goto *enemy_s_attack_5

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_5
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_5
	if %bindflg == 2 goto *battle_bind_p2_5
	if %bindflg == 3 goto *battle_bind_p3_5
	if %bindflg == 4 goto *battle_bind_p4_5
	
	
	; oChPF|
	*battle_bind_p1_5
	if %sub_temp2 == 0 goto *battle_bind_p10_5
	if %sub_temp2 == 1 goto *battle_bind_p11_5
		;p
		*battle_bind_p10_5
			if %giveup == 1 return

			return
			
		;
		*battle_bind_p11_5

			mov %bindflg,0
			return


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_5

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_5
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_5

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_5,*enemy_p_attack2_5,*enemy_p_attack3_5
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_p_attack1sa_5,*enemy_p_attack2sa_5,*enemy_p_attack3sa_5
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_p_attack1sb_5,*enemy_p_attack2sb_5,*enemy_p_attack3sb_5

; ʏ펞U
*enemy_p_attack1_5
	lgosIaIٖ@]JŒӎ󌄔ʓIUI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack2_5
	lgoAˎhIRxݑC퐳ʌD{I
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack3_5
	dwave 1,"sound\swing.wav"
	l|bŉߗI䐳̐sIoj]CKEIa֐VPI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5

; yU
*enemy_p_attack1sa_5
	lgoaIAꢟbܙ܁CߌovL˓ߎsB
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack2sa_5
	lAgoˎhI嫑Rx~CAҐٖ@S]JI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack3sa_5
	l|bŉߗIACꢎȔbIѓhhWWcc
	@
	dwave 1,"sound\swing.wav"
	goto *enemy_p_attackend_5

; dU
*enemy_p_attack1sb_5
	lgoaIAꢓIӗ͛ߌo拎UCЗ͖琏V~B
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack2sb_5
	lgoˎhIꢐg̗hh~āCŋNgoꌂAߌoɌB
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_5
*enemy_p_attack3sb_5
	l|bŉߗIghꐺCNL͓ٗIB
	@
	dwave 1,"sound\swing.wav"
	goto *enemy_p_attackend_5
	
*enemy_p_attackend_5
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_5
	dwave 1,"sound\swing.wav"
	lNUIߓICȉsII\

	R$p_nameȑ]JNCΒj]SoIlNI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname󓞗$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: mov %battle_flg1, 1 : goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	ylz
	ujccׁA׏YŕsށIHv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_5
	dwave 1,"sound\slash.wav"

	lIѐ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RA݌nGqIuԁCIgeUI\

	ylz
	uށIHYAYYCYIHv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_5


	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_5

	l$p_nameLocc

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	CIg̏AݗlOI\

	ylz
	uށIHdAd䗹Iv\
	
	goto *change_player_turn
;	goto *battle_command


;==========================
; uX
;==========================
*enemy_breath_mirage_5

	dwave 1,"sound\fire.wav"
	loΉfI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RC$p_nameIgeAݓfGyOUI\

	ylz
	uPAPccCAŕsꝁIHv\


	goto *change_player_turn

;====================================================
; G̖@U
;====================================================
*enemy_m_attack_5

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_5
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_5,*enemy_m_attack2_5,*enemy_m_attack3_5
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_5,*enemy_m_attack2sa_5,*enemy_m_attack3sa_5
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_5,*enemy_m_attack2sb_5,*enemy_m_attack3sb_5

; ȂԖ@U
*enemy_m_attack1_5
	goto *enemy_m_attack_end_5
*enemy_m_attack2_5
	goto *enemy_m_attack_end_5
*enemy_m_attack3_5
	goto *enemy_m_attack_end_5

; yԖ@U
*enemy_m_attack1sa_5
	goto *enemy_m_attack_end_5
*enemy_m_attack2sa_5
	goto *enemy_m_attack_end_5
*enemy_m_attack3sa_5
	goto *enemy_m_attack_end_5

; dԖ@UiȂj
*enemy_m_attack1sb_5
	goto *enemy_m_attack_end_5
*enemy_m_attack2sb_5
	goto *enemy_m_attack_end_5
*enemy_m_attack3sb_5
	goto *enemy_m_attack_end_5

*enemy_m_attack_end_5
	lsp SP_BTL_EFECT,":a;cg\dragoatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_5

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_5

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_5
	if %bindflg == 1 goto *enemy_s_attack_b1_5
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_5
	if %p_heat == 1 goto *enemy_s_attack_p1_5
	
	; ʏ핽Î
	*enemy_s_attack_p0_5
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_5
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_5
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_5
		; 
		*enemy_s_attack_p00_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_5,*enemy_s_attack_p001_5,*enemy_s_attack_p002_5
			*enemy_s_attack_p000_5
				l_n̒$p_nameIBƖIoP$p_nameB
				@
				e_satk_effect "sound\h_nutya.wav"
				ylz
				ú̖ccTC̓s튴oꝁHv\
				goto *enemy_s_attack_end_5
			*enemy_s_attack_p001_5
				lDD]]n̗$p_nameIB✐ٓI@CXߐlccI
				@
				e_satk_effect "sound\pzr_tkk_once.wav"
				ylz
				utAtccCꝁHꟁCˍDꉺGHv\
				goto *enemy_s_attack_end_5
			*enemy_s_attack_p002_5
				lًْnZ$p_nameBꢔIGȋyNI[́cc
				@
				e_satk_effect "sound\lip.wav"
				ylz
				u\\BꟙC튴oC^sꡁccv\
				goto *enemy_s_attack_end_5
		
		; y
		*enemy_s_attack_p01_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_5,*enemy_s_attack_p011_5,*enemy_s_attack_p012_5
			*enemy_s_attack_p010_5
				lًٙCZ$p_nameC_jeI_Ig̘a{OIGC樐lScc
				@
				e_satk_effect "sound\fera2.wav"
				ylz
				uaccBꟁAꟙCoDQꟁccv\
				goto *enemy_s_attack_end_5
			*enemy_s_attack_p011_5
				lًٕZ$p_nameC\ݑIԖB
				@
				e_satk_effect "sound\h_zutyu.wav"
				ylz
				uߘCokccvAv}IbAiGHv\
				goto *enemy_s_attack_end_5
			*enemy_s_attack_p012_5
				l$p_nameSg̗̋Bq{qʁCs֋oB
				@
				e_satk_effect "sound\tkk_tri.wav"
				ylz
				uꟁCkyꝁHΕsNIL_DtIg̐Yoccv\
				goto *enemy_s_attack_end_5
		; d
		*enemy_s_attack_p02_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_5,*enemy_s_attack_p021_5,*enemy_s_attack_p022_5
			*enemy_s_attack_p020_5
				lًٕZ$p_nameC\ԖNI
				@
				e_satk_effect "sound\pzr_tkk_once.wav"
				ylz
				uCcctCoCsBzvXCzvXccIv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p021_5
				l$p_namerLCuߕp㓪٘MI
				@
				e_satk_effect "sound\lori_007.wav"
				ylz
				uTccꟛGccBtICoDkDhccv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p022_5
				lnߗIo헳lΔMI㓪OXB
				@
				e_satk_effect "sound\lori_009.wav"
				ylz
				uIccaccIccItCҗvccaccv\
				goto *enemy_s_attack_end_5
	
	; ʏs`
	*enemy_s_attack_p1_5
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_5
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_5
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_5
		; 
		*enemy_s_attack_p10_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_5,*enemy_s_attack_p101_5,*enemy_s_attack_p102_5
			*enemy_s_attack_p100_5
				l$p_nameSgIʑΈӑzsIVCs֔CRꢝzcc
				@
				e_satk_effect "sound\lick2.wav"
				ylz
				ú̖ccꟙCtoDp̖꣓IGv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p101_5
				l_n$p_nameIBώ@isIyC樉sfcc
				@
				e_satk_effect "sound\h_mizu1.wav"
				ylz
				utCs˗ꡁccICkꝁHv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p102_5
				lZ$p_nameCҏbZ㗈Bꢗpٕ͋C\CׁB
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				ylz
				u\\ccBށCtCDLYdMMIHv\
				goto *enemy_s_attack_end_5

		; y
		*enemy_s_attack_p11_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_5,*enemy_s_attack_p111_5,*enemy_s_attack_p112_5
			*enemy_s_attack_p110_5
				lnߗIo㓪XccI
				@
				e_satk_effect "sound\fera2.wav"
				ylz
				uꟛGCTccaCaccāBΕsNCtBˑRDzڕCEsZAccv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p111_5
				lٕZ$p_namepbZZCԌnI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				ylz
				uꟁCꟁcctCoCccssCCsށccv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p112_5
				lW$p_nameIqʁBʑΟ|sICٖ@}ZI
				@
				e_satk_effect "sound\lori_003.wav"
				ylz
				utC̔kꠁHߛCAđMMGCccv\
				goto *enemy_s_attack_end_5
		; d
		*enemy_s_attack_p12_5
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_5,*enemy_s_attack_p121_5,*enemy_s_attack_p122_5
			*enemy_s_attack_p120_5
				lZ$p_nameC㗈Bt^摖tuߕ݈NCoB
				@
				e_satk_effect "sound\h_zutyu.wav"
				ylz
				ujccϓIccBs߁CtߗCߌoIꡁccHv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p121_5
				l$p_namerLCuߕΒԗp͒nz◹NI
				@
				e_satk_effect "sound\lori_007.wav"
				ylz
				uICꟛGCaccCtcczCژccv\
				goto *enemy_s_attack_end_5

			*enemy_s_attack_p122_5
				l粐e$p_nameCuЌВn̒IB
				@
				e_satk_effect "sound\fera2.wav"
				ylz
				uaCacctCCߌoEsZccv\
				goto *enemy_s_attack_end_5

	*enemy_s_attack_end_5
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_5
	goto *change_player_turn
	
	*enemy_s_attack_danger_5
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\drago_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylz
		utCoDIqccށCDCoDƖccv\
		
		

goto *change_player_turn

;====================================================
; CihSj[g̓sj
;====================================================
*enemy_drago_kiai
	;HP10ȉȂ΁ALZĒʏUɈڍs
	if %e_hp * 100 / %e_maxhp <= 10 goto *enemy_p_attack_5

	lsp SP_MONSTER,":a;cg\drago_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
		
	ylz
	ujjCÓ_Ó_BK{rGOW_ˍsccIv\
	
	
	ldVUN_I
	
	dwave 1,"sound\kiai.wav"
	gosub *drago_red_flash	
	;HP10āAMPől܂ŉ
	sub %e_hp, %e_maxhp / 10
	mov %e_mp, %e_maxmp
	gosub *view_enemy_statbar	;G̃o[\
	
	
	]̗́C͉őlI\
	
	mov %e_heat_lv, 0

	gosub *battle_face_reset
	print 15
	
	ylz
	uccDIҔ\pIv\

	goto *change_player_turn

;====================================================
; ԃtbV
;====================================================
*drago_red_flash
	lsp SP_MONS_EFCT,":a;cg\drago_red.png",%mons_pos_x,%mons_pos_y
	print 15
	csp SP_MONS_EFCT
	print 15	
return


;====================================================
; uXihSj[g̓sj
;====================================================
*enemy_drago_breath

	ylz
	uv~CAIEチIv\

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_breath_mirage_5

	;HP1/2_[W
	mov %damage_buf, %e_hp / 2
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	lfoΉfIg@V$p_nameIg͗̕I
	@

	dwave 1,"sound\fire.wav"
;	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	red_flash 15
	$p_name󓞗$str_damage_QI\

	if %p_hp == 0 goto *change_player_turn

	ylz
	uPCPccAAAD靁Iv\

	goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_5

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	if %battle_flg1 == 1 goto *battle_p_win_count_5
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_5,*battle_p_win_p12_5,*battle_p_win_p13_5
	*battle_p_win_p11_5
		lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		utC튴ӁIv֏ꊁIv\
		gosub *battle_end_init
		print 13
		lCJB
		goto *battle_p_win_end_5
	*battle_p_win_p12_5
		lsp SP_MONSTER,":a;cg\drago_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		uICʑRҐՕstꡁBXw͓IIv\
		gosub *battle_end_init
		print 13
		lђ⊶I_JB
		goto *battle_p_win_end_5
	*battle_p_win_p13_5
		if %level == 1 goto *battle_p_win_5
		lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		utʑRDBccHoB`ꝁccHv\
		gosub *battle_end_init
		print 13
		l_ʍgCc]ܖϋ^nJB
		goto *battle_p_win_end_5
	*battle_p_win_count_5
		lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		uICtʑRDꇊQBIUSŕsvv\
		lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		ylz
		usߕs߁C􎢉瓾樎tœ䐃IʍˍsBʓIC꣊ŊŉI⏵BhꠁIv\
		gosub *battle_end_init
		print 13
		l_T侒nB
		goto *battle_p_win_end_5
		
	*battle_p_win_end_5
		mov %temp1,MONS_PAST + %enemy_id
		if %battle_flg1 != 1 mov %%temp1,1
		if %battle_flg1 == 1 mov %%temp1,6
	*battle_p_win_end2_5
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_5
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_5

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor2.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_5
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_5
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_5 : goto *battle_p_lose_end_5
	if %%temp1 <> 0 gosub *h_scene_lose_p2_5 : goto *battle_p_lose_end_5



	*battle_p_lose_end_5
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_5

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_5
	goto *battle_s_lose_end_5

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_5
	;goto *battle_s_lose_end_5
	;~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_5 : goto *battle_s_lose_end_5
	if %%temp1 <> 0 gosub *h_scene_lose_s2_5 : goto *battle_s_lose_end_5

	*battle_s_lose_end_5
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_5
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	;s\
$p_nameIA헳lㅘHZI\
	
ylz
utCCꉺIŊŉIEペvIv\
goto *change_enemy_turn
~
	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor2.ogg"
	goto *dungeon_menu_top


~
	if %e_heat_lv == 0 goto *battle_escape_m1_5
	if %e_heat_lv == 1 goto *battle_escape_m2_5
	if %e_heat_lv == 2 goto *battle_escape_m3_5

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_5
	$p_nameIA헳lㅘHZI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_5,*battle_escape_m12_5,*battle_escape_m13_5
		*battle_escape_m11_5
			ylz
			utC`ĔXIv\
			goto *change_enemy_turn
		*battle_escape_m12_5
			ylz
			uC꣗vꖗꟁCtIHKҖvLꠁIHv\
			goto *change_enemy_turn
		*battle_escape_m13_5
			ylz
			usCߘCtHosDGCTccv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_5
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_5,*battle_escape_m22_5,*battle_escape_m23_5
		$p_nameIA헳lㅘHZI\
		*battle_escape_m21_5
			ylz
			uߘCtcc̗lƈꉺAzC瑾ߕꠁccHv\
			goto *change_enemy_turn
		*battle_escape_m22_5
			ylz
			uAꉺCtIKI@ccsCAZ˓ߘI@ȁccv\
			goto *change_enemy_turn
		*battle_escape_m23_5
			lSZ$p_nameIߕs樑B嫑Rҕs쐺CAŋN]pFFIccB\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_5
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_5,*battle_escape_m32_5,*battle_escape_m33_5
		$p_nameIA헳lㅘHZI\
		*battle_escape_m31_5
			ylz
			utccCog̍DBꣁCꠁccv\
			goto *change_enemy_turn
		*battle_escape_m32_5
			ylz
			uAꉺCKccFFIccߘccꣁCꣁccIv\
			goto *change_enemy_turn
		*battle_escape_m33_5
			ylz
			usvCtCVccza꣍݈NccIv\
			goto *change_enemy_turn

;===========================
; 퓬̃Lʐݒin[s[j
;===========================

; ===ϐ̏===
*enemy_init_6
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;tO
	mov %battle_flg2, 0		
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_6
	mov %mons_pos_x, 220
	mov %mons_pos_y, -80
	lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_6
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_6
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\harpy.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_6
	mov $str_enemyname, "n[s["
	mov %e_maxhp, 250	;ő̗
	mov %e_maxmp, 250	;őC
	mov %e_p_atk, 100	;U
	mov %e_m_atk, 0		;@U
	mov %e_s_atk, 100	;U
	mov %e_p_def, 35	;h
	mov %e_m_def, 60	;@h
	mov %e_s_def, 40	;h
	mov %e_exp, 400		;ol
	mov %e_money, 300	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10	;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\harpy_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\harpy_sta2.png"	;P	
	mov $str_monssta3,":a;cg\harpy_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\harpy_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\harpy_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\harpy_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_6
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_6,*enemy_start_talk_p2_6,*enemy_start_talk_p3_6,*enemy_start_talk_p4_6,*enemy_start_talk_p5_6,*enemy_start_talk_p6_6,*enemy_start_talk_p7_6
	*enemy_start_talk_p1_6	;Ζ
		vsp SP_MONSTER,0
		print 1
		ccʓ[C`ww̐B\
		
		dwave 1,"sound\song.wav"
		pink_flash 15
		
		ߐ]ܒ́Cŗv樐lӎ拎UI̐B݉I$p_nameʑOCoB\
		
		vsp SP_MONSTER,1
		print 16
		
		ylIz
		u```ccށClށHv\

		lsp SP_MONSTER,":a;cg\harpy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylIz
		uDBV̍ʍDC꣖痈ߙꠁv\
		
		V́CAw˙ߓIꝁB߉̐]ܒdٓÍB\

		lsp SP_MONSTER,":a;cg\harpy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylIz
		uvIvIBsߐ꣕ϓL_슽CR@]ϓЋ󔒒xI̎ꊁv\
		
		_ssvBvꢑŎZIbAXZSꠁB\
		
		ylIz
		uICYvC꣑ŎZRꝁHߏA樉䋭s꣙ߍDIv\
		
		ylIz
		uIIvאE\ICLDIv\
		
		yz
		uߛCl@rv\

		bgmvol 80
		bgm "music\harpy.ogg"
		
		goto *enemy_start_talk_end_6
	*enemy_start_talk_p2_6	;
		vsp SP_MONSTER,1
		print 15
		oI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_6
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_6
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_6
		goto *enemy_start_talk_end_6
				
		*enemy_start_talk_p2_univ1_6
			yz
			uށCꣁHVIzʗ߉䏥̓IꝁHv\
			
			sCsB\
			
			lsp SP_MONSTER,":a;cg\harpy_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yz
			uCZB꣕ssߓIBA꣌ꉺC񑫈樈ӎꑟ˓Iꠁv\
			
			goto *enemy_start_talk_end_6
			
		*enemy_start_talk_p2_univ2_6
			yz
			uށCꣁH꣉ʑRkz߉䏥ꠁIv\
			
			lsp SP_MONSTER,":a;cg\harpy_sta7.png",%mons_pos_x,%mons_pos_y
			print 15
			yz
			uspv֌nC䖾IB꣈꘢l̏CSnꠁv\
			
			goto *enemy_start_talk_end_6
			
		*enemy_start_talk_p2_univ3_6
			yz
			uށC^o팩ꡁB꣛ߌoSϐINꡁv\
			lsp SP_MONSTER,":a;cg\harpy_sta7.png",%mons_pos_x,%mons_pos_y
			print 15
			yz
			uꟁCLVvזfSEI\BA簌ڕWIv\
			yz
			uDꊁCVv句]v\
			goto *enemy_start_talk_end_6
			
	*enemy_start_talk_p3_6	;xssk
		vsp SP_MONSTER,1
		print 15
		oI\
		yz
		u^C㎟ߘ{lށI꣉Yϋ_ꠁHv\
	
		goto *enemy_start_talk_end_6
	*enemy_start_talk_p4_6	;xhCsk
		vsp SP_MONSTER,1
		print 15
		oI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_6
		*enemy_start_talk_p41_6
			yz
			uꟁC㎟ߘIz߉䏥̗ꝁHv\
		
			goto *enemy_start_talk_end_6
		
		*enemy_start_talk_p42_6
			yz
			uccCz߉䏥̗ꟁBDꠁC꣏Iccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICRϓzv̈ӗA{Bg̎gs͟ccB$p_nameIL\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_6
	*enemy_start_talk_p5_6	;
		vsp SP_MONSTER,1
		print 15
		oI\
		lsp SP_MONSTER,":a;cg\harpy_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uccߘccv\
		
		݉z㎟IꝁBIԓxLRsB\
		
		lsp SP_MONSTER,":a;cg\harpy_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uzCߘCTCAB㎟ICsIKꡁBv\

		lsp SP_MONSTER,":a;cg\harpy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		us߁C꘢lKsDӎvIB꣍DDꠁHv\

		goto *enemy_start_talk_end_6
	*enemy_start_talk_p6_6	;
		vsp SP_MONSTER,1
		print 15
		oI\
		yz
		u^C㎟ߘIvDDߊI̚GIv\
	
			goto *enemy_start_talk_end_6
	*enemy_start_talk_p7_6	;{点

	*enemy_start_talk_end_6
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_6

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_6
	if %damage_buf != 0 jumpf
	
	䎎_nIǵB
	dwave 1,"sound\dodge.wav"
	pꢌyIn]Jcc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_6
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_6
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_6

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_6,*enemy_s_dmg1mes1_6,*enemy_s_dmg1mes2_6
	*enemy_s_dmg1mes0_6
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_6,*enemy_s_dmg1mes02_6,*enemy_s_dmg1mes03_6
		*enemy_s_dmg1mes01_6
				䉷_nIByoB
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes02_6
				䎎̙INByΏoB
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes03_6
				䈤IځB䑜oSyώnRǵB
				@
			goto *enemy_s_dmg1_end_6

	*enemy_s_dmg1mes1_6
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_6,*enemy_s_dmg1mes12_6,*enemy_s_dmg1mes13_6
		*enemy_s_dmg1mes11_6
				SZC_nꢓI{OB
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes12_6
				䌃nIBRoIgbB
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes13_6
				樎wcߙIBw늴󓞗Ncc
				@
			goto *enemy_s_dmg1_end_6

	*enemy_s_dmg1mes2_6
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_6,*enemy_s_dmg1mes22_6,*enemy_s_dmg1mes23_6
		*enemy_s_dmg1mes21_6
				䑜ޏZ鈤IB啝xnNǵB
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes22_6
				䏫wICoII
				@
			goto *enemy_s_dmg1_end_6

		*enemy_s_dmg1mes23_6
				䑜yy鈤ISg㉺B粏ΓC粎kLoB
				@
			goto *enemy_s_dmg1_end_6

	*heat0to1talk0_6
		䉷_nIBIgbRoB\
		goto *enemy_s_dmg1_end_6
	*heat0to2talk0_6
		ًٕZC粐ڕ粌nꢓII\
		goto *enemy_s_dmg1_end_6
	*heat1to2talk0_6
		䉷_nIBIg̑QQۓCϓNcc\


	*enemy_s_dmg1_end_6	
		lsp SP_MONSTER,":a;cg\harpy_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_harpy.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_6
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\harpy_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yz
	uI˕s樘ANsvLIlqꡁIv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_6
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_6
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_6
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_6


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_6,*enemy_s_dmg2mes1_6,*enemy_s_dmg2mes2_6
	*enemy_s_dmg2mes0_6
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_6,*enemy_s_dmg2mes02_6,*enemy_s_dmg2mes03_6
		*enemy_s_dmg2mes01_6
				yz
				uIcc㗈A펖H^vꔖ@ꟁccv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes02_6
				yz
				uꟙccICZBDyꟁC^IBv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes03_6
				yz
				uTccqߎInBoSіѓIBv\
			goto *enemy_s_dmg2_end_6
	*enemy_s_dmg2mes1_6
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_6,*enemy_s_dmg2mes12_6,*enemy_s_dmg2mes13_6
		*enemy_s_dmg2mes11_6
				yz
				uIccIHAJꊁC✒`ccv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes12_6
				yz
				uށccIqߛp͚vccv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes13_6
				yz
				uށccZꊁccqߎnIbCccv\
			goto *enemy_s_dmg2_end_6
	*enemy_s_dmg2mes2_6
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_6,*enemy_s_dmg2mes22_6,*enemy_s_dmg2mes23_6
		*enemy_s_dmg2mes21_6
				yz
				uIIccIHߘCDccꟁIv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes22_6
				yz
				uꟁCsvCꟁccIsvoC퐺ꊁccv\
			goto *enemy_s_dmg2_end_6
		*enemy_s_dmg2mes23_6
				yz
				uꟙCAߘCZCꟙccIvϓccIv\
			goto *enemy_s_dmg2_end_6

	*heat0to1talk_6
		yz
		ujށcc}Cߘ樉LoIccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_6
		yz
		uTCIIccIsAsvCJccꟁIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_6
		yz
		uꟁccߗCLoccꟁCv蜐iccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_6	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_6

return

;yGNXq[z
*enemy_skill_exheal_6

return

;yCz
*enemy_skill_kiai_6

return

;y~[Wz
*enemy_skill_mirage_6

return

;y~Qz
*enemy_skill_giveup_6
	lsp SP_MONSTER,":a;cg\harpy_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 6 goto *enemy_skill_giveup2_6
	yz
	uꟙCŗ꣏Im߉䏥̗ꡁBߛC꣍D`Dnߘꠁv\
	return
	*enemy_skill_giveup2_6
	yz
	uAZ~Cs꣓IBꠗꠁCv꣔oXIIv\
return

;y\jbNz
*enemy_skill_sonic_6
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_6
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_6

return

;yvA^bNz
*enemy_skill_watack_6
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_6
	if %sleepflg == 1 goto *enemy_skill_watack_slp_6
*enemy_skill_watack_slp_6
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_6
*enemy_skill_watack_nslp_6\
*enemy_skill_watack_end_6
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 6 return
	yz
	uccs˓ߘCŹHŗC꣎vDDꡁccv\
	mov %%temp1,6

return

;yX[vz
*enemy_skill_sleep_6
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_6
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	標Iӎϓ͌ЗI\
	return

	*enemy_skill_sleep_miss_6
	AΙٝI\

return

;yhCLXz
*enemy_skill_kiss_6
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\harpy_dmg2.png",%mons_pos_x,%mons_pos_y
	yz
	uIccTccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_6

return

;====================================================
; KE
;====================================================
*enemy_muramasa_6
	
	dwave 1,"sound\murasama.wav"
	NNdٓI䊁C[KEIccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\harpy_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yz
	uꟁIHv\
	gosub *battle_end_init
	print 13
	dI\
	goto *battle_p_win_end_6



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_6
	if %giveup == 1 goto *enemy_action_giveup_6
	
	if %acce_id == 10 goto *enemy_s_attack_6	;m̏
	if %bindflg != 0 goto *enemy_s_attack_6		;͐IU
	mov %temp2,MONS_PAST+%enemy_id
	if %%temp2 == 6 goto *enemy_s_attack_6	;{Ă琫IijU
	
	if %e_heat_lv == 1 goto *enemy_action_heat1_6
	if %e_heat_lv == 2 goto *enemy_action_heat2_6
	goto *enemy_action_normal_6

	;ʏԁiAAAUgBj
	*enemy_action_normal_6
		rnd %temp1, 10
		if %temp1 <= 0 goto *enemy_harpy_charm
		if %temp1 >= 8 goto *enemy_harpy_double
		goto *enemy_p_attack_6
		
	
	;yԁiAAAUgBj
	*enemy_action_heat1_6
		rnd %temp1, 10
		if %temp1 <= 2 goto *enemy_harpy_charm
		if %temp1 >= 8 goto *enemy_harpy_double
		goto *enemy_p_attack_6
	
	
	;dԁiAAAUgBj
	*enemy_action_heat2_6
		rnd %temp1, 10
		if %temp1 <= 3 goto *enemy_harpy_charm
		if %temp1 >= 8 goto *enemy_harpy_double
		goto *enemy_p_attack_6
	
	;~Q
	*enemy_action_giveup_6
		goto *enemy_s_attack_6

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_6
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_6
	if %bindflg == 2 goto *battle_bind_p2_6
	if %bindflg == 3 goto *battle_bind_p3_6
	if %bindflg == 4 goto *battle_bind_p4_6
	
	
	; oChPF
	*battle_bind_p1_6
	if %sub_temp2 == 0 goto *battle_bind_p10_6
	if %sub_temp2 == 1 goto *battle_bind_p11_6
		;p
		*battle_bind_p10_6
			if %giveup == 1 return
			$p_nameI̐fCٖ@e\C~zcc\
			return
			
		;
		*battle_bind_p11_6
			$p_nameߐ_I\
			mov %bindflg,0
			return
	
	; oChQF
	*battle_bind_p2_6
	if %sub_temp2 == 0 goto *battle_bind_p20_6
	if %sub_temp2 == 1 goto *battle_bind_p21_6
		;p
		*battle_bind_p20_6
			if %giveup == 1 return
			IHѝyٔC$p_name\ΓnşI\
			return
			
		;
		*battle_bind_p21_6
			$p_nameZIyECdVZwrI\
			mov %bindflg,0
			return

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_6

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_6
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_6

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_6,*enemy_p_attack2_6,*enemy_p_attack3_6
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_p_attack1sa_6,*enemy_p_attack2sa_6,*enemy_p_attack3sa_6
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_p_attack1sb_6,*enemy_p_attack2sb_6,*enemy_p_attack3sb_6

; ʏ펞U
*enemy_p_attack1_6
	pNI܎qSߗI$p_nameٖ@Η󒆓IUI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack2_6
	䑜ːˏoHєUIِЉHюh$p_nameI
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack3_6
	䍂ՐCݍgߓIuԗp܎q$p_nameI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6

; yU
*enemy_p_attack1sa_6
	pNI܎qSߗI嫑Rg`cCAЗ͈ˑR\I
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack2sa_6
	䑜ːˏoHєUI{ЉHюh$p_nameI
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack3sa_6
	$p_nameg粔ㅋCݍgߓIuԗp܎q$p_nameI
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6

; dU
*enemy_p_attack1sb_6
	pNI܎qSߗIAꢓIg̗hhWWICU{vLЗ́B
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack2sb_6
	䑜ːˏoHєUIA]yΗC{vL˒$p_nameB
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_p_attackend_6
*enemy_p_attack3sb_6
	hhWWn$p_nameg粔sCߗp܎q$p_nameB
	@
	dwave 1,"sound\slash.wav"
	goto *enemy_p_attackend_6
	
*enemy_p_attackend_6
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_6
	dwave 1,"sound\swing.wav"
	䔯NUINI܎q$p_namePI\

	R$p_nameRgM߁Cv\ȔI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname󓞗$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yz
	uuuucc^IC꣊YށIv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_6
	dwave 1,"sound\slash.wav"

	Iܝ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	R흙Ig̋pceI\

	yz
	uށCߐYIHv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_6


	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_6

	ߗ$p_nameIyyI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RCݙGqIuԁCߘg̏I\

	yz
	uޙށccRpIB^`v\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_6

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_6
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_6,*enemy_m_attack2_6,*enemy_m_attack3_6
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_6,*enemy_m_attack2sa_6,*enemy_m_attack3sa_6
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_6,*enemy_m_attack2sb_6,*enemy_m_attack3sb_6

; ȂԖ@U
*enemy_m_attack1_6
	goto *enemy_m_attack_end_6
*enemy_m_attack2_6
	goto *enemy_m_attack_end_6
*enemy_m_attack3_6
	goto *enemy_m_attack_end_6

; yԖ@U
*enemy_m_attack1sa_6
	goto *enemy_m_attack_end_6
*enemy_m_attack2sa_6
	goto *enemy_m_attack_end_6
*enemy_m_attack3sa_6
	goto *enemy_m_attack_end_6

; dԖ@UiȂj
*enemy_m_attack1sb_6
	goto *enemy_m_attack_end_6
*enemy_m_attack2sb_6
	goto *enemy_m_attack_end_6
*enemy_m_attack3sb_6
	goto *enemy_m_attack_end_6

*enemy_m_attack_end_6
	lsp SP_BTL_EFECT,":a;cg\harpyatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_6

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_6
	
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_6
	
	; {Ă΂U
	mov %temp2,MONS_PAST+%enemy_id
	if %%temp2 == 6 goto *enemy_s_attack_b1_6
	
	;####  ####
	if %p_heat == 0 goto *enemy_s_attack_p0_6
	if %p_heat == 1 goto *enemy_s_attack_p1_6
	
	; Î
	*enemy_s_attack_p0_6
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_6
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_6
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_6
		; 
		*enemy_s_attack_p00_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_6,*enemy_s_attack_p001_6,*enemy_s_attack_p002_6
			*enemy_s_attack_p000_6
				$p_name粓[nᏥC_nISgI
				@
				e_satk_effect "sound\hp02.wav"
				yz
				u``C꣈__NIv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p001_6
				粐e$p_name粋ᏥB$p_name̐ڍݔ]C񓠁cc
				@
				e_satk_effect "sound\hp01.wav"
				yz
				uTCCT`ccH䕁ʓIeXꠁHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p002_6
				pHًٕZ$p_nameCcݗI_I
				@
				e_satk_effect "sound\bust.wav"
				yz
				uCHccvIbCs`꣚GHv\
				goto *enemy_s_attack_end_6

		
		; y
		*enemy_s_attack_p01_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_6,*enemy_s_attack_p011_6,*enemy_s_attack_p012_6
			*enemy_s_attack_p010_6
				yy^́C$p_nameISgcc
				@
				e_satk_effect "sound\hp03.wav"
				yz
				u^`^`ꟙCLoꡁB^ށv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p011_6
				pHZZ$p_nameCݑ粒ICprhII
				@
				e_satk_effect "sound\hp05.wav"
				yz
				uCV_GBvIbC܎q\hiIGHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p012_6
				$p_name粋ᏥCyrIB
				@
				e_satk_effect "sound\fera6.wav"
				yz
				uT`CCa\\ccCCoƖIꠁHv\
				goto *enemy_s_attack_end_6

		; d
		*enemy_s_attack_p02_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_6,*enemy_s_attack_p021_6,*enemy_s_attack_p022_6
			*enemy_s_attack_p020_6
				pښZ$p_nameI_Cp͈㋎I
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uCوفccBN꣔cMIށv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p021_6
				䎀ZZ$p_nameCݑIᐺꡚfB
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uߌoϐ闹cc꣖IꠁHszcciꝁHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p022_6
				ًٗi$p_nameC̐ђ[ICݑ粒cc
				@
				e_satk_effect "sound\lori_002.wav"
				yz
				uCߌoEsZccBNCϓNꠁccv\
				goto *enemy_s_attack_end_6

	; s`
	*enemy_s_attack_p1_6
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_6
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_6
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_6
		; 
		*enemy_s_attack_p10_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_6,*enemy_s_attack_p101_6,*enemy_s_attack_p102_6
			*enemy_s_attack_p100_6
				pHш$p_nameISgCݑ粓[B
				@
				e_satk_effect "sound\hp02.wav"
				yz
				uspEϖȚGBꠁCNϓNꠁccv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p101_6
				粐e$p_name粉̏B]QჁCϓٖ@vlcc
				@
				e_satk_effect "sound\lori_003.wav"
				yz
				uTCCI\\ccΚoCsϓIccv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p102_6
				䏫p͈$p_name_BݓꏘKC$p_namesRn_icc
				@
				e_satk_effect "sound\hp05.wav"
				yz
				uIC׉䋹IؗꝁHDGCđ꣈ꈳccv\
				goto *enemy_s_attack_end_6

		; y
		*enemy_s_attack_p11_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_6,*enemy_s_attack_p111_6,*enemy_s_attack_p112_6
			*enemy_s_attack_p110_6
				粏ٕ$p_nameSgBGqIn`[I჊ClgUcc
				@
				e_satk_effect "sound\fera4.wav"
				yz
				uT\\CaCccvpSgI̐GHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p111_6
				pHюZZ$p_nameCݎ粒ICprnCII
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uC풹ܖCAvꝁHg̓sTꇊQccv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p112_6
				$p_name粉̏C㓪TsrI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uT\\CaC~ccvOߘM꣓ISv\
				goto *enemy_s_attack_end_6

		; d
		*enemy_s_attack_p12_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_6,*enemy_s_attack_p121_6,*enemy_s_attack_p122_6
			*enemy_s_attack_p120_6
				pښZ$p_nameI_B$p_namesRnLo㓪rꢓIcc
				@
				e_satk_effect "sound\lip2.wav"
				yz
				uTccCZpsvBAꑓM݉Iꠁv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p121_6
				䎀Z$p_nameCݑΕIᐺꡚfB
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uřC粓sߌoCoSfIccCiB樉ccZ׈ꠁccHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_p122_6
				ًٗi$p_nameC̐ђ[ICݑ粒cc
				@
				e_satk_effect "sound\hp03.wav"
				yz
				u꣖ߌoɌꠁHPRCNϓNꠁccv\
				goto *enemy_s_attack_end_6

	;#### SLV1ij ####
	*enemy_s_attack_b1_6

	bind_set 2,0,50		; 莞LV2oCht
	if %p_heat == 0 goto *enemy_s_attack_b10_6
	if %p_heat == 1 goto *enemy_s_attack_b11_6
	
	; 蕽Î
	*enemy_s_attack_b10_6
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_6
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_6
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_6
		; 
		*enemy_s_attack_b100_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_6,*enemy_s_attack_b1001_6,*enemy_s_attack_b1002_6
			*enemy_s_attack_b1000_6
				䌃nS$p_nameISgI$p_namey{s닩I
				@
				e_satk_effect "sound\hp04.wav"
				yz
				uŏŏŏIċ_IAZ]s꣓IIv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1001_6
				䏫HѐLi$p_nameIߕCsnII
				@
				e_satk_effect "sound\hp05.wav"
				yz
				u^IkyꡁBꟙCg̓sݗGHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1002_6
				pHъc$p_nameIzCݓߗsnSI
				@
				e_satk_effect "sound\hp03.wav"
				yz
				uqoƖIꠁHCccv\
				goto *enemy_s_attack_end_6

		; y
		*enemy_s_attack_b101_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_6,*enemy_s_attack_b1011_6,*enemy_s_attack_b1012_6
			*enemy_s_attack_b1010_6
				Z$p_nameCpNwSI
				@
				e_satk_effect "sound\tkk_once.wav"
				yz
				u]C|\\ccCws|NC^Lӎvv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1011_6
				䏫HѐLi$p_nameIߕCݝSI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				uI\\C흚ALoHȒwqꡁHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1012_6
				pHї$p_nameISgCߎᑦᗣIGI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yz
				u\\ccnBC튴oXyꠁHv\
				goto *enemy_s_attack_end_6

		; d
		*enemy_s_attack_b102_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_6,*enemy_s_attack_b1021_6,*enemy_s_attack_b1022_6
			*enemy_s_attack_b1020_6
				uߕCpHѝ$p_nameII
				@
				e_satk_effect "sound\tkk_tri.wav"
				yz
				uŏCޝޝccTCzv䒼ږ́H߉ssCyyIoˍX_ꠁv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1021_6
				Z$p_nameCApHѝISgI
				@
				e_satk_effect "sound\hp02.wav"
				yz
				us꣓{IccŏŏI݉INsRBHꠁv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1022_6
				ݓ\$p_nameg̓IuԒ≺Ncc$p_namexIuԁCIyґRPI
				@
				e_satk_effect "sound\hp05.wav"
				yz
				uꟙC锽XyꠁHs꣔EωIGIv\
				goto *enemy_s_attack_end_6

	
	; s`
	*enemy_s_attack_b11_6
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_6
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_6
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_6
		; 
		*enemy_s_attack_b110_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_6,*enemy_s_attack_b1101_6,*enemy_s_attack_b1102_6
			*enemy_s_attack_b1100_6
				䌃n$p_nameISgIyC҉RccI
				@
				e_satk_effect "sound\tkk_once.wav"
				yz
				uT\\C흚LoꝁHƏAc꣝V_nꠁHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1101_6
				䏫HѐLi$p_nameIߕCݑIڍnyI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yz
				uޝccCHzv䝚XʓInHYꡁ\\v\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1102_6
				樉Hэ$p_nameIzCђY悔ʒnyI
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uv󗹖ICAꠁBccs߁C锽XꡁHHHccv\
				goto *enemy_s_attack_end_6

		; y
		*enemy_s_attack_b111_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_6,*enemy_s_attack_b1111_6,*enemy_s_attack_b1112_6
			*enemy_s_attack_b1110_6
				ًٕZ$p_nameCʓ\ݑIԁBڒpNwC̈nyI
				@
				e_satk_effect "sound\hp01.wav"
				yz
				uꟙC꣓ߙXsyCꉺꡁB흚kꝁHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1111_6
				䏫HѐLi$p_nameIߕCʝMII
				@
				e_satk_effect "sound\hp02.wav"
				yz
				uC흚kꝁHAvHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1112_6
				pHэ$p_nameSg߁CێqqIGI
				@
				e_satk_effect "sound\hp05.wav"
				yz
				uccz흚XҗꠁH߉ssBvꣁccv\
				goto *enemy_s_attack_end_6

		; d
		*enemy_s_attack_b112_6
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_6,*enemy_s_attack_b1121_6,*enemy_s_attack_b1122_6
			*enemy_s_attack_b1120_6
				uߕCpHіҗn$p_nameII
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yz
				uuߕAvRoHCˏoȚGHv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1121_6
				$p_nameCApHѝISgI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yz
				uA݉INpyXꠁBsnݏΐBHAbꠁccv\
				goto *enemy_s_attack_end_6

			*enemy_s_attack_b1122_6
				ݓ\$p_nameg̓IuԒ≺NccYsvCIypPՑSgI
				@
				e_satk_effect "sound\lori_003.wav"
				yz
				uށC~zۏAߌooyꠁHAŒBHIqv\
				goto *enemy_s_attack_end_6
	*enemy_s_attack_end_6
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_6
	goto *change_player_turn
	
	*enemy_s_attack_danger_6
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\harpy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uꟙCꡁ\\Hċz}C_s拎UG\\Hv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn


;====================================================
; _uA^bNin[s[̓sj
;====================================================
*enemy_harpy_double
	p[I̐ŃI
	dwave 1,"sound\song.wav"
	!d300
	
	if %acce_id != 4 goto *enemy_harpy_double_hit

*enemy_harpy_double_miss
	RCI̐󖢓`i$p_nameII\
	yz
	uR՗ǁC✒`\\Iv\
	}sIrPߗI
	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	dwave 1,"sound\slash.wav"
	$p_name󓞗$str_damage_QI\
	if %p_hp < 0 mov %p_hp, 0
	
	goto *change_player_turn

*enemy_harpy_double_hit
	pink_flash 15
	A$p_nameIӎ̐zIuԁCgoAPI\

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	dwave 1,"sound\slash.wav"
	$p_name󓞗$str_damage_QI
	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	dwave 1,"sound\slash.wav"
	$p_name󓞗$str_damage_QI\
	gosub *dungeon_stat_view	;l̃o[\
	if %p_hp < 0 mov %p_hp, 0

	goto *change_player_turn


;====================================================
; `[in[s[̓sj
;====================================================
*enemy_harpy_charm
	䏥NfV́I
	dwave 1,"sound\song.wav"
	!d300
	
	rnd %temp1, 10
	if %temp1 > 4 goto *enemy_harpy_charm_miss
	if %acce_id != 4 goto *enemy_harpy_charm_hit

	RCI̐󖢓`i$p_nameII\
	yz
	uI\\IDD߉䏥̙ށ\\Iv\
	goto *change_player_turn


*enemy_harpy_charm_miss
	R$p_nameuXZS𗹁I\
	goto *change_player_turn
	
*enemy_harpy_charm_hit
	pink_flash 15
	$p_nameIӎ[I̐NCQQϓNONcc\
	yz
	u```ꟙCߛccA꣘ꉺꠁIv\
	bind_set 1,2,75
	goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_6

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_6,*battle_p_win_p12_6,*battle_p_win_p13_6
	*battle_p_win_p11_6
		lsp SP_MONSTER,":a;cg\harpy_dmg1.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uɒɒɁC~~Iv\
		gosub *battle_end_init
		print 13
		NCB
		goto *battle_p_win_end_6
	*battle_p_win_p12_6
		lsp SP_MONSTER,":a;cg\harpy_dmg1.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		u^ICʋ\lƚv\\v\
		gosub *battle_end_init
		print 13
		䗯@̐ʓIb@C֔򑖗B
		goto *battle_p_win_end_6
	*battle_p_win_p13_6
		if %level == 1 goto *battle_p_win_6
		lsp SP_MONSTER,":a;cg\harpy_dmg2.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uɒɁcc\IvBv꣔ƚICkꠁccv\
		gosub *battle_end_init
		print 13
		ђ_I_򑖗B
		goto *battle_p_win_end_6

			
	*battle_p_win_end_6
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_6
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_6
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_6

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor2.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_6
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_6
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_6 : goto *battle_p_lose_end_6
	if %%temp1 <> 0 gosub *h_scene_lose_p2_6 : goto *battle_p_lose_end_6



	*battle_p_lose_end_6
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_6

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_6
	goto *battle_s_lose_end_6

~
	;=========================
	;{点̔sk
	;=========================
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	gosub *h_scene_lose_a_6
	goto *battle_s_lose_end_6
	;~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_6 : goto *battle_s_lose_end_6
	if %%temp1 <> 0 gosub *h_scene_lose_s2_6 : goto *battle_s_lose_end_6

	*battle_s_lose_end_6
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_6
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	;s\
$p_nameIAㅓOʝBZI\
	
yz
uꟙCʑzGccv꣔oXSIIv\
goto *change_enemy_turn
~
	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
	if %e_heat_lv >= 1 jumpf	;͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor2.ogg"


	goto *dungeon_menu_top


~
	if %e_heat_lv == 0 goto *battle_escape_m1_6
	if %e_heat_lv == 1 goto *battle_escape_m2_6
	if %e_heat_lv == 2 goto *battle_escape_m3_6

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_6
	$p_nameIAㅓOʝBZI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_6,*battle_escape_m12_6,*battle_escape_m13_6
		*battle_escape_m11_6
			yz
			u^^BANsvLIꣁCs\{IꠁHv\
			goto *change_enemy_turn
		*battle_escape_m12_6
			yz
			uDꊁC⊶]B䐥s꣑IBv\
			goto *change_enemy_turn
		*battle_escape_m13_6
			yz
			uv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_6
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_6,*battle_escape_m22_6,*battle_escape_m23_6
		$p_nameŎZIAㅓOʝBZI\
		*battle_escape_m21_6
			yz
			uC꣓sߎ藹ґŎZꝁHΕs꣑Iv\
			goto *change_enemy_turn
		*battle_escape_m22_6
			yz
			uߎ펖C꣊YsȈה\{ꠁHv\
			goto *change_enemy_turn
		*battle_escape_m23_6
			yz
			uAꉺꊁccv\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_6
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_6,*battle_escape_m32_6,*battle_escape_m33_6
		$p_nameŎZIAㅓOʝBZI\
		*battle_escape_m31_6
			yz
			uccsCV䗣Jccv\
			goto *change_enemy_turn
		*battle_escape_m32_6
			yz
			uꟁCꟁccvAvNӔCMō@GHv\
			goto *change_enemy_turn
		*battle_escape_m33_6
			ђJI\C$p_name͔Րcc\
			goto *change_enemy_turn

;===========================
; 퓬̃LʐݒiXCj
;===========================

; ===ϐ̏===
*enemy_init_7
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;gtO
	mov %battle_flg2, 0		;gɖHi0: 1:͂j
	mov %battle_flg3, 0		;`[WϐB1œ\B
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_7
	mov %mons_pos_x, 150
	mov %mons_pos_y, 70
	lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_7
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_7
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\slime.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_7
	mov $str_enemyname, "XC"
	mov %e_maxhp, 250	;ő̗
	mov %e_maxmp, 300	;őC
	mov %e_p_atk, 0		;U
	mov %e_m_atk, 0		;@U
	mov %e_s_atk, 120	;U
	mov %e_p_def, 150	;h
	mov %e_m_def, 30	;@h
	mov %e_s_def, 40	;h
	mov %e_exp, 600		;ol
	mov %e_money, 400	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10	;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\slime_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\slime_sta2.png"	;P	
	mov $str_monssta3,":a;cg\slime_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\slime_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\slime_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\slime_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_7
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_7,*enemy_start_talk_p2_7,*enemy_start_talk_p3_7,*enemy_start_talk_p4_7,*enemy_start_talk_p5_7,*enemy_start_talk_p6_7,*enemy_start_talk_p7_7
	*enemy_start_talk_p1_7	;Ζ
		vsp SP_MONSTER,1
		print 16
		
		bgmvol 80
		bgm "music\slime.ogg"
		
		ys`I݁Hz
		uށ`Clꝁ`HRnC^ꡁ`v\
		
		ˑRC^geŘnʟoʏoBߐSgRSt\IBŏAgjGhIoB\
		
		ys`I݁Hz
		uT`CmjGG`B꣔Fꝁ`Hcc`C䔇oꟁ`v\
		
		sCsߘӎvBߖIIIbCo樐lSݓIwqB\
		
		yjGz
		uNlސ搶`Cq엹`Bv__ADC\樉h_ꝁ`Hv\
		
		ݔ{񓞋hCmAߘꠁBꔼPISԊJmB\
		
		yjGz
		uD圁`C䐸t`Bv\cIg̐xIʏAꗹ`v\
		
		ꖗL__ꟁBs߁CΎ营IbCo^Ioߎ핪ʁCBVAdn◹B\
		
		yjGz
		uI`C^Sꡁ`B߉AZdvc꣍G`Iv\

		goto *enemy_start_talk_end_7
	*enemy_start_talk_p2_7	;
		vsp SP_MONSTER,1
		print 15
		jGoI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_7
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_7
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_7
		goto *enemy_start_talk_end_7
				
		*enemy_start_talk_p2_univ1_7
			yjGz
			uށ`Cʗꡁ`BȐC䐸t`v\
			
			JAꝁBbCwq]qAvLʓIꝁB\

			lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yjGz
			uT`CVOꝁ`Hv̉tIbCYs\hIG`v\
			
			yjGz
			u߉Asn\ꣁ`C_៣aVޓIꠁ`BcSnh{I`ccv\
			
			ȐsߘӎvccovϓXB\
			
			goto *enemy_start_talk_end_7
			
		*enemy_start_talk_p2_univ2_7
			yjGz
			uށ`Cʗꡁ`BȐC䐸ccv\
			
			vꢔyvDBr蝇bWQBVCꢓIꠁB\
			
			lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yjGz
			u`Cꝁ`Hh{lށccNCXiHꡁ`v\
			
			yjGz
			u樉zz`Ck슽݈ÓInߐG`B{ʊÖAÁC樐lk`v\
			
			^LꢕiI񓚁Bs߁CݔInߐssB\
			
			yjGz
			uI`C꣗vsvNߐꡁ`Hȋ꣓G`BG`v\
			
			ߞߋNm𘮕ICsߔcc\
			
			yjGz
			u꣐oIc꣍ğĚG`B꣉혮IG`Hv\
			
			ʑR@BAdn◹B\
			
			goto *enemy_start_talk_end_7
			
		*enemy_start_talk_p2_univ3_7
			yjGz
			uށ`Cʗꡁ`BȐv\
			
			smsoLXZꢓI{BꢊJb^IfovIB\
			
			yjGz
			uj`C꣓ˑRYꊁ`v\
			
			cc꘢noCōˏYsvB̐Ґ^ꟁB\
			
			yjGz
			uȐC{zQ֓VI`Bŗlސ搶ߌosyꡁ`BꌩʏAo㗈YIC^Mށ`v\
			
			yjGz
			uv֌nG`CcCMIꠁ`BcLiIg̗Cʊhaꠁ`v\
			
			ccoCꢍDŐ؛݌̈ӈbB嫑RꑬIIICA]q]ӊOnB\
			
			b񗈁CjGIߋNҐ^dIBvΐlޘ펖C߉sxI藹B\
			
			lsp SP_MONSTER,":a;cg\slime_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			
			goto *enemy_start_talk_end_7
			
	*enemy_start_talk_p3_7	;xssk
		vsp SP_MONSTER,1
		print 15
		jGoI\
		yjGz
		uށ`CVOߘsDhIlސ搶ꡁ`BVϐDhIlސ搶ꝁ`Hv\
	
		goto *enemy_start_talk_end_7
	*enemy_start_talk_p4_7	;xhCsk
		vsp SP_MONSTER,1
		print 15
		jGoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_7
		*enemy_start_talk_p41_7
			yjGz
			uށ`CVOߘkDhIlސ搶ꡁ`BV樉Jꝁ`Hv\
		
			goto *enemy_start_talk_end_7
		
		*enemy_start_talk_p42_7
			yjGz
			uꟙ`CVʍEIlސ搶ꡁ`BV꣊혮IG`v\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICsRzv̈ӗA{Bg̎gs͟ccB$p_nameIL\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_7
	*enemy_start_talk_p5_7	;
		vsp SP_MONSTER,1
		print 15
		jGoI\
		lsp SP_MONSTER,":a;cg\slime_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yjGz
		uꟁ`CF鶓Ilސ搶ꡁ`v\
		
		ICBƕsz꣐BA_㊮SvLӁCŋNSnB\
		
		lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yjGz
		uđVOߞꠁ`B꣊혮I`\
		
		goto *enemy_start_talk_end_7
	*enemy_start_talk_p6_7	;
		vsp SP_MONSTER,1
		print 15
		jGoI\
		if %esc_cnt_slm == 3 goto *enemy_start_talk_p7_7
		yjGz
		uI`CVOIlސ搶ꡁ`B꣈营׊o䓮xɏAݐS}Ήꠁ`Iv\
			goto *enemy_start_talk_end_7
	*enemy_start_talk_p7_7	;{点
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1, 6
		yjGz
		u`CVs꣓{G`Hv\

	*enemy_start_talk_end_7
	
	;̃bh́AX[v邱ƂBĜ݁B
	;XC͐QȂ
;	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_7
	; UΏۑI[`
	gosub *slime_mirage_check
	if %battle_flg2 == 1 mov %cancel_flg, 1
	return

return

;====================================================
; IU󂯂̉ipj
;====================================================
*enemy_slime_s_dmg_chk
	gosub *slime_mirage_check
	if %battle_flg2 == 1 mov %cancel_flg, 1
	return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_7
	if %damage_buf != 0 jumpf
	
	$p_namejGIǵIACjGvYocc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_7
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_7
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_7

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_7,*enemy_s_dmg1mes1_7,*enemy_s_dmg1mes2_7
	*enemy_s_dmg1mes0_7
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_7,*enemy_s_dmg1mes02_7,*enemy_s_dmg1mes03_7
		*enemy_s_dmg1mes01_7
			$p_nameݕ`T֊fʕ̒jGI\ʁBw`xLeIGB
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes02_7
			$p_namejGIBw蜓[e͓Icc
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes03_7
			$p_nameejGBSt\I㓪CSЌВnZㅍ݈Ncc
			@
			goto *enemy_s_dmg1_end_7
	*enemy_s_dmg1mes1_7
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_7,*enemy_s_dmg1mes12_7,*enemy_s_dmg1mes13_7
		*enemy_s_dmg1mes11_7
			$p_namewijGI鏈sfhBwCStsorIB
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes12_7
			$p_namenjGIBߑΉhݎwԕό@nϒ`B
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes13_7
			$p_namep㓪rjGIzԁBʑΔōݒʓICjGogbB
			@
			goto *enemy_s_dmg1_end_7
	*enemy_s_dmg1mes2_7
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_7,*enemy_s_dmg1mes22_7,*enemy_s_dmg1mes23_7
		*enemy_s_dmg1mes21_7
			$p_name蝇ijGICvhaʖҗnXI
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes22_7
			$p_nameIݗjGI鏊CJnNBߔ鏊ō݊XIʁCQ]ۖvcc
			@
			goto *enemy_s_dmg1_end_7
		*enemy_s_dmg1mes23_7
			$p_nameZjGC̒ꢓISgBIg̑唼ۖvCϐROIB
			@
			goto *enemy_s_dmg1_end_7

	*heat0to1talk0_7
		$p_name_n̒jGI\ʁBjG_nCRzcc
		@
		goto *enemy_s_dmg1_end_7
	*heat0to2talk0_7
		$p_name]ijG̓CJnII
		@
		goto *enemy_s_dmg1_end_7
	*heat1to2talk0_7
		$p_name]ijGIʐisBp͝CjGsowwgbB
		@


	*enemy_s_dmg1_end_7	
		lsp SP_MONSTER,":a;cg\slime_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_slime.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_7
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\slime_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yjGz
	uI\\C@ʕsX_IbCSosGHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_7
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_7
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_7
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_7


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_7,*enemy_s_dmg2mes1_7,*enemy_s_dmg2mes2_7
	*enemy_s_dmg2mes0_7
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_7,*enemy_s_dmg2mes02_7,*enemy_s_dmg2mes03_7
		*enemy_s_dmg2mes01_7
			yjGz
			uꟁ\\Cߘ𘮕Iꡁ\ʑL_qGv\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes02_7
			yjGz
			ucc\\CICoށHs樉䘮NIbCAc꣓۝{GHv\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes03_7
			yjGz
			uI\\ccaccITccBꟁ\\CڕokLoꡁv\
			goto *enemy_s_dmg2_end_7
	*enemy_s_dmg2mes1_7
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_7,*enemy_s_dmg2mes12_7,*enemy_s_dmg2mes13_7
		*enemy_s_dmg2mes11_7
			yjGz
			uꟙcc@ߗCDBȘČ_GHv\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes12_7
			yjGz
			uIAIccIcc\\C팃ICŊ슽v\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes13_7
			yjGz
			uIccI߁AߎIssꊁBoCϓSyϗꡁv\
			goto *enemy_s_dmg2_end_7
	*enemy_s_dmg2mes2_7
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_7,*enemy_s_dmg2mes22_7,*enemy_s_dmg2mes23_7
		*enemy_s_dmg2mes21_7
			yjGz
			uI\\ccIACLo\\Iv\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes22_7
			yjGz
			uꟙccđAđ_B݉̓Cp͒nhꠁv\
			goto *enemy_s_dmg2_end_7
		*enemy_s_dmg2mes23_7
			yjGz
			uiIg̗ꡁBMMICDAGccv\
			goto *enemy_s_dmg2_end_7

	*heat0to1talk_7
		yjGz
		uccBZpsDIꝁBCcL_oꡁv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_7
		yjGz
		uI\\ccIHAߞhIb\\ccv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_7
		yjGz
		uߘC_G݉̓hXꍱꠁv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_7	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_7

return

;yGNXq[z
*enemy_skill_exheal_7

return

;yCz
*enemy_skill_kiai_7

return

;y~[Wz
*enemy_skill_mirage_7
	lsp SP_MONSTER,":a;cg\slime_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yjGz
	uف\\C嫑RlށCp\aIꝁIACҐV^GHv\
	
	if %battle_flg1 == 1 goto *enemy_skill_mirage_s1_7
	
	gosub *slime_mirage
	jGgI\
	
	yjGz
	uR@Cc\\ccv\
	
	*enemy_skill_mirage_s1_7
	
	
	gosub *slime_mirage_break
	jGaȓIgoߗI꘢$p_nameIgCA꘢g̋pZㅍݗ$p_nameISgccI\

	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	
	yjGz
	uc粓sSZA闹ꠁBCv\꣍ˍDꡁccv\
	bind_set 1,2,75
	
return

;y~Qz
*enemy_skill_giveup_7
	lsp SP_MONSTER,":a;cg\slime_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yjGz
	uꟁBߛCAS~Gv\
return




;y\jbNz
*enemy_skill_sonic_7
	if %battle_flg1 == 0 && %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %battle_flg1 == 0 && %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	print 15
	
	; g
	gosub *slime_mirage_check
	if %battle_flg2 != 0 return
	gosub *battle_face_reset
	
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_name珥I$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_7
	if %battle_flg1 == 0 && %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %battle_flg1 == 0 && %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	print 15
	
	; g
	gosub *slime_mirage_check
	if %battle_flg2 != 0 return
	gosub *battle_face_reset

	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
		
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_name珥I$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_7

return

;yvA^bNz
*enemy_skill_watack_7
	if %battle_flg1 == 0 goto *slime_watack_normal
	$p_name؏ksOIjGCS|I\
	
	gosub *slime_mirage_break
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	$str_enemyname$str_damage_QI\
	
	yjGz
	ujccdAd꒵ꡁv\
	mov %battle_flg3, -2
	
	return
	
	*slime_watack_normal
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_7
	if %sleepflg == 1 goto *enemy_skill_watack_slp_7
*enemy_skill_watack_slp_7
	$str_enemynameyJˁI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_7
*enemy_skill_watack_nslp_7

*enemy_skill_watack_end_7

return

;yX[vz
*enemy_skill_sleep_7
	dwave 1,"sound\sleep.wav"

	*enemy_skill_sleep_miss_7
	AΎjGvLʁI\

return

;yhCLXz
*enemy_skill_kiss_7
	
	; g
	gosub *slime_mirage_check
	if %battle_flg2 != 0 return

	$p_name^$str_enemynameI
	dwave 1,"sound\lip.wav"
	gosub *battle_s_flash

	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\slime_dmg2.png",%mons_pos_x,%mons_pos_y
	yjGz
	uTccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_7

return

;====================================================
; KE
;====================================================
*enemy_muramasa_7
	
	dwave 1,"sound\murasama.wav"
	NNdٓI䊁CUoKEIluccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\slime_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yjGz
	u߁AߘAZvꔖ@ꟁIv\
	gosub *battle_end_init
	print 13
	jGdI\
	goto *battle_p_win_end_7



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_7
	if %giveup == 1 goto *enemy_action_giveup_7

	if %bindflg != 0 goto *enemy_s_attack_7		;|͐IU
	
	
	
	if %battle_flg1 == 0 && %battle_flg3 <= -2 mov %battle_flg3, -1 : goto *change_player_turn
	if %battle_flg1 == 0 && %battle_flg3 == -1 goto *enemy_charge1
	if %battle_flg1 == 0 && %battle_flg3 == 0 goto *enemy_charge2
	if %battle_flg1 == 0 && %battle_flg3 == 1 goto *enemy_charge3
	if %battle_flg1 == 1 && %battle_flg3 == 0 goto *enemy_charge4
	if %battle_flg1 == 1 && %battle_flg3 == 1 goto *enemy_charge5

*enemy_charge1
	yjGz
	ujjccv\
	jGҖv\dԐI\
	mov %battle_flg3, 0
	goto *change_player_turn

*enemy_charge2
	jGݏyYccB\
	yjGz
	ucꉺGBғyꡁv\
	mov %battle_flg3, 1
	goto *change_player_turn

*enemy_charge3
	yjGz
	uߛCv㗹GIv\
	gosub *slime_mirage
	jGgI\
	yjGz
	ujČāBꖈ꘢ː{ꡁvu꣔\ꝁHv\
	mov %battle_flg3, 0
	goto *change_player_turn
	
*enemy_charge4
	yjGz
	uꟙC๘ꡁBAvus_rIbCv󒦔IGHv\
	mov %battle_flg3, 1
	goto *change_player_turn
	
*enemy_charge5
	yjGz
	u⊶CԓꊁvuߛCJn]v\
	gosub *slime_mirage_break

	꘢jGoߗI$p_nameIg̔St͗ccI\

	lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yjGz
	uꠁCDD\꣓IGv\
	bind_set 1,3,50
	mov %battle_flg3, 0
	goto *change_player_turn

	
	;~Q
	*enemy_action_giveup_7
		goto *enemy_s_attack_7

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_7
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_7
	if %bindflg == 2 goto *battle_bind_p2_7
	if %bindflg == 3 goto *battle_bind_p3_7
	if %bindflg == 4 goto *battle_bind_p4_7
	
	
	; oChPF݂
	*battle_bind_p1_7
	if %sub_temp2 == 0 goto *battle_bind_p10_7
	if %sub_temp2 == 1 goto *battle_bind_p11_7
		;p
		*battle_bind_p10_7
			if %giveup == 1 return
			jGIStZㅑSgCesccI\
			return
			
		;
		*battle_bind_p11_7
			ZߊJjGIStCEI\
			mov %bindflg,0
			return


return

;====================================================
; XCE`[Ws
;====================================================
*enemy_slime_charge

	;񕪐g
	

	; g


goto *change_player_turn


;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_7

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_7
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_7

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_7,*enemy_p_attack2_7,*enemy_p_attack3_7
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_p_attack1sa_7,*enemy_p_attack2sa_7,*enemy_p_attack3sa_7
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_p_attack1sb_7,*enemy_p_attack2sb_7,*enemy_p_attack3sb_7

; ʏ펞U
*enemy_p_attack1_7

	goto *enemy_p_attackend_7
*enemy_p_attack2_7

	goto *enemy_p_attackend_7
*enemy_p_attack3_7
	goto *enemy_p_attackend_7

; yU
*enemy_p_attack1sa_7
	goto *enemy_p_attackend_7
*enemy_p_attack2sa_7
	goto *enemy_p_attackend_7
*enemy_p_attack3sa_7
	goto *enemy_p_attackend_7

; dU
*enemy_p_attack1sb_7
	goto *enemy_p_attackend_7
*enemy_p_attack2sb_7
	goto *enemy_p_attackend_7
*enemy_p_attack3sb_7
	goto *enemy_p_attackend_7
	
*enemy_p_attackend_7
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_7


	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_7
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_7


	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_7

	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_7

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_7
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_7,*enemy_m_attack2_7,*enemy_m_attack3_7
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_7,*enemy_m_attack2sa_7,*enemy_m_attack3sa_7
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_7,*enemy_m_attack2sb_7,*enemy_m_attack3sb_7

; ȂԖ@U
*enemy_m_attack1_7
	goto *enemy_m_attack_end_7
*enemy_m_attack2_7
	goto *enemy_m_attack_end_7
*enemy_m_attack3_7
	goto *enemy_m_attack_end_7

; yԖ@U
*enemy_m_attack1sa_7
	goto *enemy_m_attack_end_7
*enemy_m_attack2sa_7
	goto *enemy_m_attack_end_7
*enemy_m_attack3sa_7
	goto *enemy_m_attack_end_7

; dԖ@UiȂj
*enemy_m_attack1sb_7
	goto *enemy_m_attack_end_7
*enemy_m_attack2sb_7
	goto *enemy_m_attack_end_7
*enemy_m_attack3sb_7
	goto *enemy_m_attack_end_7

*enemy_m_attack_end_7
	lsp SP_BTL_EFECT,":a;cg\slimeatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_7

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_7

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_7
	if %bindflg == 1 goto *enemy_s_attack_b1_7
	
	;#### SLV1 ####
	*enemy_s_attack_b1_7

	if %p_heat == 0 goto *enemy_s_attack_b10_7
	if %p_heat == 1 goto *enemy_s_attack_b11_7
	
	; SLV1Î
	*enemy_s_attack_b10_7
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_7
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_7
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_7
		; 
		*enemy_s_attack_b100_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_7,*enemy_s_attack_b1001_7,*enemy_s_attack_b1002_7
			*enemy_s_attack_b1000_7
				jGpȓIStZ$p_nameC@ʕ̒ISgI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yjGz
				uccCc꣕NBpSgDDIGꠁv\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1001_7
				jG樔Stsi$p_nameIQqCZAsݓNI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yjGz
				uAZߕv֌nGBvCvXp͒n\꣗v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1002_7
				Z$p_nameIjGǵCًًzISgCsN󌄁I
				@
				e_satk_effect "sound\fera3.wav"
				yjGz
				uaCaCw\\Cv꣍DDG\\v\
				goto *enemy_s_attack_end_7

		; y
		*enemy_s_attack_b101_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_7,*enemy_s_attack_b1011_7,*enemy_s_attack_b1012_7
			*enemy_s_attack_b1010_7
				jGcݗ$p_nameIҊԁIuߕCpo풼ړʓIPI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yjGz
				uߕYICv樉Ig̟iAv֌nGBřށCICꝁ\\Hv\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1011_7
				jG㗈BꢓI㓪$p_nameD{CXccI
				@
				e_satk_effect "sound\fera2.wav"
				yjGz
				uICTCIccaccccCߌoNƗ꣓I{G\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1012_7
				jGZ$p_nameISgCuЌВnBSg|َpnߘMCsfI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yjGz
				uCs꣓{IGB樉NZꠁ\\v\
				goto *enemy_s_attack_end_7

		; d
		*enemy_s_attack_b102_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_7,*enemy_s_attack_b1021_7,*enemy_s_attack_b1022_7
			*enemy_s_attack_b1020_7
				jGZ$p_nameC鏈ߗBڒꢓIS̐NߕCAsۖvccI
				@
				e_satk_effect "sound\lick2.wav"
				yjGz
				uccCuߕAc꣐NƗꡁ\\v樉䘮NGHv\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1021_7
				jGpSg$p_namezCQ従k󈤕NI
				@
				e_satk_effect "sound\lip.wav"
				yjGz
				uvc꣑SgsGBTccǧݑCCoDꡁ\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1022_7
				jGpS̕Z$p_nameCNƒSgLIEI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yjGz
				uccЁCvN꣗GIߌosy\\v\
				goto *enemy_s_attack_end_7
	
	; SLV1s`
	*enemy_s_attack_b11_7
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_7
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_7
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_7
		; 
		*enemy_s_attack_b110_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_7,*enemy_s_attack_b1101_7,*enemy_s_attack_b1102_7
			*enemy_s_attack_b1100_7
				jGpS̕Z$p_nameISgCBƔJAsC݌̈ӒʈʁI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yjGz
				uI\\CoɋICށH@ʗLzvICAov\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1101_7
				jG樔Ssi$p_nameIQqCnݓNAsI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yjGz
				uŉŁCō@IthGIA钼ڟov֌nG\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1102_7
				jGISsi$p_nameIQqCōݕiʋz⒅AsI
				@
				e_satk_effect "sound\lick2.wav"
				yjGz
				uT\\CaCwccꟙC^DBFICDnAvoꡁHv\
				goto *enemy_s_attack_end_7

		; y
		*enemy_s_attack_b111_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_7,*enemy_s_attack_b1111_7,*enemy_s_attack_b1112_7
			*enemy_s_attack_b1110_7
				jGٓ\$p_nameIҊԁBiIS̒ښZAsCnݓI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yjGz
				uICkꠁHsȎˏoG\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1111_7
				jGn$p_nameI^CgSًً̋zZccI
				@
				e_satk_effect "sound\fera2.wav"
				yjGz
				uTCaCw\\CjČāC㉺zIoށ\\Hv\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1112_7
				jGZ$p_nameISg従NB$p_nameőSgsϐAsʓIPccI
				@
				e_satk_effect "sound\fera3.wav"
				yjGz
				uvN꣓ISgBpc꣘MG\\v\
				goto *enemy_s_attack_end_7
		; d
		*enemy_s_attack_b112_7
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_7,*enemy_s_attack_b1121_7,*enemy_s_attack_b1122_7
			*enemy_s_attack_b1120_7
				jG$p_name|CȋRʓIpǵBS̟ߕCڐNƒccI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yjGz
				uꟙccdTcc꣔IGC^I혮G\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1121_7
				jG$p_namez̓CpIhISgI
				@
				e_satk_effect "sound\lick2.wav"
				yjGz
				uTCCjČČāccIđC樉XnZ݈Nꠁ\\v\
				goto *enemy_s_attack_end_7

			*enemy_s_attack_b1122_7
				jGpS̕Z$p_nameCNƒSgLIEI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yjGz
				uANƒCovˏoꝁ\\Hv\
				goto *enemy_s_attack_end_7

	*enemy_s_attack_end_7
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_7
	goto *change_player_turn
	
	*enemy_s_attack_danger_7
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yjGz
		ujČāCo꣓IRώ㗹G\\HAcǧȚG\\v\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_7

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_7,*battle_p_win_p12_7,*battle_p_win_p13_7
	*battle_p_win_p11_7
		lsp SP_MONSTER,":a;cg\slime_dmg1.png",%mons_pos_x,%mons_pos_y
		print 15
		yjGz
		u^ICDɓIށBZꊁ\\v\
		gosub *battle_end_init
		print 13
		jGIoꕛsuI\CZʏB
		@
		goto *battle_p_win_end_7
	*battle_p_win_p12_7
		lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		yjGz
		uuuuccsve\v\\v\
		gosub *battle_end_init
		print 13
		jG_sxCZʏB
		goto *battle_p_win_end_7
	*battle_p_win_p13_7
		if %level == 1 goto *battle_p_win_7
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yjGz
		uZꊁ\\BߞΑғIbClƉϓLoIށ\\v\
		gosub *battle_end_init
		print 13
		jGsm׉_CZʏB
		goto *battle_p_win_end_7

			
	*battle_p_win_end_7
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_7
		l@%e_exp@ola@%e_money@fIKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_7
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_7

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor2.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_7
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_7
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_7 : goto *battle_p_lose_end_7
	if %%temp1 <> 0 gosub *h_scene_lose_p2_7 : goto *battle_p_lose_end_7



	*battle_p_lose_end_7
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_7

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_7
	goto *battle_s_lose_end_7

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_7
	;goto *battle_s_lose_end_7
	;~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_7 : goto *battle_s_lose_end_7
	if %%temp1 <> 0 gosub *h_scene_lose_s2_7 : goto *battle_s_lose_end_7

	*battle_s_lose_end_7
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_7
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 != 6 jumpf
	;s\
$p_nameI\

RC$p_nameIrCߌozjGIŚB$p_nameJZrCSgsZZI\

; tbVON
dwave 2,"sound\neneki.wav"
lsp SP_FLASH,":a;cg\blueflash.png",0,0
print 15
csp SP_FLASH
print 15
bind_set 1,3,25
yjGz
ujČāCsߕs꣑Iꝁ\\Bݕs꣓{G\\Hv\

if %battle_flg1 == 0 goto *change_enemy_turn

yjGz
uđ꣈꘢iG\\v\
gosub *slime_mirage_break
jGgωStCZ$p_nameISgIߌoSٖ@eccB\
bind_set 1,3,10
goto *change_enemy_turn
~
$p_nameIjGIkCٖ@Ǐ㗈B\

	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 5 add %esc_cnt_slm, 1		;A񐔂̑
	if %%temp1 != 5 mov %esc_cnt_slm, 1
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor2.ogg"

	goto *dungeon_menu_top



;====================================================
; g̐
;====================================================
*slime_mirage
	; tbVON
	dwave 2,"sound\neneki.wav"
	lsp SP_FLASH,":a;cg\blueflash.png",0,0
	print 15

	; ƍɁAEƁɔzu
	lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x-90, %mons_pos_y
	lsp SP_MONSTER2,":a;cg\slime_sta4_r.png",%mons_pos_x+90, %mons_pos_y
	
	; tbVOFF
	csp SP_FLASH
	print 15
	
	mov %battle_flg1, 1

return




;====================================================
; g̕󓮍
;====================================================
*slime_mirage_break
	; tbVON
	dwave 2,"sound\neneki.wav"
	lsp SP_FLASH,":a;cg\blueflash.png",0,0
	print 15

	; 𐳏ʒuɁAE폜
	gosub *battle_face_reset
	csp SP_MONSTER2
	
	; tbVOFF
	csp SP_FLASH
	print 15
	
	mov %battle_flg1, 0
return

;====================================================
; gւ̍U
;====================================================
*slime_mirage_check
	; gȂΉȂ
	if %battle_flg1 == 0 mov %battle_flg2, 0 : return
	
	gosub *slime_mirage_break
	mov %battle_flg1, 0			;g͉
	
	; B܂Ƃ̊ዾ𑕔ĂΐΖ
	rnd %battle_flg2, 2
	if %acce_id == 3 mov %battle_flg2, 0
	if %battle_flg2 == 0 goto *slime_mirage_check_hit
	if %battle_flg2 == 1 goto *slime_mirage_check_miss
	
	*slime_mirage_check_hit
		]yI߈粎jGI{́BgCjGtI\
		mov %battle_flg3, -2
		return
	
	*slime_mirage_check_miss
		$p_name]yI粎jGg̕חCStISgS̓ZZCRcc\
		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yjGz
		ujČāC粐ݚG\\BCvDDn\꣈ԁ\\v\
		bind_set 1,2,75
		mov %battle_flg1, 0			;g͉
		return














;===========================
; 퓬̃Lʐݒij
;===========================

; ===ϐ̏===
*enemy_init_8
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;`[`[W
	mov %battle_flg2, 0		;
	mov %battle_flg3, 0		;
	mov %battle_flg4, 0		;
	mov %battle_flg5, 0		;
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_8
	mov %mons_pos_x, 260
	mov %mons_pos_y, 120
	lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_8
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_8
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\lilim.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_8
	mov $str_enemyname, ""
	mov %e_maxhp, 600	;ő̗
	mov %e_maxmp, 500	;őC
	mov %e_p_atk, 0		;U
	mov %e_m_atk, 150	;@U
	mov %e_s_atk, 120	;U
	mov %e_p_def, 100	;h
	mov %e_m_def, 500	;@h
	mov %e_s_def, 100	;h
	mov %e_exp, 1000	;ol
	mov %e_money, 1000	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\lilim_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\lilim_sta2.png"	;P	
	mov $str_monssta3,":a;cg\lilim_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\lilim_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\lilim_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\lilim_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_8
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_8,*enemy_start_talk_p2_8,*enemy_start_talk_p3_8,*enemy_start_talk_p4_8,*enemy_start_talk_p5_8,*enemy_start_talk_p6_8,*enemy_start_talk_p7_8
	*enemy_start_talk_p1_8	;Ζ
		bgmvol 100
		bgm "music\boss.ogg"
		vsp SP_MONSTER,1
		print 16
		yHHHz
		uCR\CFFDꇊQI}꣚GCccccv\
		
		ݑwŐ[ҒIC꘢ŔVl{يQIB\
		
		ACNabBŏdvISgUoIdٖ́Csݑiꢐ񓙊ՔVyB\
		
		yHHHz
		u䐥仛GBŋߓsvLl\C䐳oꡁ\\v\
		
		lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
				
		bgmvol 80
		bgm "music\lilim.ogg"
		
		y仛Gz
		uzaFFNꡁBCCȓIꠁHv\
		dwave 1,"sound\charge.wav" 
		gosub *battle_s_flash
		dٓI͍仛G̓ڏWBŗCꢎayD^햂@B\
		
		goto *enemy_start_talk_end_8
	*enemy_start_talk_p2_8	;
		vsp SP_MONSTER,1
		print 15
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 <= 2 goto *enemy_start_talk_p2_univ1_8
		if %%temp1 <= 4 goto *enemy_start_talk_p2_univ2_8
		goto *enemy_start_talk_p2_univ3_8
		goto *enemy_start_talk_end_8
				
		*enemy_start_talk_p2_univ1_8
			y仛Gz
			uCꝁHߛCsXxccv\

			goto *enemy_start_talk_end_8
			
		*enemy_start_talk_p2_univ2_8
			y仛Gz
			uꟁCFFI꣖ŉ䗹ꝁHv\
			lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			y仛Gz
			us슽䗹HJߏΓIꊁ\\@VvߘGIv\
			y仛Gz
			uߛCsXx\\ccv\
			
			goto *enemy_start_talk_end_8
			
		*enemy_start_talk_p2_univ3_8
			lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			y仛Gz
			uܙCFF\\꣔\DJSށIv\
			lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			y仛Gz
			uAC@꣔\׉ICXJSIꠁHȐ\\ccv\
			goto *enemy_start_talk_end_8

			
	*enemy_start_talk_p3_8	;xssk
		vsp SP_MONSTER,1
		print 15
		y仛Gz
		uꟁCFFBLvLϋ_ށHv\
	
		goto *enemy_start_talk_end_8
	*enemy_start_talk_p4_8	;xhCsk
		vsp SP_MONSTER,1
		print 15
		仛GoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_8
		*enemy_start_talk_p41_8
			lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			y仛Gz
			uꟁ\\CFFC꣖ꟁBsz\Hv\
		
			goto *enemy_start_talk_end_8
		
		*enemy_start_talk_p42_8
			lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			y仛Gz
			uccFF^ICߌoΉ_^|ꡁBߛCA蜓X[X[ꠁv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICRYzv̈ӗA{IOBg̎gs͟cc$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_8
	*enemy_start_talk_p5_8	;
		vsp SP_MONSTER,1
		print 15
		lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		y仛Gz
		uꟁccv\
		
		y仛Gz
		u㎟Cߘcc𘮕IBccӎꣁv\
		lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		y仛Gz
		uACՓIIDSyGv\
		
		goto *enemy_start_talk_end_8
	*enemy_start_talk_p6_8	;
		vsp SP_MONSTER,1
		print 15
		;Ȃł
	
			goto *enemy_start_talk_end_8
	*enemy_start_talk_p7_8	;{点
		;Ȃł


	*enemy_start_talk_end_8
	
	; 搧U
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uv꣕ϓYsvlswfxIv\
	
	dwave 1,"sound\voice_lilim2.wav"
	pink_flash 12
	
	仛GߕoFÍI
	
	if %mirage_flg != 1 goto *lilim_first_charm_hit
	if %mirage_flg == 1 goto *lilim_first_charm_miss
	
	*lilim_first_charm_miss
	
		!d100
		mov %mirage_flg, 0
		gosub *dungeon_stat_view
		dwave 2,"sound\mirage.wav"
		AC͖gCUI\
		lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		y仛Gz
		u\\CߐYCϗIFFC꣑ϗꊁIv\
		
		ꡁC꣓粔rꠁB$p_name|snˋNB\
		return
	
	*lilim_first_charm_hit
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		print 12
		bgmvol 50
		FI͏$p_nameCoӎB\
		
		ӎQ㓍FBϓzvOIgcc\
		
		y仛Gz
		uccfB꣏Av@RꡁBߛCsꠁCFFv\
		
		bind_set 2,99,0
		mov %e_s_atk, 3 * (%p_maxmp / 10 + %p_s_def / 5)
		return
	
	;̃bh́AX[v邱ƂBĜ݁B
	;if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_8

return

;====================================================
; IU󂯂̃JE^[p
;====================================================
*enemy_lilim_s_dmg_chk

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_8
	if %damage_buf != 0 jumpf
	
	$p_namezv仛GIǵBAC仛GSvoI\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_8
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_8
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_8

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_8,*enemy_s_dmg1mes1_8,*enemy_s_dmg1mes2_8
	*enemy_s_dmg1mes0_8
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_8,*enemy_s_dmg1mes02_8,*enemy_s_dmg1mes03_8
		*enemy_s_dmg1mes01_8
				$p_name_n仛GIB仛G嫑RۋNGqCAŋNJSIB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes02_8
				$p_nameyyn仛GB仛Gϋɒn㕫񉞗ߗB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes03_8
				$p_nameuߕ仛GIB_aIG`ߗcc
				@
			goto *enemy_s_dmg1_end_8

	*enemy_s_dmg1mes1_8
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_8,*enemy_s_dmg1mes12_8,*enemy_s_dmg1mes13_8
		*enemy_s_dmg1mes11_8
				$p_namep㓪r仛GISB仛GIg̖ҒnTꉺB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes12_8
				$p_nameLi仛GIߕCڈꢓIBw\o𗧗NB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes13_8
				$p_name仛GNIB仛GIoI\B
				@
			goto *enemy_s_dmg1_end_8

	*enemy_s_dmg1mes2_8
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_8,*enemy_s_dmg1mes22_8,*enemy_s_dmg1mes23_8
		*enemy_s_dmg1mes21_8
				$p_nameIw仛GI鏊BݚaݚaIrOlB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes22_8
				$p_name粝仛GIC粏w鏊Bqʔ퓯XC仛Gݖ^BHB
				@
			goto *enemy_s_dmg1_end_8

		*enemy_s_dmg1mes23_8
				$p_nameݓ仛GIbB仛Gg̖ҒnCLoI
				@
			goto *enemy_s_dmg1_end_8

	*heat0to1talk0_8
		$p_namepw띛MJnLoI仛GB仛GICJnŋ}]IbB
		@
		goto *enemy_s_dmg1_end_8
	*heat0to2talk0_8
		$p_name粐e仛GC粌nCꢓI鏊I
		@
		goto *enemy_s_dmg1_end_8
	*heat1to2talk0_8
		$p_namep菶仛GISg㉺CeגnꢓIa鏊B
		@


	*enemy_s_dmg1_end_8	
		lsp SP_MONSTER,":a;cg\lilim_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_lilim.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_8
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uI\\BFFCD✐ف\\Iv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_8
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_8
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_8
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_8


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_8,*enemy_s_dmg2mes1_8,*enemy_s_dmg2mes2_8
	*enemy_s_dmg2mes0_8
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_8,*enemy_s_dmg2mes02_8,*enemy_s_dmg2mes03_8
		*enemy_s_dmg2mes01_8
				y仛Gz
				uI\\Cʔc䓖wqΑҙށccBs߁C\s\đ̖̉Hv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes02_8
				y仛Gz
				uTCaCIaccccCڕIbsAGCFFv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes03_8
				y仛Gz
				uTccFFC슽ꝁHږ̖ȚGBccv\
			goto *enemy_s_dmg2_end_8

	*enemy_s_dmg2mes1_8
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_8,*enemy_s_dmg2mes12_8,*enemy_s_dmg2mes13_8
		*enemy_s_dmg2mes11_8
				y仛Gz
				uށIHsAssꊁCߗBoyƓIccv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes12_8
				y仛Gz
				uTccFFCDccBČ_v֌nGHv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes13_8
				y仛Gz
				uIcc嫁A嫑RkCAvy_GHߗccqIccv\
			goto *enemy_s_dmg2_end_8

	*enemy_s_dmg2mes2_8
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_8,*enemy_s_dmg2mes22_8,*enemy_s_dmg2mes23_8
		*enemy_s_dmg2mes21_8
				y仛Gz
				uށccʓߞMccD㵐lށccv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes22_8
				y仛Gz
				uꟁccIjccI}CߘCDCjccv\
			goto *enemy_s_dmg2_end_8

		*enemy_s_dmg2mes23_8
				y仛Gz
				uޚjccIbCbssIAߞ靆Ibccv\
			goto *enemy_s_dmg2_end_8

	*heat0to1talk_8
		y仛Gz
		uꟁccFFCDꇊQccBCog̔MNccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_8
		y仛Gz
		uꟁccIH׏YCccIHDCDꟁccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_8
		y仛Gz
		ujjccqCEsZށccBFFCđΉccXccccDꝁHv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_8	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_8

return

;yGNXq[z
*enemy_skill_exheal_8

return

;yCz
*enemy_skill_kiai_8

return

;y~[Wz
*enemy_skill_mirage_8

return

;y~Qz
*enemy_skill_giveup_8
	lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uIC~ꝁH߉A꣓Oٖ@RꠁBv\
return

;y\jbNz
*enemy_skill_sonic_8
		calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\sonic.wav"
		lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_nameᏥI$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yuXgz
*enemy_skill_blast_8
		calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\blast.wav"
		lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_nameᏥI$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yJE^[z
*enemy_skill_counter_8

return

;yvA^bNz
*enemy_skill_watack_8

	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_8
	if %sleepflg == 1 goto *enemy_skill_watack_slp_8
*enemy_skill_watack_slp_8
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_8
*enemy_skill_watack_nslp_8\
*enemy_skill_watack_end_8

return

;yX[vz
*enemy_skill_sleep_8
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion

	*enemy_skill_sleep_miss_8
	A仛GٝI\
	
	y仛Gz
	uCI@ꡁsߓߘΉDsǗpGHv\

return

;yhCLXz
*enemy_skill_kiss_8
	; _[WľvZ
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	add %e_mp,%damage_buf
	if %p_mp <= 0 mov %p_mp,0	
	if %e_mp > %e_maxmp mov %e_mp, %e_maxmp
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	pink_flash 14
	gosub *view_enemy_statbar	;G̃o[\
	gosub *dungeon_stat_view	;l̃o[\
	$p_namez%damage_buf_́I\
	y仛Gz
	uT`ccꟁBӊҁΉpߘ^ꊁIv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_8

return

;====================================================
; KE
;====================================================
*enemy_muramasa_8

	goto *battle_p_win_end_8



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_8
	if %giveup == 1 goto *enemy_action_giveup_8
	
	if %acce_id == 10 goto *enemy_s_attack_8	;m̏
	if %bindflg != 0 goto *enemy_s_attack_8		;|͐IU
	

	;펞i@/`[`[W/X[vj
	if %battle_flg1 == 1 mov %battle_flg1, 0 : goto *enemy_lilim_charm
	rnd %temp1, 10
	if %temp1 == 0 goto *enemy_lilim_charge
	if %temp1 <= 2 goto *enemy_lilim_sleep
	goto *enemy_m_attack_8
		
	;~Q
	*enemy_action_giveup_8
		goto *enemy_s_attack_8

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_8
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_8
	if %bindflg == 2 goto *battle_bind_p2_8
	if %bindflg == 3 goto *battle_bind_p3_8
	if %bindflg == 4 goto *battle_bind_p4_8
	
	
	; oChPFX[v
	*battle_bind_p1_8
	if %sub_temp2 == 0 goto *battle_bind_p10_8
	if %sub_temp2 == 1 goto *battle_bind_p11_8
		;p
		*battle_bind_p10_8
			if %giveup == 1 return
			ӏPCӎNOCescc\
			return
			
		;
		*battle_bind_p11_8
			$p_nameߗI\
			mov %bindflg,0
			return
	
	; oChQF`[
	*battle_bind_p2_8
	if %sub_temp2 == 0 goto *battle_bind_p20_8
	if %sub_temp2 == 1 goto *battle_bind_p21_8
		;p
		*battle_bind_p20_8
			if %giveup == 1 return
			仛GfCٖ@Rcc\
			return
			
		;
		*battle_bind_p21_8
			;܂
			mov %bindflg,0
			return

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_8

	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_8

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	dwave 1,"sound\swing2.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_8,*enemy_p_attack2_8,*enemy_p_attack3_8
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_8,*enemy_p_attack2sa_8,*enemy_p_attack3sa_8
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_8,*enemy_p_attack2sb_8,*enemy_p_attack3sb_8

; ʏ펞U
*enemy_p_attack1_8
	仛GꑏdIaP$p_nameIЗ͋Crٖ@ishI
	@
	goto *enemy_p_attackend_8
*enemy_p_attack2_8
	仛G匕MߗIٖ@ΗpIꌂI
	@
	goto *enemy_p_attackend_8
*enemy_p_attack3_8
	仛GI嫑RuԘoMCAtgҐP$p_nameI
	@
	goto *enemy_p_attackend_8

; yU
*enemy_p_attack1sa_8
	仛GꑏdIaP$p_nameI嫑RЗ͗L~CA匕gIdʈˑRIQI
	@
	goto *enemy_p_attackend_8
*enemy_p_attack2sa_8
	仛G匕|I嫑R׋phZCA菶pkwwI
	@
	goto *enemy_p_attackend_8
*enemy_p_attack3sa_8
	仛G匕MIЗcItg$p_namePI
	@
	goto *enemy_p_attackend_8

; dU
*enemy_p_attack1sb_8
	仛GIaP$p_nameBAߖvLOI͓CLٗ́B
	@
	goto *enemy_p_attackend_8
*enemy_p_attack2sb_8
	仛G匕|B嫑RpIꌂCAvLzےߛɁB
	@
	goto *enemy_p_attackend_8
*enemy_p_attack3sb_8
	仛G匕MBtg$p_namePCAЗ͏[ʖAwB
	@
	goto *enemy_p_attackend_8
	
*enemy_p_attackend_8
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn



;==========================
; 
;==========================
*enemy_p_mirage_8

	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_8

	dwave 1,"sound\blast.wav"

	仛GI@$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Agh@Cg׎UI\

	y仛Gz
	u\\Cߏ\\IHv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_8


	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_8

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_8
	
	calc_m_damage_e %e_m_atk, %p_m_def, 40
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_8,*enemy_m_attack2_8,*enemy_m_attack3_8
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_8,*enemy_m_attack2sa_8,*enemy_m_attack3sa_8
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_8,*enemy_m_attack2sb_8,*enemy_m_attack3sb_8

; ȂԖ@U
*enemy_m_attack1_8
	仛GISߕo͔gI͊gUJCѐ$p_nameI
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack2_8
	仛GJnᏥKIKÖ͌$p_namePI
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack3_8
	仛GڋNKÖ͓ߗI͉KFː$p_namePI
	@
	goto *enemy_m_attack_end_8

; yԖ@U
*enemy_m_attack1sa_8
	仛GISߕo͔gI嫑R䍄ˎ㗹ꍱCAЗ͈ˑRI
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack2sa_8
	仛GyyfCᏥKBp\œCB
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack3sa_8
	仛GڋNKÖ͓ߗI͉KF^CZ$p_nameI
	@
	goto *enemy_m_attack_end_8

; dԖ@UiȂj
*enemy_m_attack1sb_8
	仛GISߕoI͔gBŗЗ͛ߌo啝~B
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack2sb_8
	仛G粚be粋ᏥKIApߌodCCЗ͖ώ㗹B
	@
	goto *enemy_m_attack_end_8
*enemy_m_attack3sb_8
	仛GoKÖ́BRoZkC͛ߌo啝cc
	@
	goto *enemy_m_attack_end_8

*enemy_m_attack_end_8
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\lilimatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_8

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_8

	;oChԂłȂ΁AX[vU{
	if %bindflg == 0 goto *enemy_lilim_sleep

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_8
	if %bindflg == 2 goto *enemy_s_attack_b1_8
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_8
	if %p_heat == 1 goto *enemy_s_attack_p1_8
	
	; X[v
	*enemy_s_attack_p0_8
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_8
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_8
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_8
		; 
		*enemy_s_attack_p00_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_8,*enemy_s_attack_p001_8,*enemy_s_attack_p002_8
			*enemy_s_attack_p000_8
				仛GZӎNOAٖ@eI$p_nameC粓[C粕̒ISgI
				@
				e_satk_effect "sound\tkk_tri.wav"
				y仛Gz
				uHHCFFݘYIꡁ\\HFFIcc䗈꣘ꠁv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p001_8
				仛GߗBݞNOIӎCŖ֏㗹wcc
				@
				e_satk_effect "sound\lip.wav"
				y仛Gz
				uTCaccB^^CFFIqDv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p002_8
				仛GsfM$p_nameISgBݝٖ@oCRIԉCpݕsfccI
				@
				e_satk_effect "sound\lick2.wav"
				y仛Gz
				uꟁCLoށBߐډzASA@wccꡁHv\
				goto *enemy_s_attack_end_8

		
		; y
		*enemy_s_attack_p01_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_8,*enemy_s_attack_p011_8,*enemy_s_attack_p012_8
			*enemy_s_attack_p010_8
				仛GߒgI_$p_nameCXnII
				@
				e_satk_effect "sound\lori_004.wav"
				y仛Gz
				u^ICsFFCQcczvށHv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p011_8
				仛GuЌВnٕ՗$p_nameIzBwwONOIӎVB
				@
				e_satk_effect "sound\lori_005.wav"
				y仛Gz
				uꟙccFFIccB樉䑽vccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p012_8
				仛GcbLi$p_nameIQqBbJn$p_nameI\sfcc
				@
				e_satk_effect "sound\lori_003.wav"
				y仛Gz
				uccCAN꣓I@ꠁBĕs_ߗC^IviGccv\
				goto *enemy_s_attack_end_8

		; d
		*enemy_s_attack_p02_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_8,*enemy_s_attack_p021_8,*enemy_s_attack_p022_8
			*enemy_s_attack_p020_8
				仛GًٓZ$p_namegC$p_nameIڏ㖁I
				@
				e_satk_effect "sound\h_mizu1.wav"
				y仛Gz
				uTccҁAҖvCꠁccHCDށccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p021_8
				仛G$p_name|@׍ݑ_CɊɖNI
				@
				e_satk_effect "sound\h_zutyu.wav"
				y仛Gz
				uꟙccFFIċzccށCoƖIccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p022_8
				仛GLi$p_nameIQqC_˒nMIAsB
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				y仛Gz
				uccCDcczvꡁCBꟙCoDFI`tccv\
				goto *enemy_s_attack_end_8

	
	; X[vs`
	*enemy_s_attack_p1_8
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_8
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_8
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_8
		; 
		*enemy_s_attack_p10_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_8,*enemy_s_attack_p101_8,*enemy_s_attack_p102_8
			*enemy_s_attack_p100_8
				仛GZӎNOٖ@eI$p_nameC粓[C粑ݒnISgI
				@
				e_satk_effect "sound\hp01.wav"
				y仛Gz
				uICFFHˊJnċzAkedGBccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p101_8
				仛G$p_nameBIcc
				@
				e_satk_effect "sound\lori_010.wav"
				y仛Gz
				uIccaCajccccCڕAvꡁCFFHv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p102_8
				仛GLi$p_nameIߕCޘMICsfB
				@
				e_satk_effect "sound\lori_007.wav"
				y仛Gz
				u̔kDꡁBkꝁHꟙCIoꕛ˓I_ccv\
				goto *enemy_s_attack_end_8

		; y
		*enemy_s_attack_p11_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_8,*enemy_s_attack_p111_8,*enemy_s_attack_p112_8
			*enemy_s_attack_p110_8
				仛GђgI_$p_nameCnII
				@
				e_satk_effect "sound\tkk_once.wav"
				y仛Gz
				uꟁccFFߌoϐ闹ccBƕPCFFIꠁccHv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p111_8
				仛G$p_name@COAڊJC_jASAzrB
				@
				e_satk_effect "sound\hp03.wav"
				y仛Gz
				uICaccccفccCFFIgqݕsTꡁccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p112_8
				仛GbLi$p_nameIQqBbڐN@CїmII
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				y仛Gz
				uꟙCNƗFFI@ʁBA꣍ݍ@uꠁv\
				goto *enemy_s_attack_end_8

		; d
		*enemy_s_attack_p12_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_8,*enemy_s_attack_p121_8,*enemy_s_attack_p122_8
			*enemy_s_attack_p120_8
				仛GًٓZ$p_namegC$p_nameInI
				@
				e_satk_effect "sound\lori_009.wav"
				y仛Gz
				uށccICߌoEsZށccBꟁCFFICD靁ccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p121_8
				仛G$p_name|@׍ݑ_CnNI
				@
				e_satk_effect "sound\lori_011.wav"
				y仛Gz
				uICFFIċzccꟁI^ICٓߎnꊁccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_p122_8
				仛GLi$p_nameIQqCnMIAsI
				@
				e_satk_effect "sound\hp05.wav"
				y仛Gz
				uꟙccTTICvꝁHACv˓IbA݉g̗ccDꝁHv\
				goto *enemy_s_attack_end_8

	;####  ####
	*enemy_s_attack_b1_8

	if %p_heat == 0 goto *enemy_s_attack_b10_8
	if %p_heat == 1 goto *enemy_s_attack_b11_8
	
	; SLV1Î
	*enemy_s_attack_b10_8
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_8
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_8
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_8
		; 
		*enemy_s_attack_b100_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_8,*enemy_s_attack_b1001_8,*enemy_s_attack_b1002_8
			*enemy_s_attack_b1000_8
				仛GًْnZ$p_nameB֐Ss߁CӎQQZcc
				@
				e_satk_effect "sound\heartbeat.wav"
				y仛Gz
				u\\B^^CFFߌoIGv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1001_8
				仛G㗈BSONVCs։񉞋N仛GIcc
				@
				e_satk_effect "sound\fera.wav"
				y仛Gz
				uICaCajccDꊁCBIoߕ\vpBs꣋hGccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1002_8
				仛G芊i$p_nameIQqC_nݓIAsB
				@
				e_satk_effect "sound\h_mizu1.wav"
				y仛Gz
				uA꣘NꠁBspEGBsCs꣔EZIv\
				goto *enemy_s_attack_end_8

		; y
		*enemy_s_attack_b101_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_8,*enemy_s_attack_b1011_8,*enemy_s_attack_b1012_8
			*enemy_s_attack_b1010_8
				仛Guߕ$p_nameIB
;20121208CCi⊮
				ߌ@דIwGqCҏNI֓`ՑSgB
				e_satk_effect "sound\lori_003.wav"
				y仛Gz
				uCokꝁH߉A꣘X_ꠁccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1011_8
				仛GvYM$p_nameʈISgBߎNIosfcc
				@
				e_satk_effect "sound\lick2.wav"
				y仛Gz
				uCFFz䜃ΑꡁHv\VIbCA@꣏ÚGccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1012_8
				仛GcbLi$p_nameIQqBbZㅍ݉AsCJnnݓNI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				y仛Gz
				upb꣚GBCCkꠁHv\
				goto *enemy_s_attack_end_8

		; d
		*enemy_s_attack_b102_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_8,*enemy_s_attack_b1021_8,*enemy_s_attack_b1022_8
			*enemy_s_attack_b1020_8
				仛GMȓICW$p_nameŁB$p_nameŔ푀cʁCJnԁcc
				@
				e_satk_effect "sound\lori_002.wav"
				y仛Gz
				uIccFFCNCϘꠁccHoCDGccv\
				goto *enemy_s_attack_end_8


			*enemy_s_attack_b1021_8
				仛Gc$p_name|@׍ݑ_CȖʕRIpٓ\㗈I
				@
				e_satk_effect "sound\lori_005.wav"
				y仛Gz
				uFFccvٚGB樉CϓNccv\
				goto *enemy_s_attack_end_8

;20121208CCi⊮
				仛G$p_name|BAێRʓIpCuߕXI
				@
				e_satk_effect "sound\lori_007.wav"
				y仛Gz
				uICꟁccFFICDcc@ʔ\ڝiIbCmXꠁccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1022_8
		
	
	; s`
	*enemy_s_attack_b11_8
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_8
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_8
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_8
		; 
		*enemy_s_attack_b110_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_8,*enemy_s_attack_b1101_8,*enemy_s_attack_b1102_8
			*enemy_s_attack_b1100_8
				仛GًٕZ$p_nameCݑ粒BߌoC仛GȊOYsٖ@vlcc
				@
				e_satk_effect "sound\h_zutyu.wav"
				y仛Gz
				uߌoCYsspzGBFFߌoC꘢lIccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1101_8
				仛G㗈B䏇ꢓICꑓMݐ[Vcc
				@
				e_satk_effect "sound\fera6.wav"
				y仛Gz
				uaCajccccCFFŋNDIqBCđ꣈_Gccajccv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1102_8
				仛G芊i$p_nameIQqCnݓNIAsI
				@
				e_satk_effect "sound\tkk_tri.wav"
				y仛Gz
				uCߌovꝁHҁ\\ssGBCĉcv\
				goto *enemy_s_attack_end_8

		; y
		*enemy_s_attack_b111_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_8,*enemy_s_attack_b1111_8,*enemy_s_attack_b1112_8
			*enemy_s_attack_b1110_8
				仛Guߕ$p_nameIBGqCsLғdʓI߁B
				@
				e_satk_effect "sound\lori_004.wav"
				y仛Gz
				uށCFFCAvꝁHCȒwqꡁv\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1111_8
				仛GvYM$p_nameʈISgBߎŔ틭s~ՊE_IoC樏NsfccI
				@
				e_satk_effect "sound\hp02.wav"
				y仛Gz
				uI\\CFFHEsZHzvNꝁHCYꔍˍDꡁ\\v\
				goto *enemy_s_attack_end_8

			*enemy_s_attack_b1112_8
				仛GcbLi$p_nameIQqBbZㅍ݉AsCJnnݓI
				@
				e_satk_effect "sound\lori_003.wav"
				y仛Gz
				u^^CCkꠁHApb꣋DsDHv\
				goto *enemy_s_attack_end_8

		; d
		*enemy_s_attack_b112_8
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_8,*enemy_s_attack_b1121_8,*enemy_s_attack_b1122_8
			*enemy_s_attack_b1120_8
				仛GMȓICW$p_nameŁB$p_nameŔ푀cʁCJnԁcc
				@
				e_satk_effect "sound\lick2.wav"
;20121208CCi⊮
				y仛Gz
				uFFCߌoEsZBȑFFsvĔEccv\
				goto *enemy_s_attack_end_8


			*enemy_s_attack_b1121_8
				仛Gc$p_name|@׍ݑ_CnC㗈I
				@
				e_satk_effect "sound\h_zutyu.wav"
				y仛Gz
				uIccFFCߗDBđفC׉ꑟꠁccHv\
				goto *enemy_s_attack_end_8

;20121208CCi⊮
			*enemy_s_attack_b1122_8
				仛G$p_name|BAȋRʓIpCuߕNƒI
				@
				e_satk_effect "sound\hp03.wav"
				y仛Gz
				uTccFFIߗCݕsnꡁccBDDN꣓IGccv\
				goto *enemy_s_attack_end_8

	*enemy_s_attack_end_8
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_8
	goto *change_player_turn
	
	*enemy_s_attack_danger_8
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		y仛Gz
		uCFFŋNkIqccA꣟ꠁccv\
		
		print 15
		

goto *change_player_turn

;====================================================
; `[`[W
;====================================================
*enemy_lilim_charge
	dwave 1,"sound\charge.wav" 
	gosub *battle_s_flash
	仛GݏẂcc\
	mov %battle_flg1, 1
goto *change_player_turn

;====================================================
; `[
;====================================================
*enemy_lilim_charm
	y仛Gz
	uv꣟蜁IwfxIv\
	
	dwave 1,"sound\voice_lilim2.wav"
	pink_flash 12
	
	仛GߕoFÍI
	
	if %mirage_flg != 1 goto *enemy_lilim_charm_hit
	if %mirage_flg == 1 goto *enemy_lilim_charm_miss
	
	*enemy_lilim_charm_miss
	
		!d100
		mov %mirage_flg, 0
		gosub *dungeon_stat_view
		dwave 2,"sound\mirage.wav"
		AC͖gCUI\
		lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		y仛Gz
		u^AIA\\I׏YAŕsꟁIv\
		goto *change_player_turn
	
	*enemy_lilim_charm_hit
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		print 12
		bgmvol 50
		FI͕͗$p_nameCZIӎB\
		
		ӎQ㓍FBϓzvOIgcc\
		
		y仛Gz
		uccfB꣏AĖٖ@RꡁBߛC樉DDߘꠁCFFv\
		
		bind_set 2,99,0
		mov %e_s_atk, 3 * (%p_maxmp / 10 + %p_s_def / 5)
goto *change_player_turn

;====================================================
; X[v
;====================================================
*enemy_lilim_sleep
	仛GᏥpI
	dwave 1,"sound\sleep.wav"
	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 13
	csp SP_FLASH
	print 13
	
	if %giveup == 1 goto *enemy_lilim_sleep_hit
	if %acce_id == 5 goto *enemy_lilim_sleep_guard
	rnd %temp1, 100
	if %temp1 > 50 goto *enemy_lilim_sleep_hit

*enemy_lilim_sleep_miss
	AC$p_namevLʁI\
	goto *change_player_turn

*enemy_lilim_sleep_guard
	dwave 1,"sound\bell.wav"
	ACϖVUӁI\
	goto *change_player_turn
	
*enemy_lilim_sleep_hit
	IӏP$p_nameCDIӎcc\
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uBӈCFFB꣘꘢CDIccv\
	bind_set 1,3,50
	goto *change_player_turn

;====================================================
; liʏj
;====================================================
*battle_p_win_8

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uuuuC~C~Iv\

	gosub *mes_spd_chg_n	;bZ[Wxʏ펞̂̂ɕύX
	barclear -1
	gosub *dungeon_stat_view
	mov %encount_chk, -20

			
	*battle_p_win_end_8
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_8
		l%e_expola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *floor2_end

;====================================================
; liIj
;====================================================
*battle_s_win_8
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_8

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmfadeout 1000
	bgmstop
	goto *floor2_end

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_8
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_8
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_8 : goto *battle_p_lose_end_8
	if %%temp1 <> 0 gosub *h_scene_lose_p2_8 : goto *battle_p_lose_end_8



	*battle_p_lose_end_8
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_8

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_8
	goto *battle_s_lose_end_8

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_8
	;goto *battle_s_lose_end_8
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_8 : goto *battle_s_lose_end_8
	if %%temp1 <> 0 gosub *h_scene_lose_s2_8 : goto *battle_s_lose_end_8

	*battle_s_lose_end_8
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_8
	;͐Εs\
	$p_nameIAw@JECٖ@EI\
	goto *change_enemy_turn

;===========================
; 퓬̃LʐݒiGWFj
;===========================

; ===ϐ̏===
*enemy_init_9
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;q[g̔
	mov %battle_flg2, 0		;GNXq[g̔
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_9
	mov %mons_pos_x, 220
	mov %mons_pos_y, 140
	lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_9
	bar BAR_E_HP,%e_hp,350,85,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,350,95,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_9
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\angel.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_9
	mov $str_enemyname, "GWF"
	mov %e_maxhp, 400	;ő̗
	mov %e_maxmp, 350	;őC
	mov %e_p_atk, 180	;U
	mov %e_m_atk, 150	;@U
	mov %e_s_atk, 150	;U
	mov %e_p_def, 100	;h
	mov %e_m_def, 50	;@h
	mov %e_s_def, 100	;h
	mov %e_exp, 800		;ol
	mov %e_money, 1000	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\angel_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\angel_sta2.png"	;P	
	mov $str_monssta3,":a;cg\angel_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\angel_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\angel_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\angel_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_9
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_9,*enemy_start_talk_p2_9,*enemy_start_talk_p3_9,*enemy_start_talk_p4_9,*enemy_start_talk_p5_9,*enemy_start_talk_p6_9,*enemy_start_talk_p7_9
	*enemy_start_talk_p1_9	;Ζ
		vsp SP_MONSTER,1
		print 15
		bgmvol 80
		bgm "music\angel.ogg"
		
		yHHHz
		urIrꟁB}꣓Iccv\
		
		ݕsvcIԒOiCʎU_韃IgBw@IHC樐lz`IVgB\
		
		yHHHz
		uIXB_\IgCAחEI`Ғ񋟎^Jv\
		
		Xccŗ^IVgBCsꝁH\
		
		yXz
		uCo𗹏ꠁBLCLSDӗBꏒɋCA樉䗈꣎ꠁBccv\
		
		lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		pink_flash 14
		XJHao]CU$p_nameBʑΏ[I\C$p_nameLnzߋB\
		
		RCAݐڎXiIOꍏBꢓIˉfB\
		
		oˁC\B嫑R퉷_Iq᳁CApa{I͈Bߐ[ΑlI~]I\B\
		
		dwave 1,"sound\equip.wav" 
		$p_namev^XfJC|snˋNBœꖋCXߏnꓹB\
		
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uݍ顐[dIlފᒆCAaߍꝁccBvꔖ@B嫑R{ӁCAҐ꣍~ꠁv\
		
		lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		XUIϓLUBŗC\DlB\
		
		
		
		

		gosub *battle_face_reset
		print 15

		goto *enemy_start_talk_end_9
	*enemy_start_talk_p2_9	;
		vsp SP_MONSTER,1
		print 15
		XoI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_9
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_9
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_9
		goto *enemy_start_talk_end_9
				
		*enemy_start_talk_p2_univ1_9
		
			lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yXz
			uꋔvC@ӒnIꝁB^ߐlߏccv\

			lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yXz
			uAC_IΖFIBCA樉䗈DDꠁccv\
			
			goto *enemy_start_talk_end_9
			
		*enemy_start_talk_p2_univ2_9
			yXz
			uo팩ꡁBVCꋑYڎIꠁHv\
			lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yXz
			uccꝁCꋕs슽ށB^⊶BR@CꋗȚGBݖʑOsICꠁccIv\
			
			^ꢓꐥꖖq_IgҁB񐥐V_CۑsVgAxqVgꠁB\
			
			goto *enemy_start_talk_end_9
			
		*enemy_start_talk_p2_univ3_9
		
			lsp SP_MONSTER,":a;cg\angel_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			yXz
			uccmIBꋐӗIꠁv\
			
			sC꣌B\

			yXz
			uꟁCAL퐥_IlBssIC_l݊ŒꡁCAccIv\
			
			^sߐlbIVgꟁccB\
			
			goto *enemy_start_talk_end_9
			
	*enemy_start_talk_p3_9	;xssk
		vsp SP_MONSTER,1
		print 15
		XoI\
		yXz
		uʗꡁBLvLϝꍱXDIccPPBo߈ԏCꠁHv\
	
		goto *enemy_start_talk_end_9
	*enemy_start_talk_p4_9	;xhCsk
		vsp SP_MONSTER,1
		print 15
		XoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_9
		*enemy_start_talk_p41_9
			yXz
			uʗꡁBꋒ񋟏[IGccv\
		
			goto *enemy_start_talk_end_9
		
		*enemy_start_talk_p42_9
			yXz
			u}ՁBCV樉ꋎꠁccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICRϓzv̈ӗA{Bg̎gs㙤cc$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_9
	*enemy_start_talk_p5_9	;
		vsp SP_MONSTER,1
		print 15
		XoI\
		lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yXz
		uccꟁv\
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yXz
		uAvΉߎ펖ꝁHssIC_l݊Œꡁccv\
		
		yXz
		uAAA@ʐc_IbCvICꠁccHv\
	
		goto *enemy_start_talk_end_9
	*enemy_start_talk_p6_9	;
		vsp SP_MONSTER,1
		print 15
		XoI\
		yXz
		uꋉ񗈗ꟁBߛCvꋎccv\
	
			goto *enemy_start_talk_end_9
	*enemy_start_talk_p7_9	;{点
		


	*enemy_start_talk_end_9
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_9

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_9
	if %damage_buf != 0 jumpf
	
	$p_name_n̒XIǵBRCXvLcc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_9
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_9
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_9

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_9,*enemy_s_dmg1mes1_9,*enemy_s_dmg1mes2_9
	*enemy_s_dmg1mes0_9
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_9,*enemy_s_dmg1mes02_9,*enemy_s_dmg1mes03_9
		*enemy_s_dmg1mes01_9
			$p_nameyy̒XIHBXIoJSI΁B
			@
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes02_9
			$p_nameLoCGqXIځBXLynΒB
			@
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes03_9
			$p_nameZXIC@ה᪓IwܓB
			@
			goto *enemy_s_dmg1_end_9
	*enemy_s_dmg1mes1_9
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_9,*enemy_s_dmg1mes12_9,*enemy_s_dmg1mes13_9
		*enemy_s_dmg1mes11_9
			$p_nameCZXCp͝ScꢓIҁB_xIGݎwUJB
			@
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes12_9
			$p_nameCZXCꢎ粑i[B
			@
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes13_9
			$p_namep͕وXC_nꢓIHa@wB
			@
			goto *enemy_s_dmg1_end_9
	*enemy_s_dmg1mes2_9
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_9,*enemy_s_dmg1mes22_9,*enemy_s_dmg1mes23_9
		*enemy_s_dmg1mes21_9
			$p_nameϋ߈XCnB
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes22_9
			$p_nameϋ߈XC_nꢓIBw蜓ߑΔ@Hєʏ_IoVccB
			@
			goto *enemy_s_dmg1_end_9
		*enemy_s_dmg1mes23_9
			$p_nameLXIgCAځB
			@
			goto *enemy_s_dmg1_end_9

	*heat0to1talk0_9
		$p_name粕̈XIC粉_nsꢓIBꢓIRoMIbB
		@
		goto *enemy_s_dmg1_end_9
	*heat0to2talk0_9
		$p_namez⒅XICwLꑤIaI
		@
		goto *enemy_s_dmg1_end_9
	*heat1to2talk0_9
		$p_nameXIځBڒɊɏځCGqB
		@


	*enemy_s_dmg1_end_9	
		lsp SP_MONSTER,":a;cg\angel_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_angel.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_9
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yXz
	us\pߎ̖@GBvsv䗈ꋘ䗁ccHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_9
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_9
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_9
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_9


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_9,*enemy_s_dmg2mes1_9,*enemy_s_dmg2mes2_9
	*enemy_s_dmg2mes0_9
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_9,*enemy_s_dmg2mes02_9,*enemy_s_dmg2mes03_9
		*enemy_s_dmg2mes01_9
			yXz
			u퉷_ńCϓNccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes02_9
			yXz
			uGqړIbCSϓꡁccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes03_9
			yXz
			uށccߛ_nrCSsvꡁccv\
			goto *enemy_s_dmg2_end_9
	*enemy_s_dmg2mes1_9
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_9,*enemy_s_dmg2mes12_9,*enemy_s_dmg2mes13_9
		*enemy_s_dmg2mes11_9
			yXz
			uꟁCߛnccTCjCpccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes12_9
			yXz
			uCꋊҒnIꡁccRzǋVgC^_ccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes13_9
			yXz
			uꟁCDꇊQccv\
			goto *enemy_s_dmg2_end_9
	*enemy_s_dmg2mes2_9
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_9,*enemy_s_dmg2mes22_9,*enemy_s_dmg2mes23_9
		*enemy_s_dmg2mes21_9
			yXz
			uTIaEccT^DꇊQccꋔŏ㋎v_ꡁHꋐ^ccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes22_9
			yXz
			uAccꟁCRp͒nccv\
			goto *enemy_s_dmg2_end_9
		*enemy_s_dmg2mes23_9
			yXz
			uށIARGqVgI镔ccCꟁCw@^_ꡁccv\
			goto *enemy_s_dmg2_end_9

	*heat0to1talk_9
		yXz
		uIcc_Iw@B^樐lˁBv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_9
		yXz
		uꟁccIHAߞΑғIbCccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_9
		yXz
		uTccIsvCM䗹ccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_9	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_9
	if %battle_flg1 != 0 return
	lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yXz
	uAZsϓߎIC\ꋒ񋟎Iccv\
	gosub *battle_face_reset
	print 15
	mov %battle_flg1, 1
return

;yGNXq[z
*enemy_skill_exheal_9
	if %battle_flg2 != 0 return
	lsp SP_MONSTER,":a;cg\angel_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	yXz
	uށCߐIV́cc嫑Rkꋔ\gpCA@ʉȓIbC\s\樉䗈ꋎꡁHv\
	gosub *battle_face_reset
	print 15
	mov %battle_flg2, 1

return

;yCz
*enemy_skill_kiai_9

return

;y~[Wz
*enemy_skill_mirage_9

return

;y~Qz
*enemy_skill_giveup_9
	lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yXz
	uꋏImڎ䗹ꡁBߛCꋒ񋟏[IIccv\
return

;y\jbNz
*enemy_skill_sonic_9
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_name珥I$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_9
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_9

return

;yvA^bNz
*enemy_skill_watack_9
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_9
	if %sleepflg == 1 goto *enemy_skill_watack_slp_9
*enemy_skill_watack_slp_9
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_9
*enemy_skill_watack_nslp_9\
*enemy_skill_watack_end_9

return

;yX[vz
*enemy_skill_sleep_9
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_9
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樈XIӎ蜓NOI\
	return

	*enemy_skill_sleep_miss_9
	AΈXvLʁI\

return

;yhCLXz
*enemy_skill_kiss_9
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\angel_dmg2.png",%mons_pos_x,%mons_pos_y
	yXz
	uTccꟁccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_9

return

;====================================================
; KE
;====================================================
*enemy_muramasa_9
	
	dwave 1,"sound\murasama.wav"
	Nя㗹dٓI䊁CKEI鮍ݑccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\angel_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yXz
	uccAˑRzNL_Bߛccv\
	gosub *battle_end_init
	print 13
	XRQI\
	goto *battle_p_win_end_9



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_9
	if %giveup == 1 goto *enemy_action_giveup_9
	
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 == 6 goto *enemy_s_attack_9		;{点
	
	if %acce_id == 10 goto *enemy_s_attack_9	;m̏

	;ʏԁiʏ͕IBlHP60ȉŕij
	*enemy_action_normal_9
		mov %temp1, %p_maxhp * 6 / 10
		rnd %temp2, 5
		if %p_hp < %temp1 && %temp2 <= 3 goto *enemy_angel_hug
		if %temp2 <= 1 goto *enemy_s_attack_9
		goto *enemy_p_attack_9
		
	
	;~Q
	*enemy_action_giveup_9
		goto *enemy_s_attack_9

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_9


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_9

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_9
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_9

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_9,*enemy_p_attack2_9,*enemy_p_attack3_9
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_9,*enemy_p_attack2sa_9,*enemy_p_attack3sa_9
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_9,*enemy_p_attack2sb_9,*enemy_p_attack3sb_9

; ʏ펞U
*enemy_p_attack1_9
	dwave 1,"sound\slash.wav"
	XIHэݎ͖V򕑁CsI$p_namePI
	@
	goto *enemy_p_attackend_9
*enemy_p_attack2_9
	dwave 1,"sound\lightarrow.wav"
	XSOꓮCV֕oCחѐ$p_name˗oI
	@
	goto *enemy_p_attackend_9
*enemy_p_attack3_9
	dwave 1,"sound\slash.wav"
	X͐cnCחR$p_nameaߗI
	@
	goto *enemy_p_attackend_9

; yU
*enemy_p_attack1sa_9
	dwave 1,"sound\slash.wav"
	XIHэݎ͖V򕑁C$p_namePI
	@
	goto *enemy_p_attackend_9
*enemy_p_attack2sa_9
	dwave 1,"sound\lightarrow.wav"
	XSOꓮCV֕oCɖn$p_name˗oI
	@
	goto *enemy_p_attackend_9
*enemy_p_attack3sa_9
	dwave 1,"sound\slash.wav"
	XoVnC$p_nameߗI
	@
	goto *enemy_p_attackend_9

; dU
*enemy_p_attack1sb_9
	dwave 1,"sound\slash.wav"
	XIHщ엘PIAߐߌo啝B
	@
	goto *enemy_p_attackend_9
*enemy_p_attack2sb_9
	dwave 1,"sound\lightarrow.wav"
	XSOꓮCIV󖽒$p_nameIAЗ͜kB
	@
	goto *enemy_p_attackend_9
*enemy_p_attack3sb_9
	dwave 1,"sound\slash.wav"
	X嫑Rӗ͛ߔŗCAҐڏoRVnCחR$p_nameaߗI
	@
	goto *enemy_p_attackend_9
	
*enemy_p_attackend_9
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name$str_damage_QI\
goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_9
	dwave 1,"sound\lightarrow.wav"
	XVC]y$p_name˗ߗI\

	$p_nameȍŏxI읛JCΈXgoI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yXz
	uIccLqIvccv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_9
	dwave 1,"sound\fpunch.wav"

	XVC]y$p_name˗ߗI\
	
	RV$p_nameIgBgѐC@UB\

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	yXz
	uށccv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_9

	dwave 1,"sound\wind.wav"

	X{V@I

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag֑hUI\

	yXz
	ucc[IHv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_9

	XpNZ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ccACߑgC݈XINI\

	yXz
	uށccHꋕsŎZڎꝁccHv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_9

	if %e_mp <= 5 && %e_heat_lv == 1 goto *enemy_s_attack_9
	if %e_mp <= 5 goto *enemy_p_attack_9
	sub %e_mp, 5
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_9
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_9,*enemy_m_attack2_9,*enemy_m_attack3_9
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_9,*enemy_m_attack2sa_9,*enemy_m_attack3sa_9
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_9,*enemy_m_attack2sb_9,*enemy_m_attack3sb_9

; ȂԖ@U
*enemy_m_attack1_9
	X͓]וߕߗI˕YꌁI
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_9
*enemy_m_attack2_9
	X珥VnIِInPI
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_9
*enemy_m_attack3_9
	X珥\IɋNK͓IɕI
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_9

; yԖ@U
*enemy_m_attack1sa_9
	X͓]וߕccAC׋vWCCЗ͖~B
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_9
*enemy_m_attack2sa_9
	X珥VnIACꢓICCnIʖrB
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_9
*enemy_m_attack3sa_9
	X珥\IAC珥Gђ]IbCIʓIB
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_9

; dԖ@UiȂj
*enemy_m_attack1sb_9
	goto *enemy_m_attack_end_9
*enemy_m_attack2sb_9
	goto *enemy_m_attack_end_9
*enemy_m_attack3sb_9
	goto *enemy_m_attack_end_9

*enemy_m_attack_end_9
	lsp SP_BTL_EFECT,":a;cg\angelatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_9

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_9

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
	; ss\̘AU
;	if %giveup == 1 goto *enemy_s_attack_g_9
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_9
	if %p_heat == 1 goto *enemy_s_attack_p1_9
	
	; ʏ핽Î
	*enemy_s_attack_p0_9
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_9
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_9
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_9
		; 
		*enemy_s_attack_p00_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_9,*enemy_s_attack_p001_9,*enemy_s_attack_p002_9
			*enemy_s_attack_p000_9
				XLoC_n̒$p_nameI_jI
				@

				e_satk_effect "sound\tkk_once.wav"
				yXz
				uꋓ߈_˓IqccVgwIGCꋊҖꝁHv\

				goto *enemy_s_attack_end_9
			*enemy_s_attack_p001_9
				Xϋ$p_nameCp菶̒ISgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yXz
				uCVgIw@ꝁHAꋟꠁccv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p002_9
				XLoځC_n̍ݗ$p_nameII
				@
				e_satk_effect "sound\h_nutya.wav"
				yXz
				u嫑RΒjJIӔCA꣎k슽IqꡁHv\
				goto *enemy_s_attack_end_9
		
		; y
		*enemy_s_attack_p01_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_9,*enemy_s_attack_p011_9,*enemy_s_attack_p012_9
			*enemy_s_attack_p010_9
				XʋًK$p_nameI_CnMNAsI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yXz
				uIɖ㉺쎞CꋓIᒆsIFꡁBv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p011_9
				Xڋ$p_nameCɊɒn\㗈CI
				@
				e_satk_effect "sound\pzr_tkk_once.wav"
				yXz
				uVgIGC樐gאlޓIjٖ@UGBCđ̖́ccv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p012_9
				X$p_nameI粁CnccB
				@
				e_satk_effect "sound\fera2.wav"
				yXz
				uĚjjjccCLoꡁBIfA\꣗LoC^ccv\
				goto *enemy_s_attack_end_9
		; d
		*enemy_s_attack_p02_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_9,*enemy_s_attack_p021_9,*enemy_s_attack_p022_9
			*enemy_s_attack_p020_9
				Xpo]Z$p_nameIqCJnI[B[I͗ccB
				@
				e_satk_effect "sound\fera3.wav"
				yXz
				uݓVgI{OʑOC٘_痋svLpBAVoꠁBv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p021_9
				XfN$p_nameICȓIB
				@
				e_satk_effect "sound\h_zutyu.wav"
				yXz
				uꟁCAߌoϓccC꣖aLoꝁHv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p022_9
				XTi$p_nameIC_npw땏̒B
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yXz
				uDDwIGccv\
				goto *enemy_s_attack_end_9
	
	; ʏs`
	*enemy_s_attack_p1_9
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_9
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_9
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_9
		; 
		*enemy_s_attack_p10_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_9,*enemy_s_attack_p101_9,*enemy_s_attack_p102_9
			*enemy_s_attack_p100_9
				XpoN$p_nameI_C粉_nΒC粌yyߗB
				@
				e_satk_effect "sound\lip2.wav"
				yXz
				uߌospĔEϗGHAR䗈ꋑOVꠁBv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p101_9
				Xϋ$p_nameCpS_n̕՗ISgI
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yXz
				uA꣔HГhIC樉䑗꣏VꠁBv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p102_9
				XڐL$p_nameICps❆sI_B
				@
				e_satk_effect "sound\lick2.wav"
				yXz
				uIړs꣓I`tMuЌГIccsEϓIɌꠁHBv\
				goto *enemy_s_attack_end_9
		; y
		*enemy_s_attack_p11_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_9,*enemy_s_attack_p111_9,*enemy_s_attack_p112_9
			*enemy_s_attack_p110_9
				X$p_nameCpw띛MNITawI
				@
				e_satk_effect "sound\h_zutyu.wav"
				yXz
				u꣍ŐƎIBvKUIbCmꉺAAsZꠁHv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p111_9
				X粏$p_namegC粍݉䎨粓[ccB\
				e_satk_effect "sound\pzr_tkk1.wav"
				yXz
				usYɌꡁBAꑓMݓVgIGCSnoȚGccv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p112_9
				X_n$p_nameIC@뜟LiIEI
				@
				e_satk_effect "sound\fera2.wav"
				yXz
				uDvEsZꡁBA樉Z{꣓IϐꠁBv\
				goto *enemy_s_attack_end_9
		; d
		*enemy_s_attack_p12_9
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_9,*enemy_s_attack_p121_9,*enemy_s_attack_p122_9
			*enemy_s_attack_p120_9
				Xn[$p_nameCpG᳈II
				@
				e_satk_effect "sound\fera2.wav"
				yXz
				u粕i_IoO^oړIGCꑓM݉IQꠁccv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p121_9
				X$p_nameǏȓICvZʌy_nhWB
				@
				e_satk_effect "sound\h_mizu1.wav"
				yXz
				uspwCzc_iꝁHCcEψꉺGccv\
				goto *enemy_s_attack_end_9
			*enemy_s_attack_p122_9
				XTi$p_nameICqQq_ʐisWUB
				@
				e_satk_effect "sound\tkk_tri.wav"
				yXz
				u꣓Iq_ꖗꡁBCAZzBU琥kJIGHv\
				goto *enemy_s_attack_end_9
	*enemy_s_attack_end_9

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_9
	goto *change_player_turn
	
	*enemy_s_attack_danger_9
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\angel_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uccvEsZCcȌGHv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; iiGWF̓sj
;====================================================
*enemy_angel_hug

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_9
	
	XpHZ$p_nameB_aIIǵB\
	
	dwave 1,"sound\voice_angel.wav"
	
	lsp SP_FLASH,":a;cg\whiteflash.png",0,0
	print 13

	mov %sub_temp1, %p_maxhp - %p_hp
	sub %p_mp, %sub_temp1
	mov %p_hp, %p_maxhp
	if %p_mp <= 0 mov %p_mp, 0

	gosub *dungeon_stat_view	;l̃o[\

	csp SP_FLASH
	print 13
	
	튴oݑCs֌XogSBDlI͐__nrwsccB\


	yXz
	uccA鐇ߋȚGHv\
	
	
goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_9

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_9,*battle_p_win_p12_9,*battle_p_win_p13_9
	*battle_p_win_p11_9
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yXz
		u^vꔖ@CAPDccv\
		gosub *battle_end_init
		print 13
		XђߏI_B
		goto *battle_p_win_end_9
	*battle_p_win_p12_9
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yXz
		uRΓVgccV梓IGHv\
		gosub *battle_end_init
		print 13
		Xђ{I_B
		goto *battle_p_win_end_9
	*battle_p_win_p13_9
		if %level == 1 goto *battle_p_win_9
		lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yXz
		u꣊ҒIꡁB樉zzzvccsCzzz꣗Bvccv\
		gosub *battle_end_init
		print 13
		Xђꕛˈ˕sqI_B
		goto *battle_p_win_end_9

			
	*battle_p_win_end_9
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_9
		l%e_expola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_9
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_9

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_9
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_9
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_9 : goto *battle_p_lose_end_9
	if %%temp1 <> 0 gosub *h_scene_lose_p2_9 : goto *battle_p_lose_end_9



	*battle_p_lose_end_9
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_9

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_9
	goto *battle_s_lose_end_9

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_9
	;goto *battle_s_lose_end_9
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_9 : goto *battle_s_lose_end_9
	if %%temp1 <> 0 gosub *h_scene_lose_s2_9 : goto *battle_s_lose_end_9

	*battle_s_lose_end_9
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_9

	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top


~
	if %e_heat_lv == 0 goto *battle_escape_m1_9
	if %e_heat_lv == 1 goto *battle_escape_m2_9
	if %e_heat_lv == 2 goto *battle_escape_m3_9

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_9
	$p_nameIAXㅓOʝZI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_9,*battle_escape_m12_9,*battle_escape_m13_9
		*battle_escape_m11_9
			yXz
			u׏YvꡁHv\
			goto *change_enemy_turn
		*battle_escape_m12_9
			yXz
			uspQ琥ȓIGccv\
			goto *change_enemy_turn
		*battle_escape_m13_9
			yXz
			uhꗹꝁHR@C䌻ݏAȈꋒ񋟎GHv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_9
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_9,*battle_escape_m22_9,*battle_escape_m23_9
		$p_nameIAXㅓOʝZI\
		*battle_escape_m21_9
			yXz
			uΉ䓮pzvccAZ\ȁC_sꋓIGHv\
			goto *change_enemy_turn
		*battle_escape_m22_9
			yXz
			uށCꋗvꖙXHsYYHv\
			goto *change_enemy_turn
		*battle_escape_m23_9
			yXz
			uꋐŎZVCꖗꡁHv\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_9
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_9,*battle_escape_m32_9,*battle_escape_m33_9
		$p_nameIAXㅓOʝZI\
		*battle_escape_m31_9
			yXz
			uΉ䓮pzvccAZAAZ_\ȁCΕsȁIv\
			goto *change_enemy_turn
		*battle_escape_m32_9
			yXz
			uA䓞ō@ccv\
			goto *change_enemy_turn
		*battle_escape_m33_9
			Xh$p_nameʑOCٌniYcc\
			goto *change_enemy_turn

;===========================
; 퓬̃Lʐݒi@pCAj
;===========================

; ===ϐ̏===
*enemy_init_10
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;\jbNgƂ̔
	mov %battle_flg2, 0		;uXgg̔
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_10
	mov %mons_pos_x, 230
	mov %mons_pos_y, 100
	lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_10
	bar BAR_E_HP,%e_hp,370,55,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,65,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_10
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\vamp.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_10
	mov $str_enemyname, "@pCA"
	mov %e_maxhp, 450	;ő̗
	mov %e_maxmp, 400	;őC
	mov %e_p_atk, 150	;U
	mov %e_m_atk, 200	;@U
	mov %e_s_atk, 170	;U
	mov %e_p_def, 80	;h
	mov %e_m_def, 150	;@h
	mov %e_s_def, 120	;h
	mov %e_exp, 1000	;ol
	mov %e_money, 1200	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\vamp_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\vamp_sta2.png"	;P	
	mov $str_monssta3,":a;cg\vamp_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\vamp_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\vamp_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\vamp_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_10
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_10,*enemy_start_talk_p2_10,*enemy_start_talk_p3_10,*enemy_start_talk_p4_10,*enemy_start_talk_p5_10,*enemy_start_talk_p6_10,*enemy_start_talk_p7_10
	*enemy_start_talk_p1_10	;Ζ
		vsp SP_MONSTER,0
		print 1
		͓I配~B҈P$p_nameB\
		vsp SP_MONSTER,1
		print 15
		bgmvol 80
		bgm "music\vamp.ogg"
		
		yHHHz
		uGCƎIlށCR\Bv\
		
		ꖼ⒅ꌏlɓIKÒogeBꢓIg\󓞋IB\
		
		lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yHHHz
		uA꣓ID^瓞׎~B݌ʑOꠁBv\
		
		yzSz
		uᖼzSB@֗v꣎lICLDBv\
		
		lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uߛCv㗹B꣓ICRzsBv\

		gosub *battle_face_reset
		print 15

		goto *enemy_start_talk_end_10
	*enemy_start_talk_p2_10	;
		vsp SP_MONSTER,1
		print 15
		zSoI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_10
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_10
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_10
		goto *enemy_start_talk_end_10
				
		*enemy_start_talk_p2_univ1_10
			yzSz
			uGCꝁB_|ϓc\ň_ꡁBv\

			lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			
			yzSz
			uIbCIȊ҈ꉺB樌Ꮈ]ꟁHv\
			
			goto *enemy_start_talk_end_10
			
		*enemy_start_talk_p2_univ2_10
			yzSz
			uICo팩ꡁBsLzv׌VIŎZꝁHv\
			lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yzSz
			uv꣊]CsȐ׌VB꣉iPI^GHv\
			
			goto *enemy_start_talk_end_10
			
		*enemy_start_talk_p2_univ3_10
			lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yzSz
			uCꟁBߌoSŊI_ꡁBv\
			lsp SP_MONSTER,":a;cg\vamp_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yzSz
			u꣑ΉiPILꝁH꣊C֎\꣖ٖWB׉Cccv\
			lsp SP_MONSTER,":a;cg\vamp_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			yzSz
			uΓƎL}BLsғIbCsBvC꣊lꉺꠁBv\
			lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
			print 15
			yzSz
			ucc]IbꡁBߛCsYJnBv\
			goto *enemy_start_talk_end_10
			
	*enemy_start_talk_p3_10	;xssk
		vsp SP_MONSTER,1
		print 15
		zSoI\
		yzSz
		u^CꟁccIyDꝁHv\
	
		goto *enemy_start_talk_end_10
	*enemy_start_talk_p4_10	;xhCsk
		vsp SP_MONSTER,1
		print 15
		zSoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_10
		*enemy_start_talk_p41_10
			yzSz
			uCꟁcczzHꝁHv\
		
			goto *enemy_start_talk_end_10
		
		*enemy_start_talk_p42_10
			yzSz
			uCŗߌoOꐬ׌VؗBA@꣏ÁCSzsꠁccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁBzNNƎICrϓzv̈ӔFABg̎gs㙤ccB$p_nameIL\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_10
	*enemy_start_talk_p5_10	;
		vsp SP_MONSTER,1
		print 15
		zSoI\
		lsp SP_MONSTER,":a;cg\vamp_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yzSz
		uTCꟁccv\
		yzSz
		u㎟樌ksBߛC꣑ŎZHv\
	
		goto *enemy_start_talk_end_10
	*enemy_start_talk_p6_10	;
		vsp SP_MONSTER,1
		print 15
		
	
			goto *enemy_start_talk_end_10
	*enemy_start_talk_p7_10	;{点
		vsp SP_MONSTER,1
		print 15


	*enemy_start_talk_end_10
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_10

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_10
	if %damage_buf != 0 jumpf
	
	$p_name_nzSIǵBAp╗eJI\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_10
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_10
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_10

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_10,*enemy_s_dmg1mes1_10,*enemy_s_dmg1mes2_10
	*enemy_s_dmg1mes0_10
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_10,*enemy_s_dmg1mes02_10,*enemy_s_dmg1mes03_10
		*enemy_s_dmg1mes01_10
			$p_name_n̋zSߔI\BzSpuIڌ񗈁B
			@
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes02_10
			$p_name咅_qzSIBzS΁B
			@
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes03_10
	$p_nameZzS[ꕫBzSÐÒn㗹oB
			@
			goto *enemy_s_dmg1_end_10
	*enemy_s_dmg1mes1_10
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_10,*enemy_s_dmg1mes12_10,*enemy_s_dmg1mes13_10
		*enemy_s_dmg1mes11_10
			$p_nameG̋zSߑ@_xIoځBzSIoOJ[B
			@
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes12_10
			$p_name]ㅓzSIwBzSIO粔oꐺQB
			@
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes13_10
			$p_name_ߋzSI粁CMB
			goto *enemy_s_dmg1_end_10
	*enemy_s_dmg1mes2_10
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_10,*enemy_s_dmg1mes22_10,*enemy_s_dmg1mes23_10
		*enemy_s_dmg1mes21_10
			$p_name_ߋzSIOCp厕yyB
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes22_10
			$p_nameKzSCLʁCpwMNB
			goto *enemy_s_dmg1_end_10
		*enemy_s_dmg1mes23_10
			$p_nameNzSIځCpwMNߟ|ٖhI@B
			goto *enemy_s_dmg1_end_10

	*heat0to1talk0_10
		pw띆sߌoLoIzSBzSI_JnNgB
		@
		goto *enemy_s_dmg1_end_10
	*heat0to2talk0_10
		$p_namenzSIaI
		@
		goto *enemy_s_dmg1_end_10
	*heat1to2talk0_10
		pwzSIB\oߗQϓB
		@


	*enemy_s_dmg1_end_10	
		lsp SP_MONSTER,":a;cg\vamp_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_vamp.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_10
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yzSz
	uْmVkccݓߐ֕qBv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_10
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_10
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_10
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_10


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_10,*enemy_s_dmg2mes1_10,*enemy_s_dmg2mes2_10
	*enemy_s_dmg2mes0_10
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_10,*enemy_s_dmg2mes02_10,*enemy_s_dmg2mes03_10
		*enemy_s_dmg2mes01_10
			yzSz
			uCDyꟁB꣓I͗ʏALxꝁHv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes02_10
			yzSz
			ulމʑRs슽ܖꟁB꣖zM݌IꝁHv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes03_10
			yzSz
			uTcc꣈Ȉ׋攇xICA\樌LoꝁHv\
			goto *enemy_s_dmg2_end_10
	*enemy_s_dmg2mes1_10
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_10,*enemy_s_dmg2mes12_10,*enemy_s_dmg2mes13_10
		*enemy_s_dmg2mes11_10
			yzSz
			uIC꣔ƚccRΌᔇqInccv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes12_10
			yzSz
			ujꟁccꣁA꣔ƚccR꣔lދccIv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes13_10
			yzSz
			uHIccAcc꣈Ȉה툤ΌtꝁccIv\
			goto *enemy_s_dmg2_end_10
	*enemy_s_dmg2mes2_10
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_10,*enemy_s_dmg2mes22_10,*enemy_s_dmg2mes23_10
		*enemy_s_dmg2mes21_10
			yzSz
			uꟁIccARIcc꣔ƚ쓞zccIv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes22_10
			yzSz
			uIccIIvQccRpeDI@ccꟁCꟁIv\
			goto *enemy_s_dmg2_end_10
		*enemy_s_dmg2mes23_10
			yzSz
			u߁AߎnccAI꣐ŎZ樌sՐJꝁccBށCHIv\
			goto *enemy_s_dmg2_end_10

	*heat0to1talk_10
		yzSz
		u݁ccA攇퓌Cccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_10
		yzSz
		uݚjjjIH✁A✒`CA󗹁ccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_10
		yzSz
		u✁A✒`cc˖vLoꡁccꟚjccIv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_10	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_10

return

;yGNXq[z
*enemy_skill_exheal_10


return

;yCz
*enemy_skill_kiai_10

return

;y~[Wz
*enemy_skill_mirage_10

return

;y~Qz
*enemy_skill_giveup_10
	lsp SP_MONSTER,":a;cg\vamp_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	yzSz
	uDꠁBR@CA@꣏ÁC꣓Ozꠁv\
return

;y\jbNz
*enemy_skill_sonic_10
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\

	if %e_hp <= 0 return
		if %battle_flg1 != 0 return
		lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
		yzSz
		uߐI@ccŗ񓾗Rᗈ꣘Ԟsv\
		mov %battle_flg1, 1
		return

return

;yuXgz
*enemy_skill_blast_10
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\

	if %e_hp <= 0 return
		if %battle_flg2 != 0 return
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		yzSz
		uGCŗ꣓|\n^pV͓IBs߁CIҐcccv\
		mov %battle_flg2, 1
		return
return

;yJE^[z
*enemy_skill_counter_10

return

;yvA^bNz
*enemy_skill_watack_10
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_10
	if %sleepflg == 1 goto *enemy_skill_watack_slp_10
*enemy_skill_watack_slp_10
	$str_enemynamehߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_10
*enemy_skill_watack_nslp_10\
*enemy_skill_watack_end_10

return

;yX[vz
*enemy_skill_sleep_10
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_10
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樋zSIӎϓNOI\
	return

	*enemy_skill_sleep_miss_10
	A΋zSvLʁI\

return

;yhCLXz
*enemy_skill_kiss_10
	; _[WľvZ
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	add %e_mp,%damage_buf
	if %p_mp <= 0 mov %p_mp,0	
	if %e_mp > %e_maxmp mov %e_mp, %e_maxmp
	lsp SP_MONSTER,":a;cg\vamp_sta5.png",%mons_pos_x,%mons_pos_y
	pink_flash 14
	gosub *view_enemy_statbar	;G̃o[\
	gosub *dungeon_stat_view	;l̃o[\
	$p_namez%damage_buf_́I\
	yzSz
	ucczᔇzCґSNꡁClށv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_10

return

;====================================================
; KE
;====================================================
*enemy_muramasa_10
	
	dwave 1,"sound\murasama.wav"
	Nя㗹dٓI䊁C[KEI鮁ccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\vamp_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yzSz
	uIccVAPꠁccv\
	gosub *battle_end_init
	print 13
	zSdI\
	goto *battle_p_win_end_10



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_10
	if %giveup == 1 goto *enemy_action_giveup_10
	
	mov %temp1,MONS_PAST+%enemy_id
	if %%temp1 == 6 goto *enemy_s_attack_10		;{点
	
	if %acce_id == 10 goto *enemy_s_attack_10	;m̏
	if %bindflg != 0 goto *enemy_s_attack_10		;|͐IU

	;ʏԁi@CBTuBSmŁBj
	*enemy_action_normal_10
		rnd %temp1, 10
		if %temp1 <= 1 goto *enemy_vamp_hug
		if %temp1 <= 4 goto *enemy_p_attack_10
		goto *enemy_m_attack_10
		
	
	;~Q
	*enemy_action_giveup_10
		goto *enemy_s_attack_10

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_10
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_10
	if %bindflg == 2 goto *battle_bind_p2_10
	if %bindflg == 3 goto *battle_bind_p3_10
	if %bindflg == 4 goto *battle_bind_p4_10
	
	
	; oChPFi
	*battle_bind_p1_10
	if %sub_temp2 == 0 goto *battle_bind_p10_10
	if %sub_temp2 == 1 goto *battle_bind_p11_10
		;p
		*battle_bind_p10_10
			$p_name݋zSIlɔVCٖ@isRcc\
			return
			
		;
		*battle_bind_p11_10
			$p_nameZߊJzSI\
			mov %bindflg,0
			return

	

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_10

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_10
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_10

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	dwave 1,"sound\fpunch.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_10,*enemy_p_attack2_10,*enemy_p_attack3_10
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_10,*enemy_p_attack2sa_10,*enemy_p_attack3sa_10
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_10,*enemy_p_attack2sb_10,*enemy_p_attack3sb_10

; ʏ펞U
*enemy_p_attack1_10
	dwave 1,"sound\slash.wav"
	zSpܝ$p_nameI
	goto *enemy_p_attackend_10
*enemy_p_attack2_10
	dwave 1,"sound\slash.wav"
	zSIlɉ엘nC$p_namePI
	@
	goto *enemy_p_attackend_10
*enemy_p_attack3_10
	dwave 1,"sound\windc.wav"
	zSo啁C@qeʔ˗ߗI
	@
	goto *enemy_p_attackend_10

; yU
*enemy_p_attack1sa_10
	dwave 1,"sound\slash.wav"
	zSp܏PIAȊŏoߌoLCB
	@
	goto *enemy_p_attackend_10
*enemy_p_attack2sa_10
	dwave 1,"sound\slash.wav"
	zSIlɉ엘nPIRC粉ߌoٖ@ێn󗹁B
	@
	goto *enemy_p_attackend_10
*enemy_p_attack3sa_10
	dwave 1,"sound\windc.wav"
	zSoI啖oߗI雒nꐺݗ$p_namegB
	@
	goto *enemy_p_attackend_10

; dU
*enemy_p_attack1sb_10
	dwave 1,"sound\slash.wav"
	zSp܏PIAߓ얾ߌos@OB
	@
	goto *enemy_p_attackend_10
*enemy_p_attack2sb_10
	dwave 1,"sound\slash.wav"
	zSIlɉ엘nPIANx~sB
	@
	goto *enemy_p_attackend_10
*enemy_p_attack3sb_10
	dwave 1,"sound\windc.wav"
	zSoI啁CWWIIn$p_namegB
	@
	goto *enemy_p_attackend_10
	
*enemy_p_attackend_10
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name$str_damage_QI\
goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_10
	zSp܁C$p_nameI\

	$p_nameg]ߋzSIUC󏇐goI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yzSz
	uIccIRŐIꝁccv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_10
	dwave 1,"sound\fpunch.wav"

	zSIܝ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RC흙IgI\

	yzSz
	usccv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_10

	;dwave 1,"sound\wind.wav"

	zSߕKÖpI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag$p_namehUI\

	yzSz
	u^ccsڍBv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_10

	zSplZ$p_nameI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ccRCߋgݓlɒUI\

	yzSz
	uIcceꝁBv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_10

	if %e_mp <= 15 goto *enemy_p_attack_10
	sub %e_mp, 15
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_10
	
	calc_m_damage_e %e_m_atk, %p_m_def, 40
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_10,*enemy_m_attack2_10,*enemy_m_attack3_10
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_10,*enemy_m_attack2sa_10,*enemy_m_attack3sa_10
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_10,*enemy_m_attack2sb_10,*enemy_m_attack3sb_10

; ȂԖ@U
*enemy_m_attack1_10
	zS݋ᏥKB\IKÖ͖җnPI
	@
	dwave 1,"sound\blast.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack2_10
	zSKËڍ@uԎߕBtg$p_namePI
	@
	dwave 1,"sound\bomb.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack3_10
	zS݋ᏥKBKÖ͋lCP$p_nameI
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_10

; yԖ@U
*enemy_m_attack1sa_10
	zS݋ᏥKBKÖ͊gUJCt͐VXbB
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack2sa_10
	zSKËڍ@ߕByItg$p_namePB
	@
	dwave 1,"sound\bomb.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack3sa_10
	zS݋ᏥKBKÖ͋$p_nameI
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_10

; dԖ@UiȂj
*enemy_m_attack1sb_10
	zS嫑Rӗ͔핪UCA݋ᏥKBKÖ͌XbCAЗ͛ߌoB
	@
	dwave 1,"sound\blast.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack2sb_10
	zSKËڍ@ߕBAW͕sCP$p_nameItgЗ͜kB
	@
	dwave 1,"sound\bomb.wav"
	goto *enemy_m_attack_end_10
*enemy_m_attack3sb_10
	zS粚beC粋ᏥKBKÖ͋$p_nameB
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_10

*enemy_m_attack_end_10
	lsp SP_BTL_EFECT,":a;cg\vampatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_10

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_10

	;oChԂłȂ΁AoChU{
	if %bindflg != 1 goto *enemy_vamp_hug

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	add %e_mp, %damage_buf/2
	if %e_mp >= %e_maxmp mov %e_mp, %e_maxmp
	add %e_hp, %damage_buf/2
	if %e_hp >= %e_maxhp mov %e_hp, %e_maxhp
	; ~QԂۂŋ܂B
	; ss\̘AU
;	if %giveup == 1 goto *enemy_s_attack_g_10
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_10
	if %p_heat == 1 goto *enemy_s_attack_p1_10
	
	; ʏ핽Î
	*enemy_s_attack_p0_10
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_10
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_10
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_10
		; 
		*enemy_s_attack_p00_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_10,*enemy_s_attack_p001_10,*enemy_s_attack_p002_10
			*enemy_s_attack_p000_10
				zSZ$p_nameCuIoO\㗈B
				@
				e_satk_effect_vamp "sound\lip2.wav"
				yzSz
				uVOArBC樌ŊœXӗIqꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p001_10
				zSًٕZ$p_nameC㓪ݟ|ٖhIzԟI
				@
				e_satk_effect_vamp "sound\lip.wav"
				yzSz
				uzSzԋzCg̉ٗ^ϔI͚GHv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p002_10
				zSve$p_nameʋًٕZCw똸hIDLiB
				@
				e_satk_effect_vamp "sound\tkk_once.wav"
				yzSz
				uC\owIꠁHAݔٖ@RITꠁBv\
				goto *enemy_s_attack_end_10
		
		; y
		*enemy_s_attack_p01_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_10,*enemy_s_attack_p011_10,*enemy_s_attack_p012_10
			*enemy_s_attack_p010_10
				zSZ$p_nameCɊɝNځCڒ$p_nameIԁB
				@
				e_satk_effect_vamp "sound\h_zutyu.wav"
				yzSz
				uߛߌocNI{́CᐥIoږCCϐYꡁHC樌ᎎꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p011_10
				zSʕZ$p_nameCCIlZㅗ㗈I
				@
				e_satk_effect_vamp "sound\tkk_tri.wav"
				yzSz
				uA݌ꑐꠁBᏫՓVSgCDVccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p012_10
				zSݒD$p_nameoOIC_nߘMNߘbXB
				@
				e_satk_effect_vamp "sound\fera3.wav"
				yzSz
				uIccTCA꣔LoꝁHҖv^iꡁccv\
				goto *enemy_s_attack_end_10
		; d
		*enemy_s_attack_p02_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_10,*enemy_s_attack_p021_10,*enemy_s_attack_p022_10
			*enemy_s_attack_p020_10
				zSSZ$p_nameICgًٓ\CߗI
				@
				e_satk_effect_vamp "sound\h_mizu1.wav"
				yzSz
				u樛ߌoϓ@靓IC蜓X[IᆋVꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p021_10
				zSe$p_nameIzC@yyN厕I
				@
				e_satk_effect_vamp "sound\lip.wav"
				yzSz
				uGHNꝁHߏA鏫VzHwsꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p022_10
				zS$p_name୏CpG᳕sfhIԁB
				@
				e_satk_effect_vamp "sound\pzr_tkk1.wav"
				yzSz
				u@JꠁHesnpڕߘMccv\
				goto *enemy_s_attack_end_10
	
	; ʏs`
	*enemy_s_attack_p1_10
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_10
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_10
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_10
		; 
		*enemy_s_attack_p10_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_10,*enemy_s_attack_p101_10,*enemy_s_attack_p102_10
			*enemy_s_attack_p100_10
				zS{O$p_nameIOCITiI
				@
				e_satk_effect_vamp "sound\fera2.wav"
				yzSz
				uC@ӗ^ڕꝁHCADVꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p101_10
				zS㓪$p_nameIzԟCo[IUfB
				@
				e_satk_effect_vamp "sound\lip2.wav"
				yzSz
				uzVXeגnӘMꠁHvA韕oCAIÖ]ccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p102_10
				zSI菶hIDC_nh$p_nameIԁB
				@
				e_satk_effect_vamp "sound\lick2.wav"
				yzSz
				uVg̛ߌoJnTBA݌VSOꑟꠁccv\
				goto *enemy_s_attack_end_10
		; y
		*enemy_s_attack_p11_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_10,*enemy_s_attack_p111_10,*enemy_s_attack_p112_10
			*enemy_s_attack_p110_10
				zSZ$p_nameCG᳝ioڔVԁCɊɉ暢I
				@
				e_satk_effect_vamp "sound\lick2.wav"
				yzSz
				uCIVgݚLGHݓߖhVuЌГIxccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p111_10
				zSʕZ$p_nameCpnI@Iw^I\
				e_satk_effect_vamp "sound\tkk_tri.wav"
				yzSz
				uAϐgVꠁBݔ@뎗IYp؁ccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p112_10
				zS^$p_name󌃕Cpw뎷XnMnсB
				@
				e_satk_effect_vamp "sound\fera3.wav"
				yzSz
				uCesꠁBדߌoēᏊҐDIV㤁ccv\
				goto *enemy_s_attack_end_10
		; d
		*enemy_s_attack_p12_10
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_10,*enemy_s_attack_p121_10,*enemy_s_attack_p122_10
			*enemy_s_attack_p120_10
				zS^$p_nameIgݖCɊɗB
				@
				e_satk_effect_vamp "sound\h_nutya2.wav"
				yzSz
				uCߌoϓdCŗkꡁBMXCēOꏫꠁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p121_10
				zS$p_nameIzyyN厕CIodI΁cc
				@
				e_satk_effect_vamp "sound\lip.wav"
				yzSz
				uVg̛ߌoS㗹~VFBsYpIꡁccv\
				goto *enemy_s_attack_end_10
			*enemy_s_attack_p122_10
				zSpG᳈$p_nameIԁC_n̒I_ˁB
				@
				e_satk_effect_vamp "sound\pzr_tkk2.wav"
				yzSz
				uᏫSgI͟B樓ٖ@RC\Aoccv\
				goto *enemy_s_attack_end_10
	;#### SLV1 ####
	*enemy_s_attack_b1_10

	if %p_heat == 0 goto *enemy_s_attack_b10_10
	if %p_heat == 1 goto *enemy_s_attack_b11_10
	

	*enemy_s_attack_end_10

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_10
	goto *change_player_turn
	
	*enemy_s_attack_danger_10
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\vamp_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uccg̛ߌogs͟ꡁBA鐬׌Vꠁccv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
; ߁i@pCA̓sj
;====================================================
*enemy_vamp_hug
	dwave 1,"sound\mant.wav"
	zSplɏ$p_name嗹NI
	!d300
	if %giveup == 1 goto *enemy_vamp_hug_hit
	
	if %acce_id != 6 goto *enemy_vamp_hug_check
	
	dwave 1,"sound\murasama.wav"
	RC\˓I䊐kޗzSI\
	
	yzSz
	uIcc^ϓIccv\
	goto *change_player_turn
	
	
*enemy_vamp_hug_check
	rnd %temp1, 100
	if %temp1 > 30 goto *enemy_vamp_hug_hit

*enemy_vamp_hug_miss
	RC$p_namevߊJI\
	goto *change_player_turn

*enemy_vamp_hug_hit
	lɕI$p_nameSgÉCٖ@ecc\
	yzSz
	uߛccA樌Ꮻzꠁccv\
	bind_set 1,3,60
	goto *change_player_turn
	
goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_10

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1


	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_10,*battle_p_win_p12_10,*battle_p_win_p13_10
	*battle_p_win_p11_10
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yzSz
		u^CҒLqIvccv\
		gosub *battle_end_init
		print 13
		zScB
		goto *battle_p_win_end_10
	*battle_p_win_p12_10
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yzSz
		uōݓVgIꏏCVAߓBvzHwsBv\
		gosub *battle_end_init
		print 13
		zScB
		goto *battle_p_win_end_10
	*battle_p_win_p13_10
		if %level == 1 goto *battle_p_win_10
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		yzSz
		uꟁccVCŋNmB摖BDoꠁBv\
		gosub *battle_end_init
		print 13
		zSb@C։cB
		goto *battle_p_win_end_10

			
	*battle_p_win_end_10
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_10
		l@%e_exp@_ola@%e_money@fIKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_10
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_10

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_10
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_10
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_10 : goto *battle_p_lose_end_10
	if %%temp1 <> 0 gosub *h_scene_lose_p2_10 : goto *battle_p_lose_end_10



	*battle_p_lose_end_10
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_10

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_10
	goto *battle_s_lose_end_10

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_10
	;goto *battle_s_lose_end_10
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_10 : goto *battle_s_lose_end_10
	if %%temp1 <> 0 gosub *h_scene_lose_s2_10 : goto *battle_s_lose_end_10

	*battle_s_lose_end_10
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_10
	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_10
	$p_nameIRCzSw@p@]yˌI
	@
	calc_m_damage_e %e_m_atk, %p_m_def, 40
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\vampatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗@$str_damage@_QI\
	
	
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_10,*battle_escape_m12_10,*battle_escape_m13_10
		*battle_escape_m11_10
			yzSz
			uCȈה\{ꝁHv\
			goto *change_enemy_turn
		*battle_escape_m12_10
			yzSz
			u𐥓soV͓IBv\
			goto *change_enemy_turn
		*battle_escape_m13_10
			yzSz
			us𑖁BncꠁBv\
			goto *change_enemy_turn


;====================================================
; G̐IUo
;====================================================
*e_satk_effect_vamp
	getparam $str_e_satk_se
	if $str_e_satk_se == "none" goto *e_satk_effect2_vamp
	dwave 1,$str_e_satk_se
*e_satk_effect2_vamp
	pink_flash 15
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_namez@%damage_buf@_́I\
return
;===========================
; 퓬̃LʐݒiTLoXj
;===========================

; ===ϐ̏===
*enemy_init_11
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;q[g̔
	mov %battle_flg2, 0		;GNXq[g̔
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	mov %undress_flg, 0
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_11
	mov %mons_pos_x, 220
	mov %mons_pos_y, 130
	lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_11
	bar BAR_E_HP,%e_hp,370,85,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,95,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_11
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\succu.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_11
	mov $str_enemyname, "TLoX"
	mov %e_maxhp, 350	;ő̗
	mov %e_maxmp, 999	;őC
	mov %e_p_atk, 0		;U
	mov %e_m_atk, 30	;@U
	mov %e_s_atk, 200	;U
	mov %e_p_def, 100	;h
	mov %e_m_def, 180	;@h
	mov %e_s_def, 200	;h
	mov %e_exp, 1200		;ol
	mov %e_money, 1500	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\succu_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\succu_sta2.png"	;P	
	mov $str_monssta3,":a;cg\succu_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\succu_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\succu_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\succu_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_11
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_11,*enemy_start_talk_p2_11,*enemy_start_talk_p3_11,*enemy_start_talk_p4_11,*enemy_start_talk_p5_11,*enemy_start_talk_p6_11,*enemy_start_talk_p7_11
	*enemy_start_talk_p1_11	;Ζ
		vsp SP_MONSTER,0
		print 1
		pink_flash 14
		ˑRC͖햟N樐lΐIBڒC^geKÒgB\
		vsp SP_MONSTER,1
		print 15
		bgmvol 80
		bgm "music\succu.ogg"
		
		yHHHz
		ucc꘢ŋNkDhIlꡁv\
		
		gIꖼUdٖ͓IBꢓIgGU@֔ʓICcL`CӎAߋ̏؊lB\
		
		yHHHz
		ucc粗BaN􍱁ccyIꠁHv\
		
		pink_flash 15
		
		Ε[I$p_nameI]wwBݝوӎCsRnꢑcc\
		
		ccAݐꔯVہCӎCdVDːBU蜓UfC@ʉzmB\
		lsp SP_MONSTER,":a;cg\succu_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yHHHz
		uccށC^⊶Bӎu͒IvBs߁CˍXL꣑IlꡁBv\
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yHHHz
		u䐥B닫VC樒jlꑓMI떂Bv\

		yz
		u꣘꘢DIB꘢꣍ĖszIAIGccv\

		gosub *battle_face_reset
		print 15

		goto *enemy_start_talk_end_11
	*enemy_start_talk_p2_11	;
		vsp SP_MONSTER,1
		print 15
		oI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 8 goto *enemy_start_talk_p2_univ1_11
		if %%temp1 == 16 goto *enemy_start_talk_p2_univ2_11
		if %%temp1 == 24 goto *enemy_start_talk_p2_univ3_11
		goto *enemy_start_talk_end_11
				
		*enemy_start_talk_p2_univ1_11
			yz
			uށccꣁHv\
			
			IgGUo@֔ʓIB$p_nameى֎xAB\
			
			yz
			uvKvߛEϓIccvR_CA\󓞋ɒvIGHv\
			
			goto *enemy_start_talk_end_11
			
		*enemy_start_talk_p2_univ2_11
			yz
			uCo팩ꡁBYsIZIꝁHv\
			lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yz
			uCvsv꣓I뗢ŏꉺꡁH꣘꘢CĖszIGHv\
			
			goto *enemy_start_talk_end_11
			
		*enemy_start_talk_p2_univ3_11
			yz
			u}B꒼ݓꡁBz꣖Y䗹Bv\

			yz
			uvvclލҐꎟBʏݓߔVOCAߌoczccBv\
			lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yz
			u@ʐ꣓IbCD\樉䖞ꡁBcc樉CNꠁccHv\
			
			goto *enemy_start_talk_end_11
			
	*enemy_start_talk_p3_11	;xssk
		vsp SP_MONSTER,1
		print 15
		oI\
		yz
		uށccg̊ҍDꝁHV樉zꉺv֌nꠁHv\
	
		goto *enemy_start_talk_end_11
	*enemy_start_talk_p4_11	;xhCsk
		vsp SP_MONSTER,1
		print 15
		oI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_11
		*enemy_start_talk_p41_11
			yz
			uCʗꡁBV꣘IGv\
		
			goto *enemy_start_talk_end_11
		
		*enemy_start_talk_p42_11
			yz
			uccߌoSꡁBDꊁCDDu꣓Iccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꝁHzNNƓICRϓzv̈ӗA{Bg̎gśccB$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_11
	*enemy_start_talk_p5_11	;
		vsp SP_MONSTER,1
		print 15
		oI\
		lsp SP_MONSTER,":a;cg\succu_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uꟁccv\
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		u㎟ӎ꣗Bߎ혮IoCsYLNv̉ߗBv\
		yz
		uVv樉䘮ꝁHҐcczvMHccv\
	
		goto *enemy_start_talk_end_11
	*enemy_start_talk_p6_11	;
		vsp SP_MONSTER,1
		print 15
		oI\
		yz
		uށC㎟ߘBʑRҐzϘꠁHccv\
	
			goto *enemy_start_talk_end_11
	*enemy_start_talk_p7_11	;{点


	*enemy_start_talk_end_11
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_11

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_11
	if %damage_buf != 0 jumpf
	
	$p_nameIǵBASv\ꢗLocc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_11
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_11
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_11

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_11,*enemy_s_dmg1mes1_11,*enemy_s_dmg1mes2_11
	*enemy_s_dmg1mes0_11
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_11,*enemy_s_dmg1mes02_11,*enemy_s_dmg1mes03_11
		*enemy_s_dmg1mes01_11
			$p_name_n̒IBynTB
			@
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes02_11
			$p_nameyyZIBߏ_I菶_n񈬗ߗB
			@
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes03_11
			$p_nameyyIBxLeIo􏫎we񗈁B
			@
			goto *enemy_s_dmg1_end_11
	*enemy_s_dmg1mes1_11
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_11,*enemy_s_dmg1mes12_11,*enemy_s_dmg1mes13_11
		*enemy_s_dmg1mes11_11
			$p_nameÐÒnLgqC܏ZIB
			@
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes12_11
			$p_nameCiCًْnZB
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes13_11
			$p_nameݖIC_n񕏖́B
			@
			goto *enemy_s_dmg1_end_11
	*enemy_s_dmg1mes2_11
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_11,*enemy_s_dmg1mes22_11,*enemy_s_dmg1mes23_11
		*enemy_s_dmg1mes21_11
			$p_name粕C粉_nꢓIҘaځB
			@
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes22_11
			$p_name粐eC粎_nꢓIB
			@
			goto *enemy_s_dmg1_end_11
		*enemy_s_dmg1mes23_11
			$p_nameLIҊԁCpw뎷XnAځB
			@
			goto *enemy_s_dmg1_end_11

	*heat0to1talk0_11
		MꉺIBꢓIꎟogbB
		@
		goto *enemy_s_dmg1_end_11
	*heat0to2talk0_11
		$p_name粐eC粌nCꢓI鏈I
		@
		goto *enemy_s_dmg1_end_11
	*heat1to2talk0_11
		$p_nameeגnI鏈BGߗJnϓcc
		@


	*enemy_s_dmg1_end_11	
		lsp SP_MONSTER,":a;cg\succu_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_succu.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_11
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	yz
	uz樉䓮s\IBVVnϓNꠁv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_11
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_11
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_11
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_11


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_11,*enemy_s_dmg2mes1_11,*enemy_s_dmg2mes2_11
	*enemy_s_dmg2mes0_11
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_11,*enemy_s_dmg2mes02_11,*enemy_s_dmg2mes03_11
		*enemy_s_dmg2mes01_11
			yz
			u핏̓IbccokC]ܓsvϓIv\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes02_11
			yz
			u투ZIbSIꠁHccv\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes03_11
			yz
			uT`H@ėp͈_̖ȚGH_C_v`v\
			goto *enemy_s_dmg2_end_11
	*enemy_s_dmg2mes1_11
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_11,*enemy_s_dmg2mes12_11,*enemy_s_dmg2mes13_11
		*enemy_s_dmg2mes11_11
			yz
			uCgً̋ٓ\݈NkꠁHv\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes12_11
			yz
			uCcc꣔TgCvv\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes13_11
			yz
			uꟁCߎncc`́CoIccv\
			goto *enemy_s_dmg2_end_11
	*enemy_s_dmg2mes2_11
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_11,*enemy_s_dmg2mes22_11,*enemy_s_dmg2mes23_11
		*enemy_s_dmg2mes21_11
			yz
			usAssIKߗiUIbCEsZI``IIv\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes22_11
			yz
			uICTT`IARߘM{Oabcc_v\
			goto *enemy_s_dmg2_end_11
		*enemy_s_dmg2mes23_11
			yz
			usAsvcc鉺CvA{ꟁIv\
			goto *enemy_s_dmg2_end_11

	*heat0to1talk_11
		yz
		uށccIҁAҒL꓅Ivccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_11
		yz
		uccIHARMLoccIHv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_11
		yz
		uꟁcc߁AߘDccđ_ccv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_11	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_11

return

;yGNXq[z
*enemy_skill_exheal_11

return

;yCz
*enemy_skill_kiai_11

return

;y~[Wz
*enemy_skill_mirage_11

return

;y~Qz
*enemy_skill_giveup_11
	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	yz
	uꟙCEsZꟁBDGcc@꣏ÁCDDu꣓Iv\
return

;y\jbNz
*enemy_skill_sonic_11
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_11
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_11

return

;yvA^bNz
*enemy_skill_watack_11
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_11
	if %sleepflg == 1 goto *enemy_skill_watack_slp_11
*enemy_skill_watack_slp_11
	$str_enemynamehߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_11
*enemy_skill_watack_nslp_11\
*enemy_skill_watack_end_11

return

;yX[vz
*enemy_skill_sleep_11
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion

	*enemy_skill_sleep_miss_11
	AΖvLʁI\
	
	yz
	uÖ@vpIBך떂xz닫Iށv\

return

;yhCLXz
*enemy_skill_kiss_11
	; _[WľvZ
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	add %e_mp,%damage_buf
	if %p_mp <= 0 mov %p_mp,0	
	if %e_mp > %e_maxmp mov %e_mp, %e_maxmp
	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	pink_flash 14
	gosub *view_enemy_statbar	;G̃o[\
	gosub *dungeon_stat_view	;l̃o[\
	$p_namez%damage_buf_́I\
	yz
	uaccccCҍꡁHv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_11

return

;====================================================
; KE
;====================================================
*enemy_muramasa_11
	
	dwave 1,"sound\murasama.wav"
	NNdٓI䊁C[KEIccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\succu_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yz
	u^ICʓߛF^vBvLeIjl퓢}I܁Hv\
	gosub *battle_end_init
	print 13
	dI\
	goto *battle_p_win_end_11



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_11
	if %giveup == 1 goto *enemy_action_giveup_11
	
	if %acce_id == 10 goto *enemy_s_attack_11	;m̏


	;ʏԁiIBC80ȉŃLXA1/6ŒE߁j
	*enemy_action_normal_11
		mov %temp1, %e_maxmp / 10 * 8
		rnd %temp2, 6
		if %e_mp < %temp1 && %temp2 <= 1 goto *enemy_succu_kiss
		if %temp2 == 2 goto *enemy_succu_undress
		goto *enemy_s_attack_11

	
	;~Q
	*enemy_action_giveup_11
		goto *enemy_s_attack_11

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_11

	

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_11

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_11
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_11

	rnd %temp1,3
	dwave 1,"sound\fpunch.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_11,*enemy_p_attack2_11,*enemy_p_attack3_11
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_11,*enemy_p_attack2sa_11,*enemy_p_attack3sa_11
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_11,*enemy_p_attack2sb_11,*enemy_p_attack3sb_11

; ʏ펞U
*enemy_p_attack1_11
	o]ߗIAvL󓞔CQccB\
	goto *enemy_p_attackend_11
*enemy_p_attack2_11
	KIPPIAAe]ItsvLccB\
	goto *enemy_p_attackend_11
*enemy_p_attack3_11
	\PnŗߗIA_ssuccB\
	goto *enemy_p_attackend_11

; yU
*enemy_p_attack1sa_11
	goto *enemy_p_attackend_11
*enemy_p_attack2sa_11
	goto *enemy_p_attackend_11
*enemy_p_attack3sa_11
	goto *enemy_p_attackend_11

; dU
*enemy_p_attack1sb_11
	goto *enemy_p_attackend_11
*enemy_p_attack2sb_11
	goto *enemy_p_attackend_11
*enemy_p_attack3sb_11
	goto *enemy_p_attackend_11
	
*enemy_p_attackend_11
goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_11
	UIoꕛ\PIqʌŗI\

	$p_nameŏyj]SoICgoLI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname󓞗$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yz
	uuuuuIHꣁA꣐dIꝁIHv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_11
	dwave 1,"sound\fpunch.wav"

	\PntߗI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RtIpgI\

	yz
	u߁Aߐl꣉ԐSvp@p]IUꝁIH嫑R䎩ȐL_Iv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; @
;==========================
*enemy_m_mirage_11

	dwave 1,"sound\wind.wav"

	ߕVpI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Rg$p_namehUI\

	yz
	ucc[IHv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_11

	$p_nameLocc

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ccACߐgBݖOىeHI\

	yz
	uށccIHv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_11

	if %e_mp <= 5 && %e_heat_lv == 1 goto *enemy_s_attack_11
	if %e_mp <= 5 goto *enemy_p_attack_11
	sub %e_mp, 5
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_11
	
	calc_m_damage_e %e_m_atk, %p_m_def, 0
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_11,*enemy_m_attack2_11,*enemy_m_attack3_11
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_11,*enemy_m_attack2sa_11,*enemy_m_attack3sa_11
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_11,*enemy_m_attack2sb_11,*enemy_m_attack3sb_11

; ȂԖ@U
*enemy_m_attack1_11
	͓]וșɎI˕YꌁI
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_11
*enemy_m_attack2_11
	珥VnIِInPߗI
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_11
*enemy_m_attack3_11
	珥\IvNҏ^IɕI
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_11

; yԖ@U
*enemy_m_attack1sa_11
	͓]וșɎccACꢈ׉ߓxӗ拎UCЗ͖~B
	@
	dwave 1,"sound\wind.wav"
	goto *enemy_m_attack_end_11
*enemy_m_attack2sa_11
	珥VnIACꢓIb\edCnIʖϏB
	@
	dwave 1,"sound\windc.wav"
	goto *enemy_m_attack_end_11
*enemy_m_attack3sa_11
	珥\IAC珥GϓIgbCŏI`wB
	@
	dwave 1,"sound\tornade.wav"
	goto *enemy_m_attack_end_11

; dԖ@UiȂj
*enemy_m_attack1sb_11
	goto *enemy_m_attack_end_11
*enemy_m_attack2sb_11
	goto *enemy_m_attack_end_11
*enemy_m_attack3sb_11
	goto *enemy_m_attack_end_11

*enemy_m_attack_end_11
	lsp SP_BTL_EFECT,":a;cg\succuatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_11

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_11

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
	; ss\̘AU
;	if %giveup == 1 goto *enemy_s_attack_g_11
	if %undress_flg == 1 goto *enemy_s_attack_b1_11
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_11
	if %p_heat == 1 goto *enemy_s_attack_p1_11
	
	; ʏ핽Î
	*enemy_s_attack_p0_11
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_11
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_11
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_11
		; 
		*enemy_s_attack_p00_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_11,*enemy_s_attack_p001_11,*enemy_s_attack_p002_11
			*enemy_s_attack_p000_11
				_ny$p_nameI_jI
				@
				e_satk_effect "sound\tkk_once.wav"
				yz
				uH@ISccLoꠁHv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p001_11
				wLihIDCGq$p_nameII
				@
				e_satk_effect "sound\lick.wav"
				yz
				u꣓Ig̔qꡁC꣔lccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p002_11
				ϋ$p_nameChIDibI
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uCꝁHX͒n꣐gRRIv\
				goto *enemy_s_attack_end_11
		
		; y
		*enemy_s_attack_p01_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_11,*enemy_s_attack_p011_11,*enemy_s_attack_p012_11
			*enemy_s_attack_p010_11
				粕$p_nameC粎TgnꡚfI
				@
				e_satk_effect "sound\fera3.wav"
				yz
				uTC^ccđXꠁccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p011_11
				Gq$p_nameIgC@דIw늊iI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				uC樉䗈ߘM꣍ŏdvInꠁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p012_11
				nLgqC$p_nameIg_jB
				@
				e_satk_effect "sound\fera3.wav"
				yz
				uꟁccCDZIF~ccA꣊oXꠁv\
				goto *enemy_s_attack_end_11
		; d
		*enemy_s_attack_p02_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_11,*enemy_s_attack_p021_11,*enemy_s_attack_p022_11
			*enemy_s_attack_p020_11
				ًٙCZ$p_nameC̒IҁI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yz
				uꟁccCˈ꒼꣒PʐiUC^ρIcMCsȁccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p021_11
				CZ$p_nameCًْn݈NI
				@
				e_satk_effect "sound\h_nutya.wav"
				yz
				uꟁccCꟁccI׏YϓdHA꣘NCcؓsDꠁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p022_11
				LgqCh$p_nameIgccB
				@
				e_satk_effect "sound\bust.wav"
				yz
				uřށChk_ꠁHĒR_ȚGccv\
				goto *enemy_s_attack_end_11
	
	; ʏs`
	*enemy_s_attack_p1_11
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_11
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_11
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_11
		; 
		*enemy_s_attack_p10_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_11,*enemy_s_attack_p101_11,*enemy_s_attack_p102_11
			*enemy_s_attack_p100_11
				$p_nameI_㖁_jI
				e_satk_effect "sound\pzr_tkk_once.wav"
				yz
				uI畆kcꠁHLoꝁHCډːdYꡁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p101_11
				LihIDCڈ$p_nameI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				uIqALocc꣊Ґ^FSꡁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p102_11
				CZ$p_nameCIn^pbisB
				@
				e_satk_effect "sound\lick2.wav"
				yz
				u@o혮ꠁHbs꣓[I`tG`v\
				goto *enemy_s_attack_end_11
		; y
		*enemy_s_attack_p11_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_11,*enemy_s_attack_p111_11,*enemy_s_attack_p112_11
			*enemy_s_attack_p110_11
				粌n$p_nameC粗pKIoƋًْI
				@
				e_satk_effect "sound\lip2.wav"
				yz
				uccڕALoC^voIlccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p111_11
				Gq$p_nameIgCɊɒn嗹͓I\
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uRcc^vꔖ@IlꡁB꣑Z鋎ɉGv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p112_11
				ێLIpCsnh$p_nameIgB
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uCAv鋎ꝁHvEsZꝁHv\
				goto *enemy_s_attack_end_11
		; d
		*enemy_s_attack_p12_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_11,*enemy_s_attack_p121_11,*enemy_s_attack_p122_11
			*enemy_s_attack_p120_11
				粋ًٙCZ$p_nameC粕̒ISgI
				@
				e_satk_effect "sound\kusuguri.wav"
				yz
				uo@HIkꠁB΍˓IGccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p121_11
				粋ًٙCZ$p_nameC粏@דIoژabZㅗ㗈B
				@
				e_satk_effect "sound\pzr_tkk1.wav"
				yz
				uIg̊IkꠁHđXccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_p122_11
				h$p_nameIgC㉺hWB
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yz
				uCŋNkꡁccsszˏoHv\
				goto *enemy_s_attack_end_11


	;####  ####
	*enemy_s_attack_b1_11

	if %p_heat == 0 goto *enemy_s_attack_b10_11
	if %p_heat == 1 goto *enemy_s_attack_b11_11
	
	; Î
	*enemy_s_attack_b10_11
	if %e_heat_lv == 0 goto *enemy_s_attack_b100_11
	if %e_heat_lv == 1 goto *enemy_s_attack_b101_11
	if %e_heat_lv == 2 goto *enemy_s_attack_b102_11
		; 
		*enemy_s_attack_b100_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1000_11,*enemy_s_attack_b1001_11,*enemy_s_attack_b1002_11
			*enemy_s_attack_b1000_11
				$p_nameIqȏCyyn񕏖̒I
				@
				e_satk_effect "sound\fera3.wav"
				yz
				u菶zA٘HCoksÐSꝁHҐccokHv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1001_11
				L$p_nameIgCZTɊɗṕI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				u_nZ꣕qInC꣓OZIccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1002_11
				pbZㅏZ$p_nameI_CnMNI
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uꟙCbMkꝁHvc꣘MXՁAӐgۓInGv\
				goto *enemy_s_attack_end_11
		; y
		*enemy_s_attack_b101_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1010_11,*enemy_s_attack_b1011_11,*enemy_s_attack_b1012_11
			*enemy_s_attack_b1010_11
				粌y$p_nameISC粍ݑ粉_nꡚfccB
				@
				e_satk_effect "sound\fera2.wav"
				yz
				uvSJnN꣚GccTCIcc^qccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1011_11
				SZ$p_nameI_C_nMNI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yz
				u\I݊OICA樉䗈_n\ꉺꠁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1012_11
				LgqCɊɏ$p_nameI_ܓI
				@
				e_satk_effect "sound\fera2.wav"
				yz
				uIATAcc^cc꣊ozzIv\
				goto *enemy_s_attack_end_11
		; d
		*enemy_s_attack_b102_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1020_11,*enemy_s_attack_b1021_11,*enemy_s_attack_b1022_11
			*enemy_s_attack_b1020_11
				粊܏Z$p_nameI_C粗pwhIB
				@
				e_satk_effect "sound\lick2.wav"
				yz
				uaA݁ccTC@ʓIDDuIv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1021_11
				pښZ$p_nameI_CJnRNI
				@
				e_satk_effect "sound\pzr_tkk_once.wav"
				yz
				uC꣓I^ꇊQBݚL^w樉ˏoxꝁHv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1022_11
				yySZ$p_nameI_CȓIOC_nݗԁI
				@
				e_satk_effect "sound\bust.wav"
				yz
				uIhZIbC꣏AOvY~Hc꣑SIv\
				goto *enemy_s_attack_end_11
		
	
	; s`
	*enemy_s_attack_b11_11
	if %e_heat_lv == 0 goto *enemy_s_attack_b110_11
	if %e_heat_lv == 1 goto *enemy_s_attack_b111_11
	if %e_heat_lv == 2 goto *enemy_s_attack_b112_11
		; 
		*enemy_s_attack_b110_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1100_11,*enemy_s_attack_b1101_11,*enemy_s_attack_b1102_11
			*enemy_s_attack_b1100_11
				pߊcI菶C$p_nameISgy_n̒I
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				usyꠁHA꣒ژRoꠁv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1101_11
				SZ$p_nameI_Cn㉺MNI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				uC꣓I͟ݖGHAꝁHĎRꉺŊřށccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1102_11
				pbM$p_nameI_C㗹ZȎΔMII
				@
				e_satk_effect "sound\fera2.wav"
				yz
				uDꇊQcc粔䓅M粐ڕC]ϓЋꠁHv\
				goto *enemy_s_attack_end_11
		; y
		*enemy_s_attack_b111_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1110_11,*enemy_s_attack_b1111_11,*enemy_s_attack_b1112_11
			*enemy_s_attack_b1110_11
				Z$p_nameINC΁C@[[n㗈I
				@
				e_satk_effect "sound\fera3.wav"
				yz
				uCŒIˁccccTAaccC䔇樐lZIC[lꠁccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1111_11
				p菶Z$p_nameI_CsNI
				@
				e_satk_effect "sound\tkk_once.wav"
				yz
				uߌo٘HBA݉ISccv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1112_11
				ܒ$p_nameI_CnO@W]܁ccI
				@
				e_satk_effect "sound\fera2.wav"
				yz
				uTCTCTꟁC{bJGH@v\
				goto *enemy_s_attack_end_11
		; d
		*enemy_s_attack_b112_11
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_b1120_11,*enemy_s_attack_b1121_11,*enemy_s_attack_b1122_11
			*enemy_s_attack_b1120_11
				粙z$p_nameI_C粗pHwYMII
				@
				e_satk_effect "sound\h_mizu1.wav"
				yz
				uTCa@viU꣓I_BꟁccCVoꠁHv\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1121_11
				$p_nameI_ݎȓIڏ㖀CC_nisʓII
				@
				e_satk_effect "sound\h_zutyu.wav"
				yz
				uߌoϓꡁBA꣘v\
				goto *enemy_s_attack_end_11
			*enemy_s_attack_b1122_11
				$p_nameI_ݑoVԁCnhWǵI
				@
				e_satk_effect "sound\pzr_tkk2.wav"
				yz
				u@ߌoϓuЌГICҎUFFIccɌꠁHv\
				goto *enemy_s_attack_end_11
	

	*enemy_s_attack_end_11

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_11
	goto *change_player_turn
	
	*enemy_s_attack_danger_11
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uߌoEsZHv֌nICAZꑓMVsGccv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn



;====================================================
; hCLXiTLoX̓sj
;====================================================
*enemy_succu_kiss
	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	add %e_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp, 0
	if %e_mp >= %e_maxmp mov %e_mp, %e_maxmp
	
	$p_name꘢[IB
	
	dwave 1,"sound\lip.wav"
	pink_flash 15
	gosub *view_enemy_statbar	;G̃o[\
	gosub *dungeon_stat_view	;l̃o[\
	
	C͐ݔzcc$p_namez旹%damage_buf_́I\
	
	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15

	yz
	uTccӊҁv\

	gosub *view_enemy_statbar	;G̃o[\	
	
goto *change_player_turn

;====================================================
; E߁iTLoX̓sj
;====================================================
*enemy_succu_undress

	dwave 1,"sound\voice_succu.wav"
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_11
	
	if %undress_flg == 1 goto *enemy_s_attack_11
	
	;̃R[g͖
	if %armor_id != 15 goto *enemy_succu_undress_check

	zvE{$p_nameIߕIRCKߓI͎쒅$p_nameI\

	lsp SP_MONSTER,":a;cg\succu_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
		
	yz
	uߕccEs{ꡁv\
	goto *change_player_turn

*enemy_succu_undress_check
	zvE{$p_nameIߕI
	;80
	rnd %temp2, 10
	if %temp2 <= 1 goto *enemy_succu_undress_miss

*enemy_succu_undress_suc

	dwave 1,"sound\undress.wav"
	ߕȒ{@ʒEC]$p_name֕ϓNskccI\
	
	yz
	uCE{ꡁBߛCډA꣐uꠁv\

	mov %p_s_def, %p_s_basedef
	mov %undress_flg, 1
	goto *change_player_turn

*enemy_succu_undress_miss
	dwave 1,"sound\dodge.wav"
	RC$p_nameߊJΕI\
	
	yz
	u^Icc꣕szϘꝁHv\


goto *change_player_turn



;====================================================
; liʏj
;====================================================
*battle_p_win_11

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_11,*battle_p_win_p12_11,*battle_p_win_p13_11
	*battle_p_win_p11_11
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uĔ꣊߁ccv\
		gosub *battle_end_init
		print 13
		[I]B
		goto *battle_p_win_end_11
	*battle_p_win_p12_11
		lsp SP_MONSTER,":a;cg\succu_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		upsߛRvcc꣑Iv\
		gosub *battle_end_init
		print 13
		[I]B
		goto *battle_p_win_end_11
	*battle_p_win_p13_11
		if %level == 1 goto *battle_p_win_11
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yz
		uߌxIgScc樉zzzvBLVΗvc꣘MBDoꠁHv\
		gosub *battle_end_init
		print 13
		[I]B
		goto *battle_p_win_end_11

			
	*battle_p_win_end_11
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_11
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *tresure_top

;====================================================
; liIj
;====================================================
*battle_s_win_11
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_11

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_11
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_11
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_11 : goto *battle_p_lose_end_11
	if %%temp1 <> 0 gosub *h_scene_lose_p2_11 : goto *battle_p_lose_end_11



	*battle_p_lose_end_11
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_11

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_11
	goto *battle_s_lose_end_11

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_11
	;goto *battle_s_lose_end_11
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_11 : goto *battle_s_lose_end_11
	if %%temp1 <> 0 gosub *h_scene_lose_s2_11 : goto *battle_s_lose_end_11

	*battle_s_lose_end_11
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_11

	rnd %temp1,4
	if %temp1 == 3 jumpf
	if %debuf_flg == 1 jumpf	;Ȏ͓s
$p_nameI\
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,5
	sub %step_num, 10
	if %step_num < 0 mov %step_num, 0
	gosub *battle_end_init
	gosub *equip_adjust
	bgmvol 100
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top

~
	if %e_heat_lv == 0 goto *battle_escape_m1_11
	if %e_heat_lv == 1 goto *battle_escape_m2_11
	if %e_heat_lv == 2 goto *battle_escape_m3_11

	;=========
	; heat_lv0
	;=========
	*battle_escape_m1_11
	$p_namezvIp햣ㅓOʝZHI\
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m11_11,*battle_escape_m12_11,*battle_escape_m13_11
		*battle_escape_m11_11
			yz
			u꣐soISIBC粗ccv\
			goto *change_enemy_turn
		*battle_escape_m12_11
			yz
			u}IoꝁHĒR_vccv\
			goto *change_enemy_turn
		*battle_escape_m13_11
			yz
			usꣁBvō@GHv\
			goto *change_enemy_turn
	;=========
	; heat_lv1
	;=========
	*battle_escape_m2_11
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m21_11,*battle_escape_m22_11,*battle_escape_m23_11
		$p_namezvIp햣ㅓOʝZHI\
		*battle_escape_m21_11
			yz
			uDYݍ˗vJnꡁccpCDꝁHv\
			goto *change_enemy_turn
		*battle_escape_m22_11
			yz
			ussGBJSꡁB樉X_vHv\
			goto *change_enemy_turn
		*battle_escape_m23_11
			yz
			uꉺB樉ˑыIߓ_CӍDꝁHv\
			goto *change_enemy_turn
	;=========
	; heat_lv2
	;=========
	*battle_escape_m3_11
	rnd %temp1,3
	tablegoto %temp1,*battle_escape_m31_11,*battle_escape_m32_11,*battle_escape_m33_11
		$p_namezvIp햣ㅓOʝZHI\
		*battle_escape_m31_11
			yz
			uB`BߌokvccvL튴occv\
			goto *change_enemy_turn
		*battle_escape_m32_11
			yz
			usvccV꘢lBv\
			goto *change_enemy_turn
		*battle_escape_m33_11
			yz
			uI꣗CpccDꝁHv\
			goto *change_enemy_turn

;===========================
; 퓬̃LʐݒiE{Xj
;===========================

; ===ϐ̏===
*enemy_init_12
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;oAԁi0F@PF@@QFI@RFj
	mov %battle_flg2, 0		;S
	mov %battle_flg3, 0		;΂^[
	mov %battle_flg4, 0		;
	mov %battle_flg5, 0		;
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_12
	mov %mons_pos_x, 180
	mov %mons_pos_y, 0
	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
return

; ===G̃Xe[^Xo[\===
*enemy_bar_12
	bar BAR_E_HP,%e_hp,370,15,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,370,25,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_12
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\urob.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_12
	mov $str_enemyname, "E{X"
	mov %e_maxhp, 999	;ő̗
	mov %e_maxmp, 999	;őC
	mov %e_p_atk, 220	;U
	mov %e_m_atk, 220	;@U
	mov %e_s_atk, 200	;U
	mov %e_p_def, 120	;h
	mov %e_m_def, 120	;@h
	mov %e_s_def, 80	;h
	mov %e_exp, 5000	;ol
	mov %e_money, 5000	;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\urob_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\urob_sta2.png"	;P	
	mov $str_monssta3,":a;cg\urob_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\urob_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\urob_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\urob_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_12
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_12,*enemy_start_talk_p2_12,*enemy_start_talk_p3_12,*enemy_start_talk_p4_12,*enemy_start_talk_p5_12,*enemy_start_talk_p6_12,*enemy_start_talk_p7_12
	*enemy_start_talk_p1_12	;Ζ
		bgmvol 100
		bgm "music\boss.ogg"
		vsp SP_MONSTER,1
		print 16
		yHHHz
		u}Ő[B^IDvvLl\Bv\
		
		{IŐ[Bݓߖ͙ڔVnCꢏAȗݓߗB\
		
		l֓IBꢐg\󓞐[sI͗ʁB~oFCꢏA{IɁB\
		
		yHHHz
		u䐥GgzBӊǗ{Bv\
		
		lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uUz{I`CU`Ґ[cc嫑Rߌ``FFIlCA꣊iOIoFꡁBv\
		
		Uz`ccHŗꢖ{lݏ`ҁBA퐥חYH\
		
		bgmvol 80
		bgm "music\urob.ogg"
		
		lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uzmRHߏAWo^VI͗ꠁB՗IbAiꣁBv\
		
		GgzUoIЈB$p_name嫗L؏kCAҐdVDːB\
		
		lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uTCssBv퍄˓Idj_Al̎^Bs߁C꣔\jJhꝁHv\
		
		gosub *mebius_anime
		
		svcI͕oCZGgzB䊴EsŕRȗB\
		
		yGgzz
		uhǁy~Gzz\\pҎwIUOCTٖ@BvC嫑RL_ABv\
		
		yGgzz
		uꠁC樉Ŋ꣓I͗ʁIv\
		
		
		goto *enemy_start_talk_end_12
	*enemy_start_talk_p2_12	;
		vsp SP_MONSTER,1
		print 15
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 <= 2 goto *enemy_start_talk_p2_univ1_12
		if %%temp1 <= 4 goto *enemy_start_talk_p2_univ2_12
		goto *enemy_start_talk_p2_univ3_12
		goto *enemy_start_talk_end_12
				
		*enemy_start_talk_p2_univ1_12
			yGgzz
			uށCߗHߛCߊꠁBv\

			goto *enemy_start_talk_end_12
			
		*enemy_start_talk_p2_univ2_12
			yGgzz
			uށCHOԌ܎ccCIv\
			lsp SP_MONSTER,":a;cg\urob_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			uzI䓖꣓IꝁHށ\\DJSꟁv\
			lsp SP_MONSTER,":a;cg\urob_sta2.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			uCsꝁHAꟁC^⊶ccv\
			yGgzz
			usߔ@ʐ꣓IbC䐏s劽}BYϐSӗsǐGHv\
			
			goto *enemy_start_talk_end_12
			
		*enemy_start_talk_p2_univ3_12
			yGgzz
			uccC꣖BӎӁBv\
			lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			u{z[tDD}꣓ICAv푴`ҊœߎʁccꉓIꠁHv\
			yGgzz
			uȁC樉nDlꠁBzX[nꣁBv\
			lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			uꠁccNꠁHv\
			goto *enemy_start_talk_end_12

			
	*enemy_start_talk_p3_12	;xssk
		vsp SP_MONSTER,1
		print 15
		yGgzz
		uށC㎟ߘccLDDbߍėꝁHv\
	
		goto *enemy_start_talk_end_12
	*enemy_start_talk_p4_12	;xhCsk
		vsp SP_MONSTER,1
		print 15
		GgzoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_12
		*enemy_start_talk_p41_12
			lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			uCAZAsPꟁBkGB樉Ŋ꣕ϋꠁHv\
		
			goto *enemy_start_talk_end_12
		
		*enemy_start_talk_p42_12
			lsp SP_MONSTER,":a;cg\urob_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yGgzz
			u꣔wqcc{vŎZՉ߉ꠁHR@C߉Apߎ꣊ߊߍDB琥툤I`ꡁBccv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			狖חAꠁBzNNƎICRYzv̈ӗA{IOBg̎gs㙤ccB$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_12
	*enemy_start_talk_p5_12	;
		vsp SP_MONSTER,1
		print 15
		lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yGgzz
		uꟙC㎟ӎꊁv\
		
		yGgzz
		uR\樉ߛcc꣉ʑRkꇊQꡁBv\
		lsp SP_MONSTER,":a;cg\urob_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		yGgzz
		u߁AߘwICߘcc΁AΕsNCvYIv\

		yGgzz
		uDꊁCJnrꠁIDꝁHv\
		
		goto *enemy_start_talk_end_12
	*enemy_start_talk_p6_12	;
		vsp SP_MONSTER,1
		print 15
		;Ȃł
	
			goto *enemy_start_talk_end_12
	*enemy_start_talk_p7_12	;{点
		;Ȃł


	*enemy_start_talk_end_12
	
	
	;E{X̃bh́AX[v邱ƂBĜ݁B
	;if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_12

return

;====================================================
; IU󂯂̃JE^[p
;====================================================
*enemy_urob_s_dmg_chk

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_12
	if %damage_buf != 0 jumpf
	
	$p_nameGgzIǵBRCGgzSvLocc\
	return
~
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_12
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_12
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_12

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_12,*enemy_s_dmg1mes1_12,*enemy_s_dmg1mes2_12
	*enemy_s_dmg1mes0_12
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_12,*enemy_s_dmg1mes02_12,*enemy_s_dmg1mes03_12
		*enemy_s_dmg1mes01_12
			$p_name_nGgz沖IBGgzIoIΗeB
			@
			goto *enemy_s_dmg1_end_12
		*enemy_s_dmg1mes02_12
			$p_nameIw߉GgzIBw`KIGB
			@
			goto *enemy_s_dmg1_end_12
		*enemy_s_dmg1mes03_12
			$p_nameeGgzISB󏇐_nꢎB
			@
			goto *enemy_s_dmg1_end_12

	*enemy_s_dmg1mes1_12
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_12,*enemy_s_dmg1mes12_12,*enemy_s_dmg1mes13_12
		*enemy_s_dmg1mes11_12
				$p_namewTGgzI鏈Bw`NyIGB
				@
			goto *enemy_s_dmg1_end_12

		*enemy_s_dmg1mes12_12
				$p_nameyeGgzIisBGgzoꐺyIgbB
				@
			goto *enemy_s_dmg1_end_12

		*enemy_s_dmg1mes13_12
				$p_namẻGgzI֐gBӊOn`\IGB
				@
			goto *enemy_s_dmg1_end_12

	*enemy_s_dmg1mes2_12
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_12,*enemy_s_dmg1mes22_12,*enemy_s_dmg1mes23_12
		*enemy_s_dmg1mes21_12
				$p_namee\nGgzIBGgz|sICbs~I
				@
			goto *enemy_s_dmg1_end_12

		*enemy_s_dmg1mes22_12
				$p_namewGgzI鏈BߗߎsC|ْRnۖvwB
				@
			goto *enemy_s_dmg1_end_12

		*enemy_s_dmg1mes23_12
				$p_nameًٕZGgzCneBGgzIbsm[nhB
				@
			goto *enemy_s_dmg1_end_12

	*heat0to1talk0_12
		nGgzIB菶SoߑQQ𗧓IB
		@
		goto *enemy_s_dmg1_end_12
	*heat0to2talk0_12
		$p_namenGgzIa鏈I
		@
		goto *enemy_s_dmg1_end_12
	*heat1to2talk0_12
		pwCGgzI鏈B粋NrIcc
		@


	*enemy_s_dmg1_end_12	
		lsp SP_MONSTER,":a;cg\urob_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_urob.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_12
	if %damage_buf != 0 jumpf
	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yGgzz
	uߞssGBĉ__ccDꝁHv\
	return
~
;	if %e_mp == 0 goto *battle_s_win_12
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_12
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_12
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_12


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_12,*enemy_s_dmg2mes1_12,*enemy_s_dmg2mes2_12
	*enemy_s_dmg2mes0_12
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_12,*enemy_s_dmg2mes02_12,*enemy_s_dmg2mes03_12
		*enemy_s_dmg2mes01_12
				yGgzz
				ucc꣊슽IꝁHȍđ̖̚GHv\
			goto *enemy_s_dmg2_end_12

		*enemy_s_dmg2mes02_12
				yGgzz
				uށC^nccMlƐSsꡁBv\
			goto *enemy_s_dmg2_end_12

		*enemy_s_dmg2mes03_12
				yGgzz
				uC꣐ݒǋꝁH^Qlꡁv\
			goto *enemy_s_dmg2_end_12

	*enemy_s_dmg2mes1_12
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_12,*enemy_s_dmg2mes12_12,*enemy_s_dmg2mes13_12
		*enemy_s_dmg2mes11_12
				yGgzz
				uIČāC꣑ΔY銴ꝁHvziIbCsGHv\
			goto *enemy_s_dmg2_end_12
		*enemy_s_dmg2mes12_12
				yGgzz
				uTccI^ICҒ\IvBscL_oBv\
			goto *enemy_s_dmg2_end_12
		*enemy_s_dmg2mes13_12
				yGgzz
				uށccAߗvuꝁHCkJSGBv\
			goto *enemy_s_dmg2_end_12

	*enemy_s_dmg2mes2_12
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_12,*enemy_s_dmg2mes22_12,*enemy_s_dmg2mes23_12
		*enemy_s_dmg2mes21_12
				yGgzz
				uTCsvccꟁccccICߌoccvɌccv\
			goto *enemy_s_dmg2_end_12
		*enemy_s_dmg2mes22_12
				yGgzz
				uꟁccʓߞ闐Bovϓccv\
			goto *enemy_s_dmg2_end_12
		*enemy_s_dmg2mes23_12
				yGgzz
				uTCaCIccaccBAߞΑғIbkQ㵓IꊁC^Iccv\
			goto *enemy_s_dmg2_end_12
			
	*heat0to1talk_12
		yGgzz
		uTcc^nBđ_C`ccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_12
		yGgzz
		uA󗹁ccIHsvCv{ccIv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_12
		yGgzz
		uꟁccvߞΑҁClƉEsZIvBv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_12	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_12

return

;yGNXq[z
*enemy_skill_exheal_12

return

;yCz
*enemy_skill_kiai_12

return

;y~[Wz
*enemy_skill_mirage_12

return

;y~Qz
*enemy_skill_giveup_12
	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	yGgzz
	u^\꣖vꔖ@ꡁccߛCA@꣏Òn\ꉺꠁBv\
return

;y\jbNz
*enemy_skill_sonic_12
		calc_m_urob_damage %p_m_atk, %e_m_def, SONIC_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\sonic.wav"
		lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_name{I$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yuXgz
*enemy_skill_blast_12
		calc_m_urob_damage %p_m_atk, %e_m_def, BLAST_DMG
		sub %e_hp, %damage_buf
		if %e_hp < 0 mov %e_hp, 0
		itoa2 $str_damage, %damage_buf
		if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
		if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
		dwave 1,"sound\blast.wav"
		lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
		print 15
		csp SP_BTL_EFECT
		gosub *battle_face_reset
		print 15
		
		gosub *view_enemy_statbar	;G̃o[\
	;	gosub *battle_damage
		$p_name{I$str_enemyname$str_damage_QI\
		;U̎ތ
		mov %last_atk, 1
return

;yJE^[z
*enemy_skill_counter_12

return

;yvA^bNz
*enemy_skill_watack_12

	calc_p_urob_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_urob_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_12
	if %sleepflg == 1 goto *enemy_skill_watack_slp_12
*enemy_skill_watack_slp_12
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_12
*enemy_skill_watack_nslp_12\
*enemy_skill_watack_end_12

return

;yX[vz
*enemy_skill_sleep_12
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %battle_flg1 == 1 mov %sub_temp1, 0
	if %sub_temp1 >= 1 goto *enemy_skill_sleep_miss_12
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樉GgzIӎϓNOI\
	return

	*enemy_skill_sleep_miss_12
	AΉGgzvLʁI\

return

;yhCLXz
*enemy_skill_kiss_12
	; _[WľvZ
	calc_s_urob_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynamegz%damage_buf_́I\
	lsp SP_MONSTER,":a;cg\urob_dmg2.png",%mons_pos_x,%mons_pos_y
	yGgzz
	uT\\ccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_12
	dwave 1,"sound\mebius.wav"
	lsp SP_BTL_EFECT,":a;cg\mebius1.png",0,0
	print 13
	csp SP_BTL_EFECT
	
	lsp SP_BTL_EFECT2,":a;cg\mebius2.png",0,0
	print 13
	csp SP_BTL_EFECT2
	print 13
	
	ccACGgzI\
	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yGgzz
	uߐIꡁBאlޓIꣁCR\^pncc^ꇊQBs߁CΉTvpꠁHv\
	
return

;====================================================
; KE
;====================================================
*enemy_muramasa_12

	goto *battle_p_win_end_12



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_12

	; oAύX[`
	gosub *enemy_urob_shield_change
	if %battle_flg4 == 1 mov %battle_flg4, 0 goto *change_player_turn 


	if %giveup == 1 goto *enemy_action_giveup_12

	;΂^[΁AȂ
	if %battle_flg3 >= 1 goto *battle_urob_zitabata

	
	if %acce_id == 10 goto *enemy_s_attack_12	;m̏
	if %bindflg != 0 goto *enemy_s_attack_12		;|͐IU


	;SnjȂS
	if %battle_flg2 == 1 goto *enemy_urob_bind

	;oA0Ȃ畨
	;oA1Ȃ疂@
	;oA2ȂS
	if %battle_flg1 == 0 goto *enemy_p_attack_12
	if %battle_flg1 == 1 goto *enemy_m_attack_12
	if %battle_flg1 == 2 goto *enemy_urob_bind
	
	;oA3ȂœKUB1/8̊mŃeCA^bNS
	rnd %temp2, 5
	if %temp2 == 0 goto *enemy_urob_tail	;1/5̊mŃeCA^bN
	if %temp2 <= 2 goto *enemy_p_attack_12
	goto *enemy_m_attack_12
	
	rnd %temp1, 10
	if %temp1 == 0 goto *enemy_urob_charge
	if %temp1 <= 2 goto *enemy_urob_sleep
	goto *enemy_m_attack_12
		
	;~Q
	*enemy_action_giveup_12
		goto *enemy_s_attack_12

	goto *change_player_turn


;====================================================
; E{X oA`FW
;====================================================
*enemy_urob_shield_change
	; c̗͂ƋC͂̊vZ
	mov %sub_temp1, %e_hp * 100 / %e_maxhp
	mov %sub_temp2, %e_mp * 100 / %e_maxmp
	
	; p^[0Fgo75ȉŃ`FW
	if %battle_flg1 == 0 && %sub_temp1 <= 75 gosub *enemy_urob_mebius : mov %battle_flg4, 1 : mov %battle_flg1, 1 : return 
	; p^[1Fgo75ȉŃ`FW
	if %battle_flg1 == 1 && %sub_temp1 <= 75 gosub *enemy_urob_mebius : mov %battle_flg4, 1 : mov %battle_flg1, 2 : return 
	; p^[2Flo50ȉŃ`FW
	if %battle_flg1 == 2 && %sub_temp2 <= 50 gosub *enemy_urob_mebius : mov %battle_flg4, 1 : mov %battle_flg1, 3 : return 
	
	mov %battle_flg4, 0

return

;====================================================
; E{X rEX
;====================================================
*enemy_urob_mebius
	dwave 1,"sound\mebius.wav"
	lsp SP_BTL_EFECT,":a;cg\mebius1.png",0,0
	print 13
	csp SP_BTL_EFECT
	
	;HP̊MP̊ւ
	mov %sub_temp1, %e_hp * 100 / %e_maxhp
	mov %sub_temp2, %e_mp * 100 / %e_maxmp
	mov %e_hp, %e_maxhp * %sub_temp2 / 100
	mov %e_mp, %e_maxmp * %sub_temp1 / 100
	mov %sub_temp1, %p_hp * 100 / %p_maxhp
	mov %sub_temp2, %p_mp * 100 / %p_maxmp
	mov %p_hp, %p_maxhp * %sub_temp2 / 100
	mov %p_mp, %p_maxmp * %sub_temp1 / 100
	
	gosub *dungeon_stat_view
	gosub *view_enemy_statbar	;G̃o[\
	
	lsp SP_BTL_EFECT2,":a;cg\mebius2.png",0,0
	print 13
	csp SP_BTL_EFECT2
	print 13
	
	GgzRȗILlI̗͘a͔]C쏂I琏VωI\
	
return


;====================================================
; E{X΂
;====================================================
*battle_urob_zitabata
	if %battle_flg3 == 3 goto *battle_urob_zitabata3
	if %battle_flg3 == 2 goto *battle_urob_zitabata2
	if %battle_flg3 == 1 goto *battle_urob_zitabata1
	
	*battle_urob_zitabata1
		sub %battle_flg3, 1
		GgzIdV⋉rI\
		goto *change_player_turn
	
	*battle_urob_zitabata2
		sub %battle_flg3, 1
		GgzҍBHI\
		goto *change_player_turn
	
	*battle_urob_zitabata3
		sub %battle_flg3, 1
		GgzI֐gZ݈NesI\
		goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_12
	gosub *bind_escape
	if %bindflg == 1 goto *battle_bind_p1_12
	if %bindflg == 2 goto *battle_bind_p2_12
	if %bindflg == 3 goto *battle_bind_p3_12
	if %bindflg == 4 goto *battle_bind_p4_12
	
	
	; oChPF
	*battle_bind_p1_12
	if %sub_temp2 == 0 goto *battle_bind_p10_12
	if %sub_temp2 == 1 goto *battle_bind_p11_12
		;p
		*battle_bind_p10_12
			if %giveup == 1 return
			GgzZZCesI\
			return
			
		;
		*battle_bind_p11_12
			$p_nameZZㅒEgI\
			mov %bindflg,0
			return
	

return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_12

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_12
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_12

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0


	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_12,*enemy_p_attack2_12,*enemy_p_attack3_12
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_12,*enemy_p_attack2sa_12,*enemy_p_attack3sa_12
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_12,*enemy_p_attack2sb_12,*enemy_p_attack3sb_12

; ʏ펞U
*enemy_p_attack1_12
	dwave 1,"sound\bomb.wav"
	Ggz]CoItgP$p_nameI
	@
	goto *enemy_p_attackend_12
*enemy_p_attack2_12
	dwave 1,"sound\bomb.wav"
	GgzIbҌnʁIItgP$p_nameI
	@
	goto *enemy_p_attackend_12
*enemy_p_attack3_12
	dwave 1,"sound\tornade.wav"
	GgzINҒnCِ^VnP$p_nameI
	@
	goto *enemy_p_attackend_12

; yU
*enemy_p_attack1sa_12
	dwave 1,"sound\bomb.wav"
	Ggz]CotgP$p_nameI
	@
	goto *enemy_p_attackend_12
*enemy_p_attack2sa_12
	dwave 1,"sound\bomb.wav"
	GgzIbҌnʁItgP$p_nameI
	@
	goto *enemy_p_attackend_12
*enemy_p_attack3sa_12
	dwave 1,"sound\tornade.wav"
	GgzINҒnCʐ^VnP$p_nameI
	@
	goto *enemy_p_attackend_12

; dU
*enemy_p_attack1sb_12
	dwave 1,"sound\bomb.wav"
	Ggz]CYꓹyItgP$p_nameB
	@
	goto *enemy_p_attackend_12
*enemy_p_attack2sb_12
	dwave 1,"sound\bomb.wav"
	GgzIb鼒nꐺݒnʁByItgP$p_nameB
	@
	goto *enemy_p_attackend_12
*enemy_p_attack3sb_12
	dwave 1,"sound\tornade.wav"
	GgzINҒnC^VnVCP$p_nameI
	@
	goto *enemy_p_attackend_12
	
*enemy_p_attackend_12
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn



;====================================================
; ̖
;====================================================
*counter_hit_12
	Ggz]CotgI\

	$p_nameߙtgCŏoI
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname󓞗$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yGgzz
	uccIccŐꝁv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command


;====================================================
; ̖
;====================================================
*counter_hit_tail_12
	GgzbߗI\

	$p_nameΏyߏbŏoI

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname󓞗$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yGgzz
	uccIALqIvccv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command


;==========================
; 
;==========================
*enemy_p_mirage_12
	dwave 1,"sound\bomb.wav"

	Ggz]CotgI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	A$p_namegpg𗹍UI\
	
	yGgzz
	uށcc]Jꡁv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; ۖ
;==========================
*enemy_tail_mirage_12
	dwave 1,"sound\swing.wav"

	GgzNbUߗI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	A$p_namegpg𗹍UI\
	
	yGgzz
	uށcc]Jꡁv\

	goto *change_player_turn

;==========================
; @
;==========================
*enemy_m_mirage_12

	dwave 1,"sound\blast.wav"

	ٖ@ŐGgzUÍcc

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ACg[֐gCUI\

	yGgzz
	uI\\CAŕsꝁccv\
	
	goto *change_player_turn
;	goto *battle_command

;==========================
; 
;==========================
*enemy_bind_mirage_12
	dwave 1,"sound\bind.wav"

	Ggz$p_nameZㅉߗI

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	RZZIgCݎ֐gVUI\
	lsp SP_MONSTER,":a;cg\urob_dmg1.png",%mons_pos_x,%mons_pos_y
	print 15
	yGgzz
	uccIHAꉺccꟁIHv\

	dwave 1,"sound\stone.wav"
	ZㅗCGgztI֐gcȋZZCGgzݕBHcc\
	
	mov %battle_flg3, 3
	mov %battle_flg2, 0

	goto *change_player_turn

;==========================
; I
;==========================
*enemy_s_mirage_12


	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_12

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_12
	
	calc_m_damage_e %e_m_atk, %p_m_def, 50
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0
	dwave 1,"sound\mebius.wav"
	
	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_12,*enemy_m_attack2_12,*enemy_m_attack3_12
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_12,*enemy_m_attack2sa_12,*enemy_m_attack3sa_12
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_12,*enemy_m_attack2sb_12,*enemy_m_attack3sb_12

; ȂԖ@U
*enemy_m_attack1_12
	GgzccYH
	goto *enemy_m_attack_end_12
*enemy_m_attack2_12
	ٖ@ŐGgzUÍI
	goto *enemy_m_attack_end_12
*enemy_m_attack3_12
	GgzI樋ԎYRȁI
	goto *enemy_m_attack_end_12

; yԖ@U
*enemy_m_attack1sa_12
	GgzccYHobDꉺccB
	@
	goto *enemy_m_attack_end_12
*enemy_m_attack2sa_12
	ٖ@ŐGgzUÍIobDꉺccB
	@
	goto *enemy_m_attack_end_12
*enemy_m_attack3sa_12
	GgzI樋ԎYRȁI
	goto *enemy_m_attack_end_12

; dԖ@UiȂj
*enemy_m_attack1sb_12
	Ggzb[ߕ@󔯋NPIA$p_name@oishI
	@
	goto *enemy_m_attack_end_12
*enemy_m_attack2sb_12
	Ggzbsi$p_nameIrgÚCA]ycI
	@
	goto *enemy_m_attack_end_12
*enemy_m_attack3sb_12
	GgzI樋ԎYIRȁI
	goto *enemy_m_attack_end_12

*enemy_m_attack_end_12
	lsp SP_BTL_EFECT,":a;cg\mebius1.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_12

	;ԂłȂ΁A̎{
	if %bindflg == 0 goto *enemy_urob_bind

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_12

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
;	if %giveup == 1 goto *enemy_s_attack_g_12
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_12
	if %p_heat == 1 goto *enemy_s_attack_p1_12
	
	; 
	*enemy_s_attack_p0_12
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_12
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_12
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_12
		; 
		*enemy_s_attack_p00_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_12,*enemy_s_attack_p001_12,*enemy_s_attack_p002_12
			*enemy_s_attack_p000_12
				Ggz֐gZㅍ$p_nameIgC_nӋٗI
				@
				e_satk_effect "sound\uro02.wav"
				yGgzz
				uccӋفCӊOnokꠁHv\
				goto *enemy_s_attack_end_12
			*enemy_s_attack_p001_12
				GgzAߞZㅍ$p_namegC_n㗈I
				@
				e_satk_effect "sound\lip.wav"
				yGgzz
				uTccBCsvRꝁHg̓sgs㙤GHv\
				goto *enemy_s_attack_end_12
			*enemy_s_attack_p002_12
				GgzpZㅍ$p_namegÍCݓSgʈNI
				@
				e_satk_effect "sound\tkk_tri.wav"
				yGgzz
				u֓Ig̑kuIGBŁcc햀CIokꠁHv\
				goto *enemy_s_attack_end_12
		
		; y
		*enemy_s_attack_p01_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_12,*enemy_s_attack_p011_12,*enemy_s_attack_p012_12
			*enemy_s_attack_p010_12
				Ggzp֐gӏZ$p_nameC󏫋\ݗ$p_nameI_I
				@
				e_satk_effect "sound\h_zutyu.wav"
				yGgzz
				uށCRc_\فccsC꣜k슽hꝁHv\
				goto *enemy_s_attack_end_12
			*enemy_s_attack_p011_12
				Ggz粗p֐gZZ$p_nameCٕ՗$p_nameISgI
				@
				e_satk_effect "sound\uro04.wav"
				yGgzz
				uTccaccBesIbCXLoꠁHv\
				goto *enemy_s_attack_end_12
			*enemy_s_attack_p012_12
				Ggz_ߓesI$p_nameCyyn㗈I
				@
				e_satk_effect "sound\uro03.wav"
				yGgzz
				uC^ccvc꣋h{~BTCaCajccv\
				goto *enemy_s_attack_end_12
		; d
		*enemy_s_attack_p02_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_12,*enemy_s_attack_p021_12,*enemy_s_attack_p022_12
			*enemy_s_attack_p020_12
				Ggzp֐gӏZ$p_nameC靔MIg̓\㗈I
				@
				e_satk_effect "sound\tkk_tri.wav"
				yGgzz
				uTccclƘMMccB꣉樉䘮ō@IꠁHv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p021_12
				GgzȂUXIpZㅏ㗈Cuߕeגn٘M$p_nameIҊԁI
				@
				e_satk_effect "sound\uro08.wav"
				yGgzz
				uTccajccCv~IbCAڛٚGHv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p022_12
				Ggzח樔鏊^$p_nameIҊԋٖ\Cp͒nӋٗ$p_nameI
				@
				e_satk_effect "sound\lick2.wav"
				yGgzz
				uccvvߕIbAߌoiꡁBs߁CAkꠁHv\
				goto *enemy_s_attack_end_12
	
	; s`
	*enemy_s_attack_p1_12
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_12
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_12
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_12
		; 
		*enemy_s_attack_p10_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_12,*enemy_s_attack_p101_12,*enemy_s_attack_p102_12
			*enemy_s_attack_p100_12
				Ggz֐gZㅍ$p_nameIgC_nӋٗI
				@
				e_satk_effect "sound\uhuhu.wav"
				yGgzz
				ufH@RϓdMMIccהӋَLoꝁH@v\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p101_12
				GgzAߞZㅍ$p_namegCn㗈I
				@
				e_satk_effect "sound\fera3.wav"
				yGgzz
				uTCaCajccICg̓sgs㙤ꡁBsꝁHv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p102_12
				GgzpZㅍ$p_namegÍCݓSgʈNI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yGgzz
				upSgIgꠁcc@ʔEsZCsviGHv\
				goto *enemy_s_attack_end_12
		; y
		*enemy_s_attack_p11_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_12,*enemy_s_attack_p111_12,*enemy_s_attack_p112_12
			*enemy_s_attack_p110_12
				Ggzp֐gӏZ$p_nameC󏫋\ݗ$p_nameI_I
				@
				e_satk_effect "sound\lick2.wav"
				yGgzz
				ucc݉ꑟˉv֌nGH_n꣑Iv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p111_12
				Ggz粗p֐gZZ$p_nameC]yqʕsn٘MI
				@
				e_satk_effect "sound\uro06.wav"
				yGgzz
				uTCaccTTccBkLoꠁHđوٓIccv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p112_12
				Ggzߝٖ@eI$p_nameCvNƌoʌn㗈I
				@
				e_satk_effect "sound\uro01.wav"
				yGgzz
				uvN꣓I{bGccTCaCajjccv\
				goto *enemy_s_attack_end_12
		; d
		*enemy_s_attack_p12_12
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_12,*enemy_s_attack_p121_12,*enemy_s_attack_p122_12
			*enemy_s_attack_p120_12
				Ggzp֐gӋ$p_nameCܔM靓Ig̓\㗈I
				@
				e_satk_effect "sound\fera2.wav"
				yGgzz
				u꣓Ig̖ϓDMccߌoCsZccv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p121_12
				GgzȂUXIpZㅏ㗈CuߕXn٘MNԁI
				@
				e_satk_effect "sound\uro09.wav"
				yGgzz
				uTccaccBuߕCpߌoݒs◹GHv\
				goto *enemy_s_attack_end_12

			*enemy_s_attack_p122_12
				Ggzח樔鏊^ԋٓ\CpӋٗ$p_nameI
				@
				e_satk_effect "sound\uro10.wav"
				yGgzz
				uꟙcc꣔ݕs⒊Bzig̗ꝁHccv\
				goto *enemy_s_attack_end_12

	*enemy_s_attack_end_12
			
	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_12
	goto *change_player_turn
	
	*enemy_s_attack_danger_12
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		yGgzz
		uccRώ㗹ꡁHCĉcꟁv\
		
		print 15
		

goto *change_player_turn

;====================================================
; eCA^bN
;====================================================
*enemy_urob_tail

	mov %battle_flg2, 1
	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_tail_12

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_tail_mirage_12

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	dwave 1,"sound\swing2.wav"

	Ggzpb$p_nameI
	goto *enemy_urob_tail_end

*enemy_urob_tail_end
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn

;====================================================
; U
;====================================================
*enemy_urob_bind

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_bind_mirage_12

	dwave 1,"sound\bind.wav"
	GgzZ$p_nameI
	!d300
	
	if %giveup == 1 goto *enemy_urob_bind_hit
	rnd %temp1, 10
	if %temp1 >= 3 goto *enemy_urob_bind_hit

*enemy_urob_bind_miss
	dwave 2,"sound\dodge.wav"
	AC$p_nameqnMJI\
	mov %battle_flg2, 0
	goto *change_player_turn

*enemy_urob_bind_hit
	$p_nameGgzZZI\
	yGgzz
	uccSꊁߛCY꣍ˍDꡁccHv\
	mov %battle_flg2, 0
	bind_set 1,2,75



goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_12

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

~	
	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yGgzz
	uccDC׎~v\

	gosub *mes_spd_chg_n	;bZ[Wxʏ펞̂̂ɕύX
	barclear -1
	gosub *dungeon_stat_view
	mov %encount_chk, -20

			
	*battle_p_win_end_12
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_12
		l%e_exp_ola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *floor3_end

;====================================================
; liIj
;====================================================
*battle_s_win_12
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_12

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmfadeout 1000
	bgmstop
	goto *floor3_end_fromH

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_12
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_12
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_12 : goto *battle_p_lose_end_12
	if %%temp1 <> 0 gosub *h_scene_lose_p2_12 : goto *battle_p_lose_end_12



	*battle_p_lose_end_12
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_12

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_12
	goto *battle_s_lose_end_12

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_12
	;goto *battle_s_lose_end_12
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_12 : goto *battle_s_lose_end_12
	if %%temp1 <> 0 gosub *h_scene_lose_s2_12 : goto *battle_s_lose_end_12

	*battle_s_lose_end_12
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_12
	;͐Εs\
	$p_namezvIAw@풣JECٖ@EI\
	goto *change_enemy_turn
	
;====================================================
; rEXAj
;====================================================
*mebius_anime
	dwave 1,"sound\mebius.wav"
	lsp SP_BTL_EFECT,":a;cg\mebius1.png",0,0
	print 13
	csp SP_BTL_EFECT
	lsp SP_BTL_EFECT2,":a;cg\mebius2.png",0,0
	print 13
	csp SP_BTL_EFECT2
	print 13
return



;====================================================
; _[WvZ(lG)
;====================================================
*calc_p_urob_damage
	getparam %atk_buf,%def_buf
	if %battle_flg1 == 1 || %battle_flg1 == 2 add %def_buf, 999
	rnd2 %temp1,80,120
	mov %damage_buf, ((%atk_buf / 2) - (%def_buf / 4)) * %temp1 / 100
	if %p_heat == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return

;====================================================
; ̓_[WvZ(lG)
;====================================================
*calc_m_urob_damage
	getparam %atk_buf,%def_buf,%base_buf
	if %battle_flg1 == 0 || %battle_flg1 == 2 add %def_buf, 999
	rnd2 %temp1,80,120
	mov %damage_buf, (%base_buf + (%atk_buf / 4) - (%def_buf / 6)) * %temp1 / 100
	if %p_heat == 1 div %damage_buf,2
	if %damage_buf < 0  mov %damage_buf,1
return
;====================================================
; I_[WvZ(lG)
;====================================================
*calc_s_urob_damage
	getparam %atk_buf,%def_buf
	if %acce_id == 10 goto *calc_s_urob_damage_sub
	if %battle_flg1 == 0 || %battle_flg1 == 1 add %def_buf, 999
*calc_s_urob_damage_sub
	rnd2 %temp1,80,120
	mov %damage_buf, ((%atk_buf / 3) - (%def_buf / 5)) * %temp1 / 100
	if %p_heat == 1 add %damage_buf, %damage_buf/2
	if %damage_buf < 0  mov %damage_buf,0
return

;===========================
; 퓬̃Lʐݒi~~bNj
;===========================

; ===ϐ̏===
*enemy_init_13
	mov %e_heat_lv, 0
	mov %p_heat, 0
	mov %giveup, 0
	mov %bindflg, 0
	mov %battle_flg1, 0		;
	mov %battle_flg2, 0		;
	mov %battle_flg3, 0
	mov %battle_flg4, 0
	mov %battle_flg5, 0
	mov %battle_flg6, 0
	mov %battle_flg7, 0
	mov %battle_flg8, 0
	mov %battle_flg9, 0
	mov %battle_flg10, 0
	mov %debuf_flg, 0
	mov %temp1,MONS_MEET + %enemy_id
	add %%temp1,1
return

; ===摜̕\===
*enemy_picture_13
	mov %mons_pos_x, 150
	mov %mons_pos_y, 70
	lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
	lsp SP_MONSTER2,":a;cg\tresure_mimic.png",140,50
	csp SP_FLASH
	print 14
return

; ===G̃Xe[^Xo[\===
*enemy_bar_13
	bar BAR_E_HP,%e_hp,340,55,120,5,%e_maxhp,#FF0000
	bar BAR_E_MP,%e_mp,340,65,120,5,%e_maxmp,#0000FF
	print 1
return

; ===BGM̍Đ===
*enemy_bgm_13
	mov %temp1,MONS_PAST + %enemy_id
	if %%temp1 == 0 bgmfadeout 1000 : bgmstop
	if %%temp1 != 0 bgmvol 80 : bgm "music\mimic.ogg"
return


; ===Xe[^X̃[h===
*enemy_stat_13
	mov $str_enemyname, "~~bN"
	mov %e_maxhp, %p_maxhp	;ő̗
	mov %e_maxmp, %p_maxmp	;őC
	mov %e_p_atk, %p_p_atk		;U
	mov %e_m_atk, %p_m_atk	;@U
	mov %e_s_atk, %p_s_atk	;U
	mov %e_p_def, %p_p_def	;h
	mov %e_m_def, %p_m_def	;@h
	mov %e_s_def, %p_s_def	;h
	mov %e_exp, %level * %level * 3		;ol
	mov %e_money, %money / 10			;

	mov %temp1, MONS_LOSE_NUM + %enemy_id	; sk񐔂̕ϐԍ擾BZ
	mov %e_maxhp, %e_maxhp + %e_maxhp * %%temp1 / 10	;ő̗
	mov %e_maxmp, %e_maxmp + %e_maxmp * %%temp1 / 10	;őC
	mov %e_p_atk, %e_p_atk + %e_p_atk * %%temp1 / 10		;U
	mov %e_m_atk, %e_m_atk + %e_m_atk * %%temp1 / 10	;@U
	mov %e_s_atk, %e_s_atk + %e_s_atk * %%temp1 / 10	;U
	mov %e_p_def, %e_p_def + %e_p_def * %%temp1 / 10	;h
	mov %e_m_def, %e_m_def + %e_m_def * %%temp1 / 10	;@h
	mov %e_s_def, %e_s_def + %e_s_def * %%temp1 / 10	;h
	mov %e_exp, %e_exp + %e_exp * %%temp1 / 10		;ol
	mov %e_money, %e_money + %e_money * %%temp1 / 10	;

	mov %e_hp, %e_maxhp
	mov %e_mp, %e_maxmp
	mov $str_monssta1,":a;cg\mimic_sta1.png"	;ʏ펞
	mov $str_monssta2,":a;cg\mimic_sta2.png"	;P	
	mov $str_monssta3,":a;cg\mimic_sta3.png"	;Q
	mov $str_monsdmg1,":a;cg\mimic_dmg1.png"	;_[Wʏ
	mov $str_monsdmg2,":a;cg\mimic_dmg2.png"	;_[W
	mov $str_mons_sfla,":a;cg\mimic_pink.png"	;tbV
	
	mov %temp1, G_MONS_ECT_FLG + %enemy_id		;ς݃tO̐ݒ
	mov %%temp1, 1
return



; ===퓬O̕\===
*enemy_start_talk_13
	mov %temp1,MONS_PAST + %enemy_id
	tablegoto %%temp1,*enemy_start_talk_p1_13,*enemy_start_talk_p2_13,*enemy_start_talk_p3_13,*enemy_start_talk_p4_13,*enemy_start_talk_p5_13,*enemy_start_talk_p6_13,*enemy_start_talk_p7_13
	*enemy_start_talk_p1_13	;Ζ
		;vsp SP_MONSTER,0
		print 1
		
		;vsp SP_MONSTER,1
		bgmvol 80
		bgm "music\mimic.ogg"
		
		yHHHz
		u^ccLsnI`ҐGOꝁB^߁v\
		
		䊎U@CO⋒ʐgޏIBȒA󔠗oIcc\
		
		yHHHz
		ugזčB󔠔V_B{󔠓IǗv\
		
		lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		ukghhu󔠁CߍsnI`ҁCpsS̒OCpzcʓIMCMY唚yccv\
		
		ŗCwqǗ{󔠓IBbCRsCJnAsOsADꝁB\
		
		lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		u✒`IߞIb󔠏AvLݓIӋ`sꝁI꣉YcKCv`O`ΗIv\
		
		󔠓I݈Ӌ`ROꝁcc\
		
		yčz
		uVBΘ̒OIsnVyCgs\v\
		
		yčz
		uᐥ^gDlCߍV֊sBAᐥAcc꣉YꠁHv\

		yčz
		u嫐@Cgא_IgWŚCgאlޓI꣉Y|ُZBccv\

		dwave 1,"sound\mirror.wav" 
		white_flash 15
		
		č莝IqUo䊁BqfƏo$p_nameISgccB\
		
		yčz
		uO_VwxBT\ꕜΎ\͓I_v\
		
		yčz
		u@ꗈCgݓI\͕֗^꣑BᐥAsA{Cߕ֐꣘Aȓsٖ@Dv\
		
		yčz
		uߛcc꣔\zꝁHv\

		goto *enemy_start_talk_end_13
	*enemy_start_talk_p2_13	;
		vsp SP_MONSTER,1
		print 15
		čoI\
		
		;o񐔂ŕ򂵂
		mov %temp1,MONS_MEET + %enemy_id
		if %%temp1 == 2 goto *enemy_start_talk_p2_univ1_13
		if %%temp1 == 3 goto *enemy_start_talk_p2_univ2_13
		if %%temp1 == 4 goto *enemy_start_talk_p2_univ3_13
		goto *enemy_start_talk_end_13
				
		*enemy_start_talk_p2_univ1_13
			yčz
			uYvCꟁcc^I_svLv\
			lsp SP_MONSTER,":a;cg\mimic_sta5.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			uC琥^퉏BA꣍ĎʎȓI͗ꠁv\
			dwave 1,"sound\mirror.wav" 
			white_flash 15
			
			yčz
			uߛC㗹Iv\
			
			goto *enemy_start_talk_end_13
			
		*enemy_start_talk_p2_univ2_13
			lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			ucc꣐ΐ̈ӓIꠁH{Hv\
			lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			uҐבzgccꝁHCʐ^@Cg|s}Bsߎ艺s\IGHv\
			dwave 1,"sound\mirror.wav" 
			white_flash 15
			lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			uߛCnrꠁIv\
			
			goto *enemy_start_talk_end_13
			
		*enemy_start_talk_p2_univ3_13
			lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			uCʑRꣁBgȓv\

			yčz
			u픇pɒnoC樏gEsZz꣉Yv\
			
			yčz
			uvsCƔc꣑щ󔠗ꠁHߎCgs꣉񋎗Gccv\
			
			lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
			print 15

			yčz
			uccDCߏΏAJCsYJnv\
			dwave 1,"sound\mirror.wav" 
			white_flash 15
			
			yčz
			uߛC㗹Iv\
			
			
			goto *enemy_start_talk_end_13
			
	*enemy_start_talk_p3_13	;xssk
		vsp SP_MONSTER,1
		print 15
		čoI\
		yčz
		uꟁC꣔snIqccYϗݗꍱoꠁHv\
			dwave 1,"sound\mirror.wav" 
			white_flash 15
		goto *enemy_start_talk_end_13
	*enemy_start_talk_p4_13	;xhCsk
		vsp SP_MONSTER,1
		print 15
		čoI\
		;sk񐔂5ȏゾƁA\͔
		mov %temp1,MONS_LOSE_NUM + %enemy_id
		if %%temp1 >= 5 goto *enemy_start_talk_p42_13
		*enemy_start_talk_p41_13
			yčz
			u^sLccҐCvꝁHv\
			dwave 1,"sound\mirror.wav" 
			white_flash 15
			goto *enemy_start_talk_end_13
		
		*enemy_start_talk_p42_13
			lsp SP_MONSTER,":a;cg\mimic_sta3.png",%mons_pos_x,%mons_pos_y
			print 15
			yčz
			ucc^ߐlٌȑ΁BX꣏[IB@꣏ÒnCv\
			
			dwave 1,"sound\heartbeat.wav" 
			pink_flash 15
			
			חAꠁBzNNƎICRϓzv̈ӋsBg̎gs͟cc$p_nameIS\͌I\
			
			div %p_p_atk, 2
			div %p_m_atk, 2
			div %p_s_atk, 2
			div %p_p_def, 2
			div %p_m_def, 2
			div %p_s_def, 2
			mov %debuf_flg, 1
			
			
			goto *enemy_start_talk_end_13
	*enemy_start_talk_p5_13	;
		vsp SP_MONSTER,1
		print 15
		čoI\
		lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		uGGCꟁB\ymncgoCҒl\gIv\
		lsp SP_MONSTER,":a;cg\mimic_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		u樏gꝁHҐCvcꔽߗsꡁv\

		lsp SP_MONSTER,":a;cg\mimic_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		uVCAݝDlrꠁBߛccrIv\
	
		goto *enemy_start_talk_end_13
	*enemy_start_talk_p6_13	;
		vsp SP_MONSTER,1
		print 15
		čoI\
	
			goto *enemy_start_talk_end_13
	*enemy_start_talk_p7_13	;{点



	*enemy_start_talk_end_13
	
	;̃bh́AX[v邱ƂBĜ݁B
	if %weapon_id == 19 gosub *battle_start_sleep
	
return


;====================================================
; ʏU󂯂̉===
;====================================================
*enemy_p_dmg_13

return

;====================================================
; IU󂯂̉Pi`ʗpj
;====================================================
*enemy_s_dmg1_13
if %damage_buf != 0 goto *enemy_s_dmg1_13sub
	$p_name_nčIǵBACčSvoI\
	return
	
*enemy_s_dmg1_13sub
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk0_13
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk0_13
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk0_13

	rnd %aibu_comment,3
	tablegoto %e_heat_lv,*enemy_s_dmg1mes0_13,*enemy_s_dmg1mes1_13,*enemy_s_dmg1mes2_13
	*enemy_s_dmg1mes0_13
		tablegoto %aibu_comment,*enemy_s_dmg1mes01_13,*enemy_s_dmg1mes02_13,*enemy_s_dmg1mes03_13
		*enemy_s_dmg1mes01_13
				$p_name̒čIisBčIoLsxI_B
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes02_13
				$p_namečI{OB͋͐yGIC樖čLˈ˕sqB
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes03_13
				$p_nameuޏ_nčIBčIoLSyϓI\B
				@
			goto *enemy_s_dmg1_end_13

	*enemy_s_dmg1mes1_13
		tablegoto %aibu_comment,*enemy_s_dmg1mes11_13,*enemy_s_dmg1mes12_13,*enemy_s_dmg1mes13_13
		*enemy_s_dmg1mes11_13
				$p_nameًٕZčIǵCꢓISgBč瑜񉞈ʁCߗB
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes12_13
				$p_nameޏIDLiC_nꢓߏIII
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes13_13
				$p_nameٕZčeꢁBčϋɒnp㓪Zㅉ񕫁B
				@
			goto *enemy_s_dmg1_end_13

	*enemy_s_dmg1mes2_13
		tablegoto %aibu_comment,*enemy_s_dmg1mes21_13,*enemy_s_dmg1mes22_13,*enemy_s_dmg1mes23_13
		*enemy_s_dmg1mes21_13
				$p_nameuCčI鏊B㒀QoIt瑁B
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes22_13
				$p_nameޏIDLiCȓגSnI
				@
			goto *enemy_s_dmg1_end_13

		*enemy_s_dmg1mes23_13
				$p_namevNčIC㓪ڍݔ鏊rI
				@
			goto *enemy_s_dmg1_end_13

	*heat0to1talk0_13
		$p_nameٕZčeꢁBčًْnu$p_namegB
		@
		goto *enemy_s_dmg1_end_13
	*heat0to2talk0_13
		$p_namevNčICڈ鏊I
		@
		goto *enemy_s_dmg1_end_13
	*heat1to2talk0_13
		uޏCčIa鏊B\oߕߌoϓIcc
		@


	*enemy_s_dmg1_end_13	
		lsp SP_MONSTER,":a;cg\mimic_dmg2.png",%mons_pos_x,%mons_pos_y
		dwave 1,"sound\voice_mimic.wav"
		gosub *battle_s_flash

return



;====================================================
; IU󂯂̉QiRgpj
;====================================================
*enemy_s_dmg2_13
	if %damage_buf != 0 goto *enemy_s_dmg2_13sub
	lsp SP_MONSTER,":a;cg\mimic_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	yčz
	u꣔ƚCҐ^ʘΐZIhꟁBꗈCgsASosꝁccv\
	return
*enemy_s_dmg2_13sub
;	if %e_mp == 0 goto *battle_s_win_13
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 0 goto *heat0to2talk_13
	if %e_mp * 100 / %e_maxmp < 30 && %e_heat_lv == 1 goto *heat1to2talk_13
	if %e_mp * 100 / %e_maxmp < 70 && %e_heat_lv == 0 goto *heat0to1talk_13


	tablegoto %e_heat_lv,*enemy_s_dmg2mes0_13,*enemy_s_dmg2mes1_13,*enemy_s_dmg2mes2_13
	*enemy_s_dmg2mes0_13
		tablegoto %aibu_comment,*enemy_s_dmg2mes01_13,*enemy_s_dmg2mes02_13,*enemy_s_dmg2mes03_13
		*enemy_s_dmg2mes01_13
				yčz
				uYAYvCRclƓwqΑҁIgDe琥_lGBk̑IGIHv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes02_13
				yčz
				uTccYvCߌoꝁHccđ_CȓIGHv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes03_13
				yčz
				uIccuߕ嫑RʗLԏBA꣓vLڐG̓IEꝁHv\
			goto *enemy_s_dmg2_end_13

	*enemy_s_dmg2mes1_13
		tablegoto %aibu_comment,*enemy_s_dmg2mes11_13,*enemy_s_dmg2mes12_13,*enemy_s_dmg2mes13_13
		*enemy_s_dmg2mes11_13
				yčz
				uccsIꡁBoCsklꝁHv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes12_13
				yčz
				uIATcc\IvBcc꣊YsݑzCבȖ̋NvӎvꠁHv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes13_13
				yčz
				uIAꟛGAaccBZpIbCeiOꡁv\
			goto *enemy_s_dmg2_end_13

	*enemy_s_dmg2mes2_13
		tablegoto %aibu_comment,*enemy_s_dmg2mes21_13,*enemy_s_dmg2mes22_13,*enemy_s_dmg2mes23_13
		*enemy_s_dmg2mes21_13
				yčz
				uTAIccI^ICRMgōDI꓅ߕC^sbIƚccv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes22_13
				yčz
				uꟁccI✁A✒`Cʓߛe\I꣓ߞMIbCϓꊁccIv\
			goto *enemy_s_dmg2_end_13

		*enemy_s_dmg2mes23_13
				yčz
				uTjjjccIHˁAˑRYccIߞٓIbccꟚjjCZccIHv\
			goto *enemy_s_dmg2_end_13

	*heat0to1talk_13
		yčz
		uTccIccB✁A✒`C樐lϓk⛋Isꝁccv\
		mov %e_heat_lv,1
		return
	*heat0to2talk_13
		yčz
		uꟁIHꣁA꣍ݘYށIAZccjjjccIHv\
		mov %e_heat_lv,2
		return
	*heat1to2talk_13
		yčz
		uTccIccBߕsMB꣉ӓIꠁHv\
		mov %e_heat_lv,2
	*enemy_s_dmg2_end_13	

return

;====================================================
; ===XLɂ铮앪===
;====================================================
;yq[z
*enemy_skill_heal_13

return

;yGNXq[z
*enemy_skill_exheal_13

return

;yCz
*enemy_skill_kiai_13

return

;y~[Wz
*enemy_skill_mirage_13

return

;y~Qz
*enemy_skill_giveup_13
	lsp SP_MONSTER,":a;cg\mimic_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	yčz
	u~ꝁcc^IC_B͓svLBA樏gDD꣈ꉺꠁv\
return

;y\jbNz
*enemy_skill_sonic_13
	calc_m_damage %p_m_atk, %e_m_def, SONIC_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\sonic.wav"
	lsp SP_BTL_EFECT,":a;cg\s_sonic.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_nameᏥI$str_enemyname$str_damage_QI\
return

;yuXgz
*enemy_skill_blast_13
	calc_m_damage %p_m_atk, %e_m_def, BLAST_DMG
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	dwave 1,"sound\blast.wav"
	lsp SP_BTL_EFECT,":a;cg\blast.png",0,0
	print 15
	csp SP_BTL_EFECT
	gosub *battle_face_reset
	print 15
	
	gosub *view_enemy_statbar	;G̃o[\
;	gosub *battle_damage
	$p_name{I$str_enemyname$str_damage_QI\
return

;yJE^[z
*enemy_skill_counter_13

return

;yvA^bNz
*enemy_skill_watack_13
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	
	calc_p_damage %p_p_atk, %e_p_def
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI
	if %sleepflg == 0 goto *enemy_skill_watack_nslp_13
	if %sleepflg == 1 goto *enemy_skill_watack_slp_13
*enemy_skill_watack_slp_13
	$str_enemynameߗI\
	mov %sleepflg, 0
	goto *enemy_skill_watack_end_13
*enemy_skill_watack_nslp_13\
*enemy_skill_watack_end_13

return

;yX[vz
*enemy_skill_sleep_13
	dwave 1,"sound\sleep.wav"
	gosub *battle_sleep_motion
	rnd %sub_temp1,3
	if %sub_temp1 == 0 goto *enemy_skill_sleep_miss_13
	mov %sleepflg, 1
	mov %sleep_turn, 2
	mov %sleep_prob, 60
	樖čIӎ͌ЗI\
	return

	*enemy_skill_sleep_miss_13
	AΖčvLʁI\

return

;yhCLXz
*enemy_skill_kiss_13
	; _[WľvZ
	calc_s_damage %p_s_atk, %e_s_def
	if %damage_buf == 0 mov %damage_buf, 1
	sub %e_mp,%damage_buf
	add %p_mp,%damage_buf
	if %e_mp < 0 mov %e_mp, 0
	if %p_mp > %p_maxmp mov %p_mp, %p_maxmp

	gosub *view_enemy_statbar	;G̃o[\
	$str_enemynameߗz%damage_bufÍI\
	lsp SP_MONSTER,":a;cg\mimic_dmg2.png",%mons_pos_x,%mons_pos_y
	yčz
	uIccTccv\
	gosub *battle_face_reset
	
return

;yrEXz
*enemy_skill_mebius_13

return

;====================================================
; KE
;====================================================
*enemy_muramasa_13
	
	dwave 1,"sound\murasama.wav"
	NUdٓI䊁C[KEI鮁ccI\

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1
	lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	yčz
	u߁Aߔccc✒`C߉sJߏΓIꟁIv\
	gosub *battle_end_init
	print 13
	čQCAђqNI\
	goto *battle_p_win_end_13



;====================================================
; ===G̍s̑I===
;====================================================
*enemy_action_13
	if %giveup == 1 goto *enemy_action_giveup_13
	
	if %acce_id == 10 goto *enemy_s_attack_13	;m̏
	
;	if %e_heat_lv == 1 goto *enemy_action_heat1_13
;	if %e_heat_lv == 2 goto *enemy_action_heat2_13
;	goto *enemy_action_normal_13

	;ʏԁi/@̌ʂƁAIAᏉgDj
	*enemy_action_normal_13
		rnd %temp2, 10
		if %temp2 == 0 goto *enemy_mimic_wave	;10%̊mᏉg
		calc_s_damage_e %e_s_atk, %p_s_def
		mov %temp2, %p_mp / %damage_buf			;temp2=Satkł̕Kv
		calc_m_damage_e %e_m_atk, %p_m_def, 20
		mov %temp3, %damage_buf					;temp3=Mdmg
		calc_p_damage_e %e_p_atk, %p_p_def
		mov %temp4, %damage_buf					;temp4=Pdmg
		if %temp3 <= %temp4 && %temp2 >= %p_hp / %temp4 goto *enemy_p_attack_13
		if %temp2 >= %p_hp / %temp3 goto *enemy_m_attack_13
		goto *enemy_s_attack_13

	
	;~Q
	*enemy_action_giveup_13
		goto *enemy_s_attack_13

	goto *change_player_turn


;====================================================
; ss\̌/bZ[W
;====================================================
*battle_bind_13
	gosub *bind_escape


return




;====================================================
; G̒ʏU
;====================================================
*enemy_p_attack_13

	;JE^[tOĂ΁AUׂĔ
	if %counter_flg == 1 goto *counter_hit_13
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_p_mirage_13

	calc_p_damage_e %e_p_atk, %p_p_def
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	dwave 1,"sound\slash.wav"
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1_13,*enemy_p_attack2_13,*enemy_p_attack3_13
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sa_13,*enemy_p_attack2sa_13,*enemy_p_attack3sa_13
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_p_attack1sb_13,*enemy_p_attack2sb_13,*enemy_p_attack3sb_13

; ʏ펞U
*enemy_p_attack1_13
	č]y$p_nameo]CΐFIVMߗI
	@
	goto *enemy_p_attackend_13
*enemy_p_attack2_13
	čw$p_nameCΐFI֔osIˎhI
	@
	goto *enemy_p_attackend_13
*enemy_p_attack3_13
	čR]CΐFIV啝x㒧I
	@
	goto *enemy_p_attackend_13

; yU
*enemy_p_attack1sa_13
	č]y$p_nameo]CΐFIꔏMߗI
	@
	goto *enemy_p_attackend_13
*enemy_p_attack2sa_13
	čw$p_nameCΐFI֔oˎhI
	@
	goto *enemy_p_attackend_13
*enemy_p_attack3sa_13
	čR]CΐFIc؍@n㒧I
	@
	goto *enemy_p_attackend_13

; dU
*enemy_p_attack1sb_13
	č]y$p_nameo]CΐFIhhWWnMߗB
	@
	goto *enemy_p_attackend_13
*enemy_p_attack2sb_13
	čw$p_nameCΐFI֝ٗ͒noˎhB
	@
	goto *enemy_p_attackend_13
*enemy_p_attack3sb_13
	čzvN]Cpgs㙤BΐFI琏Vِōђn㒧B
	@
	goto *enemy_p_attackend_13
	
*enemy_p_attackend_13
	gosub *damage_quake
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\

goto *change_player_turn


;====================================================
; ̖
;====================================================
*counter_hit_13
	dwave 1,"sound\slash.wav"
	č]y$p_nameo]CΐFIMߗI\

	A$p_nameyIn]ߗNCgosII
	@

	;_[WľvZ
	calc_p_damage %p_p_atk, %e_p_def
	mov %damage_buf, %damage_buf * 2
	sub %e_hp, %damage_buf
	if %e_hp < 0 mov %e_hp, 0
	itoa2 $str_damage, %damage_buf
	gosub *view_enemy_statbar	;G̃o[\
	dwave 2,"sound\counter.wav"
	gosub *battle_damage
	
	$str_enemyname$str_damage_QI\
	
	;Ĝgo0`FbN
	if %e_hp==0 mov %battle_flg,0: goto *goto_p_win

	if %e_heat_lv == 0 lsp SP_MONSTER,$str_monsdmg1,%mons_pos_x, %mons_pos_y
	if %e_heat_lv <> 0 lsp SP_MONSTER,$str_monsdmg2,%mons_pos_x, %mons_pos_y
	
	yčz
	uICLqvccv\
	
	gosub *battle_face_reset
	
	;l̍sֈڍs
	goto *battle_command

;==========================
; 
;==========================
*enemy_p_mirage_13
	dwave 1,"sound\slash.wav"

	č]y$p_nameo]CΐFIMߗI\

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	R팕MIg̋pceI\

	yčz
	uGHҐ^ccv\
	
	goto *change_player_turn
;	goto *battle_command
;==========================
; @
;==========================
*enemy_m_mirage_13

	dwave 1,"sound\laser.wav"

	Yݖčg粓IʁC]y$p_nameˏoI
	@

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	Ag֑hUI\

	yčz
	uGHҐ^ccv\
	
	goto *change_player_turn
;	goto *battle_command



;==========================
; I
;==========================
*enemy_s_mirage_13

	č$p_nameIg̐Locc

	!d100
	mov %mirage_flg, 0
	gosub *dungeon_stat_view
	dwave 2,"sound\mirage.wav"
	ccACߑgCAݖčOI\

	yčz
	uIcceꝁBҐ^gIꡁv\
	
	goto *change_player_turn
;	goto *battle_command


;====================================================
; G̖@U
;====================================================
*enemy_m_attack_13

	if %e_mp <= 5 goto *enemy_p_attack_13
	sub %e_mp, 5
	
	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_m_mirage_13
	
	calc_m_damage_e %e_m_atk, %p_m_def, 20
	itoa2 $str_damage, %damage_buf
	sub %p_hp, %damage_buf
	if %p_hp < 0 mov %p_hp, 0

	rnd %temp1,3
	if %e_heat_lv == 0 tablegoto %temp1,*enemy_m_attack1_13,*enemy_m_attack2_13,*enemy_m_attack3_13
	if %e_heat_lv == 1 tablegoto %temp1,*enemy_m_attack1sa_13,*enemy_m_attack2sa_13,*enemy_m_attack3sa_13
	if %e_heat_lv == 2 tablegoto %temp1,*enemy_m_attack1sb_13,*enemy_m_attack2sb_13,*enemy_m_attack3sb_13

; ȂԖ@U
*enemy_m_attack1_13
	Yݖčg粓IʁC]y$p_nameˏoI
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13
*enemy_m_attack2_13
	Yݖčg粓IʁCㅒ$p_name]粗ˏoI
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13
*enemy_m_attack3_13
	Yݖčg粓IʎˏoB$p_name{Ȉ]JCA틾q˓IڌI
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13

; yԖ@U
*enemy_m_attack1sa_13
	Yݖčg粓IʁC]y$p_nameˏorII
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13
*enemy_m_attack2sa_13
	Yݖčg粓IʁCㅒ$p_name]粎ˏoI
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13
*enemy_m_attack3sa_13
	Yݖčg粓IʎˏoB$p_name{Ȉ]JCA틾q˓ICߗǵI
	@
	dwave 1,"sound\laser.wav"
	goto *enemy_m_attack_end_13

; dԖ@UiȂj
*enemy_m_attack1sb_13
	Yݖčg粓IʁC]y$p_nameˏoȖȓIB
	@
	goto *enemy_m_attack_end_13
*enemy_m_attack2sb_13
	Yݖčg粓IʁC$p_name͊ɊㅚˏoB
	@
	goto *enemy_m_attack_end_13
*enemy_m_attack3sb_13
	Yݖčg粓IʎˏoB嫑R틾q˓IڌCAЗ͛ߌoCQkB
	@
	goto *enemy_m_attack_end_13

*enemy_m_attack_end_13
	lsp SP_BTL_EFECT,":a;cg\mimicatk.png",0,0
	print 16
	gosub *damage_quake
	csp SP_BTL_EFECT
	print 16
	gosub *dungeon_stat_view	;l̃o[\
	gosub *view_enemy_statbar	;G̃o[\
	$p_name󓞗$str_damage_QI\



goto *change_player_turn

;====================================================
; G̐IU
;====================================================
*enemy_s_attack_13

	;~[WtOĂ΁AU
	if %mirage_flg == 1 goto *enemy_s_mirage_13

	calc_s_damage_e %e_s_atk, %p_s_def
	sub %p_mp, %damage_buf
	if %p_mp <= 0 mov %p_mp,0
	; ~QԂۂŋ܂B
	; ss\̘AU
;	if %giveup == 1 goto *enemy_s_attack_g_13
	
	;#### ʏ펞 ####
	if %p_heat == 0 goto *enemy_s_attack_p0_13
	if %p_heat == 1 goto *enemy_s_attack_p1_13
	
	; ʏ핽Î
	*enemy_s_attack_p0_13
	if %e_heat_lv == 0 goto *enemy_s_attack_p00_13
	if %e_heat_lv == 1 goto *enemy_s_attack_p01_13
	if %e_heat_lv == 2 goto *enemy_s_attack_p02_13
		; 
		*enemy_s_attack_p00_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p000_13,*enemy_s_attack_p001_13,*enemy_s_attack_p002_13
			*enemy_s_attack_p000_13
				čI󔠒ogFII$p_namezIuԁCSgsΔMnuyNccI
				@
				e_satk_effect "sound\steam.wav"
				yčz
				uꖗIϒKߙXIccGCŗʑsvHv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p001_13
				󔠒ˏoVCh$p_nameIASvLɊChIn[nuyNccI
				@
				e_satk_effect "sound\lightarrow.wav"
				yčz
				uuVcc嫑RŋNkɁCAkꠁH˒gbs~CҐ^|ꡁccv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p002_13
				č󔠗\oxMCJn$p_nameIyyIVIMG樐wwș$p_nameSgI
				@
				e_satk_effect "sound\lori_003.wav"
				yčz
				uO@VMccvCp@sBCccyyv\
				goto *enemy_s_attack_end_13
		
		; y
		*enemy_s_attack_p01_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p010_13,*enemy_s_attack_p011_13,*enemy_s_attack_p012_13
			*enemy_s_attack_p010_13
				č󔠗\o^ItChݗ$p_nameSgI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yčz
				uҗZItGBg̊JnMꠁHccICsBAgsL_oꡁv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p011_13
				č܏Z^ICʉߚ{Κ{I$p_nameI
				@
				e_satk_effect "sound\lori_003.wav"
				yčz
				uTCaccB^^CʒSSCPIBv꣊ᗢglccv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p012_13
				čZ$p_nameI݈wGIFC$p_nameIӎϓNONcc
				@
				e_satk_effect "sound\lori_004.wav"
				yčz
				uݏgIkꠁH떂ICŗvꡁv\
				goto *enemy_s_attack_end_13
		; d
		*enemy_s_attack_p02_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p020_13,*enemy_s_attack_p021_13,*enemy_s_attack_p022_13
			*enemy_s_attack_p020_13
				čp͕Z$p_nameCᐺꡚfBbCIč̓i$p_nameIǵI
				@
				e_satk_effect "sound\lori_010.wav"
				yčz
				uITccIIGccBg̉ꉺ䏊󓞓Iꠁccjv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p021_13
				čŗMCqoGIGZㅏZ$p_nameSgCJnNI
				@
				e_satk_effect "sound\lip.wav"
				yčz
				ucc樏g@IӗBs󔇚떂IGꠁv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p022_13
				čbeC$p_nameIǵB嫑RyIC$p_namep樑SgTIPI
				@
				e_satk_effect "sound\lori_002.wav"
				yčz
				uIccjCs꣘ߛߕIC樏gsTsZccsRn^iꡁv\
				goto *enemy_s_attack_end_13
	
	; ʏs`
	*enemy_s_attack_p1_13
	if %e_heat_lv == 0 goto *enemy_s_attack_p10_13
	if %e_heat_lv == 1 goto *enemy_s_attack_p11_13
	if %e_heat_lv == 2 goto *enemy_s_attack_p12_13
		; 
		*enemy_s_attack_p10_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p100_13,*enemy_s_attack_p101_13,*enemy_s_attack_p102_13
			*enemy_s_attack_p100_13
				čI󔠗ogFIZ$p_nameI$p_namezC~sݝٌxnccI
				@
				e_satk_effect "sound\steam.wav"
				yčz
				uz҉퐫~UIXccC⋒AߌoɌꠁHv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p101_13
				󔠒ˏoVCѐ$p_nameIڎC$p_nameSONґzvčNƓItccI
				@
				e_satk_effect "sound\lightarrow.wav"
				yčz
				uACpߎ_ŒgBv~IbCg|ȐsX꣚GHv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p102_13
				č󔠒oѕMCJnN$p_nameIyyIqʔWUC$p_nameIsI
				@
				e_satk_effect "sound\lick2.wav"
				yčz
				uCˋNAvꡁB~Ibgss\GHv\
				goto *enemy_s_attack_end_13

		; y
		*enemy_s_attack_p11_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p110_13,*enemy_s_attack_p111_13,*enemy_s_attack_p112_13
			*enemy_s_attack_p110_13
				č󔠒o^IܓhݎCLi$p_nameIߕSgI
				@
				e_satk_effect "sound\h_mizu1.wav"
				yčz
				uCsY꣍ō@ꌂBSgsϓMCvEsZꠁHv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p111_13
				čʉߌΌI$p_name^I򕨁IڒAȌIڕXIoI
				@
				e_satk_effect "sound\fera2.wav"
				yčz
				uTCICajjccICsꡁBAߛꝁHv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p112_13
				č_nZ$p_nameBݓߐG^C$p_name͟CRꢝzcc
				@
				e_satk_effect "sound\lori_003.wav"
				yčz
;201212041112CCiC
				uCH͟spsGHA樏g׏~זꝁHv\
				goto *enemy_s_attack_end_13

		; d
		*enemy_s_attack_p12_13
			rnd %temp1,3
			tablegoto %temp1,*enemy_s_attack_p120_13,*enemy_s_attack_p121_13,*enemy_s_attack_p122_13
			*enemy_s_attack_p120_13
				čp͕Z$p_nameCᐺꡚfBbCIč̓i$p_nameIǵI
				@
				e_satk_effect "sound\lori_004.wav"
				yčz
				uIccTIg󓞓ICAsnҋꠁBagNɊyꠁccIv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p121_13
				čŗMCqoGIG蘸$p_nameߕIDsiCSgI
				@
				e_satk_effect "sound\lip.wav"
				yčz
				uIGGcc嫑RojlGNƓIʗL_ߘCAiۊҒUlIvccv\
				goto *enemy_s_attack_end_13

			*enemy_s_attack_p122_13
				čbeČ$p_nameIԁBqꉺCpL҉vːʓIPI
				@
				e_satk_effect "sound\lori_010.wav"
				yčz
				uꟁCꟁccLg꘢lB瑾lBgvc_^iccv\
				goto *enemy_s_attack_end_13
	*enemy_s_attack_end_13

	; MP40؂A%p_heatZbgAwiɂ邱ƁB
	if %p_mp <= %p_maxmp * 4 / 10 && %p_heat == 0 goto *enemy_s_attack_danger_13
	goto *change_player_turn
	
	*enemy_s_attack_danger_13
		lsp SP_PINKFOG,":a;cg\pinkmist.png",0,0
		bgmvol 50
		print 12
		mov %p_heat, 1
		
		lsp SP_MONSTER,":a;cg\mimic_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		uCߌoɌꝁHĉcꟁCIƚv\
		
		gosub *battle_face_reset
		print 15
		

goto *change_player_turn

;====================================================
;Ꮙgi~~bN̓sj
;====================================================
*enemy_mimic_wave

	dwave 1,"sound\bell.wav"
	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 13
	mov %p_hp, %p_hp / 2
	mov %p_mp, %p_mp / 2
	gosub *dungeon_stat_view	;l̃o[\
	csp SP_FLASH
	print 13

	čLIeoIgBݓߕsvcIUC̗͗^͔sfNIccI\
	
	yčz
	u֐gI`CᏉgB٘HIGHv\
	
goto *change_player_turn


;====================================================
; liʏj
;====================================================
*battle_p_win_13

	gosub *equip_adjust
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 1

	rnd %temp1,3
	tablegoto %temp1,*battle_p_win_p11_13,*battle_p_win_p12_13,*battle_p_win_p13_13
	*battle_p_win_p11_13
		lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		uICYB@vpw͚Gv\
		gosub *battle_end_init
		print 13
		č΁C^󔠈ꓯB
		goto *battle_p_win_end_13
	*battle_p_win_p12_13
		lsp SP_MONSTER,":a;cg\mimic_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		uccvCZyiBAʕꠁv\
		gosub *battle_end_init
		print 13
		čQC^󔠈ꓯB
		goto *battle_p_win_end_13
	*battle_p_win_p13_13
		if %level == 1 goto *battle_p_win_13
		lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		yčz
		uCҐ^ccTCL͚GHv\
		gosub *battle_end_init
		print 13
		čpMؓIÎ$p_nameX@C^󔠈ꓯB
		@
		goto *battle_p_win_end_13

			
	*battle_p_win_end_13
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,1
	*battle_p_win_end2_13
		l%e_expola%e_moneyfKI\
		add %exp_now, %e_exp
		if %exp_now > 99999 mov %exp_now, 99999
		add %money, %e_money
		if %money > 99999 mov %money,99999
		bgmfadeout 1000
		bgmstop
		goto *exit_tresure_menu

;====================================================
; liIj
;====================================================
*battle_s_win_13
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	gosub *h_scene_win_13

	mov %temp1,G_MONS_WIN_FLG + %enemy_id
	add %%temp1,1
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,4
	mov %temp1,MONS_WIN_NUM + %enemy_id
	add %%temp1,1
	add %exp_now, %e_exp
	if %exp_now > 99999 mov %exp_now, 99999
	add %money, %e_money
	if %money > 99999 mov %money,99999
	gosub *battle_end_init
	bgmvol 100
	bgm "music\floor1.ogg"
	goto *dungeon_menu_top

;====================================================
; lskiʏj
;====================================================
*battle_p_lose_13
	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16
	
	;=========================
	;xssk
	;=========================
	if %level != 1 jumpf

	gosub *h_scene_lose_plv_13
	gosub *lose_penalty
	mov %temp1,MONS_PAST + %enemy_id
	mov %%temp1,2
	goto *inn_top_lose
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_p1_13 : goto *battle_p_lose_end_13
	if %%temp1 <> 0 gosub *h_scene_lose_p2_13 : goto *battle_p_lose_end_13



	*battle_p_lose_end_13
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
	
goto *inn_top_lose

;====================================================
; lskiIj
;====================================================
*battle_s_lose_13

	gosub *equip_adjust
	gosub *clear_dungeon_statmenu
	barclear BAR_E_HP
	barclear BAR_E_MP
	print 16

	if %level != 1 jumpf
	;=========================
	;xssk
	;=========================
	gosub *h_scene_lose_slv_13
	goto *battle_s_lose_end_13

~
	;=========================
	;{点̔sk
	;=========================
	;mov %temp1,MONS_PAST+%enemy_id
	;if %%temp1 != 6 jumpf
	;gosub *h_scene_lose_a_13
	;goto *battle_s_lose_end_13
~
	;=========================
	;ʏsk
	;=========================
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 gosub *h_scene_lose_s1_13 : goto *battle_s_lose_end_13
	if %%temp1 <> 0 gosub *h_scene_lose_s2_13 : goto *battle_s_lose_end_13

	*battle_s_lose_end_13
		mov %temp1,MONS_PAST + %enemy_id
		mov %%temp1,3
		gosub *lose_penalty
goto *inn_top_lose

;====================================================
; 
;====================================================
*battle_escape_13

$p_namezvIAscIEhZCٖ@I\
	
yčz
uݍlRzvC^ďΑBvVOgs꣑IGHv\
goto *change_enemy_turn

;====================================================
;ytFA[̂gV[Fz
;====================================================
*h_scene_win_1
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_1
	if %%temp1 <> 0 goto *h_scene_win_t2_1
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_1
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_1

		yɉ뗘z
		uߌoEsZꊁccBFFcc었CFFIꠁHv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		o󗹐ژAsfICɉ뗘ɌBꢑђMI_򓞗$p_nameg粁B\
		
		dwave 1,"sound\undress.wav"
		
		ɉ뗘ًٝS$p_nameIQqCnnJJq󏫑EB]ԁC$p_nameA픍B\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uccFFICϓDccB꣐̒IǵCokꝁHv\
		
		ʑɉ뗘ImCꢓIvLNӔBLIΎȐg̔\樑ΕIxB\
		
		yɉ뗘z
		uccccDJSBꗈCA\aFFNϓꡁv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		ɉ뗘pIꟃCȖE{ߕV݈粁C@ًٕZ$p_nameIAsB\
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\fairy_v1.png",0,19
		print 15
		
		
		yɉ뗘z
		uccD靁CϓDdccBꟁCFFspȚGv\
		
		AZꢕsCʑΑًٓ\Iɉ뗘Ckʉߝ\ꢉBꖜpSCSS͓TsDB\
		
		ccsCߕsߐ،BCꢔًٕCAߌoesB\
		
		yɉ뗘z
		ucccc߁CvGv\
		
		h_efct_w 1, ":a;cg\fairy_v1.png"
		
		ɉ뗘o]ㅏZ$p_nameIAsCJn従B\
		
		]aCwIPBڒCɉ뗘Ҕc_jݗTB\
		
		h_efct_w 1, ":a;cg\fairy_v1.png"
		
		^PIsC֏k񍘕sfB]VԁC$p_nameA퐄ccI\
		
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0
		print 12
		lsp SP_CG,":a;cg\fairy_v2.png",0,19
		csp SP_FLASH
		print 12
		
		yɉ뗘z
		uꟁcc`tccFFCokꠁCDJSccv\
		
		݋ɒvICt엹oBœIؖCɉ뗘IoΗeB\
		
		yɉ뗘z
		uuЌГIbCA\꣍XꡁBACp͕ZcccЁCcЁccāIv\
		
		h_efct_w 2, ":a;cg\fairy_v1.png"
		
		ɉ뗘ًٕZ툤teՊIAsCJn䍄ˍXIBB\
		
		lsp SP_CG,":a;cg\fairy_v3.png",0,19
		print 15
		
		yɉ뗘z
		uIccICccv\
		
		smsoԁCɉ뗘ꑐZ݊lgIBꢏSI鏊C$p_nameIAs㔽B\
		
		h_efct_w 2, ":a;cg\fairy_v1.png"
		
		yɉ뗘z
		uFFCFFccINCϓNꠁccIv\
		
		dwave_auto "sound\pzr_tkk1.wav"
		pink_flash 14
		
		vLCop\󓞔ލCsfB\
		
		sCRɉ뗘Imߑ$p_nameIсCɉ뗘ȖIŗLoICߔqIҗvXԁB\

		h_efct_w 2, ":a;cg\fairy_v1.png"

		lsp SP_CG,":a;cg\fairy_v4.png",0,19
		print 15
		
		yɉ뗘z
		uICICIccAFFCCߌoccIv\
		
		ɉ뗘ŒBɒvCnZ$p_nameIAsB\
		
		dwave_auto "sound\pzr_tkk1.wav"
		pink_flash 14
		
		]^ZaCoڑv_ʋًٓZㅁBܔMIb݋TB\
		
		ߌoCĖٖ@EϗB\
		
		h_efct_w 3, ":a;cg\fairy_v1.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fairy_v5.png",0,19
		csp SP_FLASH
		print 12
		
		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		yɉ뗘z
		ujjjjjjjIIIv\
		
		white_flash 15
		white_flash 15
		
		ːIuԁCɉ뗘甯osIgbB݊󒅎ːICꢎBB\
		
		lsp SP_CG,":a;cg\fairy_v6.png",0,19
		print 12
		
		yɉ뗘z
		uꟁccAFFccB썄ˁccNccv\
		
		lsp SP_CG,":a;cg\fairy_v7.png",0,19
		print 15
		
		ꑐZݐⒸ]Ѝ@Cɉ뗘טa$p_nameBCIoRIΗeB\
		
		yɉ뗘z
		uccccFFCvꏬXADC樉وꉺHv\
		
		ɉ뗘SnٕߗB䊴󓞗ɉ뗘ỈCȋyߏ_IB\
		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+0
		if %%temp1 == 1 goto *getskill_pass_1
		
		get_skill 0
		ɉ뗘I̓C҉gIV͗iccB$p_namewÏpI\
		
		ŗZ\ȒʉߏՈÍCݝDlړ̗́B\
	*getskill_pass_1
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		$p_nameaɉ뗘݈NxiccB\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_1


	;==============
	; 2
	;==============
	*h_scene_win_t2_1
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_1
		
		yɉ뗘z
		uFFcc҉ccaCꠁHv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		ɉ뗘pђIڌ⓹B$p_name__C哮EߕB\

		dwave 1,"sound\undress.wav"
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uccccv\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"

		ɉ뗘JSnΗ΁C˓ߞ\AsB͔͋@CҋIA$p_namePB\
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\fairy_v1.png",0,19
		print 15
		
		yɉ뗘z
		uIccFFCꝁH樉NCϓXꠁccv\
		
		h_efct_w 1, ":a;cg\fairy_v1.png"
		
		ɉ뗘ˈC㲒SgJnNB\

		dwave_auto "sound\lip.wav"
		pink_flash 16
		!d500
		dwave_auto "sound\lip.wav"
		pink_flash 16

		sCa˕sCꢐWU$p_nameIqсccI\
		
		h_efct_w 1, ":a;cg\fairy_v1.png"
		
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0
		print 12
		lsp SP_CG,":a;cg\fairy_v2.png",0,19
		csp SP_FLASH
		print 12
		
		yɉ뗘z
		uFFCkꠁHŁCߌoϓccv\
		
		ɉ뗘RsnoIOBthݑSgCp㲒ǵB\
		
		h_efct_w 2, ":a;cg\fairy_v1.png"
		
		lsp SP_CG,":a;cg\fairy_v3.png",0,19
		print 15
		
		yɉ뗘z
		uTH꣉YsCߌovꠁHʓIҍݍ@ꡁv\
		
		dwave_auto "sound\bind.wav"
		
		ŊŐߕsROIːtCɉ뗘Ioڗp͝فB펀Cٖ@ˏoccI\
		
		lsp SP_CG,":a;cg\fairy_v2.png",0,19
		print 15

		yɉ뗘z
		uI@ߛCpꠁBvCĎNGccv\
		
		h_efct_w 2, ":a;cg\fairy_v1.png"
		
		ɉ뗘sːCRǵBݝٌxnccc\
		
		pink_flash 16
		!d500
		lsp SP_CG,":a;cg\fairy_v3.png",0,19
		pink_flash 16
		
		yɉ뗘z
		uꟁccDMC꒼ccFFIccDށccv\
		
		h_efct_w 2, ":a;cg\fairy_v1.png"

		ʑ$p_name߈IAsCɉ뗘L˕sZB\
		
		ClI]CsǋXICȋy}ڐⒸI~ՁB\

		h_efct_w 2, ":a;cg\fairy_v1.png"

		lsp SP_CG,":a;cg\fairy_v4.png",0,19
		print 15
		
		yɉ뗘z
		uFFccssccI꣗CNccIv\
		
		h_efct_w 3, ":a;cg\fairy_v1.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fairy_v5.png",0,19
		csp SP_FLASH
		print 12
		
		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		ɉ뗘BⒸAgTIC툳ߋvItoBɉ뗘I̔АᔒB\
		
		lsp SP_CG,":a;cg\fairy_v6.png",0,19
		print 12
		
		yɉ뗘z
		uIccFICDccv\
		
		lsp SP_CG,":a;cg\fairy_v7.png",0,19
		print 15
		
		yɉ뗘z
		uccCNꡁccv\
		dwave_auto "sound\lip.wav"
		pink_flash 16
		ɉ뗘JSn㗈C݋TeꉺBˊIAsC`ww@GdʓIB\
		
		yɉ뗘z
		u\cێꉺꝁHFFICggICDccv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		$p_name^ɉ뗘xߗiccB\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_1

	*h_scene_win_end_1

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_1
	yɉ뗘z
	uꟁccFFccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^ɉ뗘xi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+0
	if %%temp1 == 1 goto *getskill_pass_e_1
	get_skill 0
	ɉ뗘Ig̗o҉gI͗ʁccB$p_namewÏpI\
	
	LZ\C$p_nameݝDlړs\ՈI̗͗͗B\
	*getskill_pass_e_1
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;ytFA[̂gV[Fskz
;====================================================
*h_scene_lose_1
	;==============
	; xs
	;==============
	*h_scene_lose_plv_1
		
		ɉ뗘ߕIV@tC$p_nameIg̔퐁򗹁I\
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		AC$p_namerv\Zg`Cꓪݗ୏B\
		
		ӎ͌ЁCٖ@⋗BAۓ|ݒnʏB\	
		@
		
		dwave_auto "sound\taore.wav" 

		lsp SP_MONSTER,":a;cg\fairy_sta1.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uIAIHFFC꣖vꠁccHv\
		
		ؓIߊ@Ўɉ뗘SSnbBRC$p_nameݓIԘAbskh́C\ˈꓮsCȍ׉񓚁B\
		
		lsp SP_MONSTER,":a;cg\fairy_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uꟁCccזvz꣔CsSAS͏o藹ccv\
		
		yɉ뗘z
		uv\艺^ΕsNIv\\XnIlΓIbccIv\
		
		$p_nameoꢍD樐lΑIbCARۏACA٘bB\
		
		yɉ뗘z
		uvFFgz搸IbC{IꠁccL푾㗹Bv\

		lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uTCVAs꣘Y꣉񋎗C꣏ASeꠁCIFFv\
		
		ꢑђ_ΗekߕIbB\
	
		yɉ뗘z
		u꣔CKAs꣓IBACvђYICߍAvv~Iv\
	
		yɉ뗘z
		uߛCӈ~CFFBȍ@sȍĘ댯IGHv\

		gosub *csp_all
		bg black,0
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		댯IwqˑꠁBcc$p_name粔zCӎQQfcc\
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_1
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_1

		bgmvol 50

		ɉ뗘{IV@ʖC$p_namesR|ݒnB̗͖ՐsCߌoٖ@eB\
		
		ɉ뗘ٖ@eI$p_name߁ccB\

		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		u՗ꡁCFFBߛCY꣍ˍDꡁHv\
		
		ɉ뗘Y$p_nameʑOCIowq쌀Iߎ\B\

		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uzvnh{FFIb\\TCʑRҐpߘ@ꠁHv\
		
		ߓɉ뗘fIoI댯C$p_nameI_jsRꉺB\

		yɉ뗘z
		uccTH
		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		@ꟁCsɒɓIICȖv֌nCSꠁIv\
		
		ɉ뗘@o$p_nameI\@CAv{ٖ@樐lSBson@ޏkB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		u^ICvꔖ@ꟁB嫑RcL_dCAvȉGHv\
		
		dwave_auto "sound\f_magic.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		ɉ뗘{^햂pBesI$p_nameʏ󗹓߈ꌂCӎQcc\
		gosub *meswin_erase
		
		goto *h_scene_lose_half_1
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_1
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_1

		bgmvol 50
		
		ɉ뗘{WIV@ʖC$p_namesR|ݒnB̗͖ՐsCߌoٖ@eB\
		
		ɉ뗘ٖ@eI$p_name߁ccB\

		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uccCIꡁߛCAƏ㎟ߞꠁv\
		
		ɉ뗘_nJn珥BߌoaډIWI$p_nameCrsRnڎ؁B\

		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		yɉ뗘z
		uށCkߘbꡁHC꣍݊ҒYꝁHv\
		
		ɉ뗘嫑RJߏΐICA$p_namessFCݖ^xmB\

		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uߛCvJnGIv\
		
		dwave_auto "sound\f_magic.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		a㎟CkI@{oB󗹖@I$p_nameCӎQcc\
		gosub *meswin_erase
	
		goto *h_scene_lose_half_1

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_1
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		ɉ뗘ژAsfIC$p_nameRIӎuߌoOrB\
		
		I_ߌoSꢁCS]\lXIB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		ucc\svCFFBߛCXIccTccHv\
		
		lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ɉ뗘IoI\CbꒆfB\
		
		yɉ뗘z
		uAFFCC꣑ccHAϗށCvIlgz\ʓIbccv\
		
		ɉ뗘ݓߙXNYCAݓI$p_name{vL]TBחǋCp󋕓I_]ɉ뗘B\
		
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uꟁC^IIAZ꣗pߎ_ŉvpIssAssIv㗹CzNk댯IIv\
		
		ɉ뗘ߑїLPˈӖINBACߛߌo񏡓ɌI~]ߌoٖ@~B\

		lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		ujC^\꣖vꔖ@ccBߛCc˕ccHv\
		gosub *meswin_erase
				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		$p_nameߘɉ뗘Ib㗹ˁBoLYϋ_CR@cc\
		gosub *meswin_erase
		
		dwave_auto "sound\lip.wav"
		pink_flash 13
		
		gosub *meswin_set
		{O㊴o포I_IGB^Cӎ}nB\
		
		yɉ뗘z
		uTccccVA׎~CDꝁHICFFϓXV@ĐBkґFFϋ@ėGHv\
		
		ݏIӎCɉ뗘Iݗ]CBϋ@ėꠁBݐSr@C$p_nameIӎOcc\
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		
		gosub *meswin_set
		yɉ뗘z
		uccKDђIԕBsRߞ鍪{sꟁBs߁ccTCk҉ꡁccv\
		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_1
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_1
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50
		
		ɉ뗘ژAsfIC$p_nameRIӎuߌoOrB\
		
		I_ߌoSꢁCS]\lXIB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		ucc\svCFFBߛC었XIꠁccv\

		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		us߁C􉺏yˍsꡁBFFCvDD߉IbCƉIGHv\
		
		ɉ뗘ISnݎ粉񋿁B$p_nameϓzvY{؁CBB\
		
		yɉ뗘z
		uߛCˁBn[ċzCڎ؁ccv\
		gosub *meswin_erase
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		ߘɉ뗘IbCː[ċzB\
		
		yɉ뗘z
		uTCkDBߛCv꣎{꘢I@pB꘢\꣘aNyII@pBv\
		
		dwave_auto "sound\f_magic.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		^햂͒QI̓B䊴oEŐݕsfgccIӎVfB\
		
		yɉ뗘z
		uTCꡁccߛCyICAJnꠁccv\
		gosub *meswin_erase
		
		goto *h_scene_lose_half_1
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_1
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_1

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50
		
		ɉ뗘OIC$p_nameĎ|ݗꢓIʑOB\
		
		C㎟ꢐNƈȗC꒼s݊]ϐsB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uHHccFFCsĒRꝁHҐCJnAvŎZRꡁHv\
		
		œSI樉SBCrYgm@hIoB\
		
		yɉ뗘z
		u㎟NƓICokꠁHȁCˑz樉ĘꎟC̈ӔccsꝁHv\
		
		ɉ뗘ђΗeC$p_nameN⋫B٘_̊Ґ_sݔꢊScc\
		
		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uccsꡁC琥IBkzĘaFF펖GBv\
		
		ɉ뗘ˑRϗBߘbߋNCASIB\
		
		yɉ뗘z
		uȁCœFFSgSncczISICADJSBv\
		
		yɉ뗘z
		uCFFBFFccߘcczCߘꝁHv\
		
		ccsɉ뗘Ib^SҐBꢐꏏCߌos\ے藹BҒn__B\
		
		_IC䐴^nӎCzvꢐNƊmȓI^z@B@CVOIߏwsB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uccT߁AߛCFFccyCDꝁccHv\
		gosub *meswin_erase
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		@ߝَBC[ċzCDڎɉ뗘@IyB\
		gosub *meswin_erase
		
		dwave_auto "sound\f_magic.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		yɉ뗘z
		uӎꣁCFFccv\
		gosub *meswin_erase
		

		goto *h_scene_lose_half_1

	;==============
	; {点
	;==============
	*h_scene_lose_a_1
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_1
		bgmfadeout 3000
		bgmstop
		
		gosub *meswin_erase

		dwave_auto "sound\lip.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 16
		dwave_auto "sound\lick.wav"
		pink_flash 16
		
		gosub *meswin_set
		ɉ뗘ߎXIߘMC|snPB\
		
		䎸Rӎu@CꢓIߘM֓]ψהJړvːIʁBꢕsqC̑SgCyCsnrB\

		זvLΒIڎhC嫑RҖvːߕCARSg󓞓IߘMCːI~]َ~nB\
		gosub *meswin_erase

		dwave_auto "sound\lick.wav"
		pink_flash 16
		dwave_auto "sound\lick.wav"
		pink_flash 16
		
		gosub *meswin_set
		smsoԁCIߕߔSECSnۍCڎɉ뗘IߘMB\
		
		݉ߓxIC䓮esCӎϓNOBː~]ߌoB_Bœ䔇qIɉ뗘CJIǵB\

		lsp SP_MONSTER,":a;cg\fairy_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uTccxYsBߌoٖ@DlAٖ@CrAvlssꠁBv\
		
		ɉ뗘ђKdIΗeΉbBccRꢊҍ݈׏㎟IB\
		
		yɉ뗘z
		uCCFFCzoꝁHߌoEsZꝁHz樉䒼ږ̖꣓IꝁHv\
		
		ɉ뗘ʝٕ\n⓹B$p_nameIo󓴓I\C__B\
		
		yɉ뗘z
		uccߛCݗv◹GCFFBOiԁC蜓ߘaFF݈IvBߘCFFΉYHv\
		
		cc퐨CosB嫑RzJ燉CA]qߌovL]͋vlB\
		
		yɉ뗘z
		u񓚕s㗈ꝁHY{ꝁHߛC@ʉ꣘ICFF\s\zNꡁHv\
		gosub *meswin_erase
		
		lsp SP_BTL_EFECT,":a;cg\fairyatk.png",0,0
		dwave 1,"sound\tornade.wav"
		print 16
		csp SP_BTL_EFECT
		print 16
		
		gosub *meswin_set
		ɉ뗘ᏥNC͙NɕB꘢ɕCsRsIn\IccI\
		
		yɉ뗘z
		u㎟IFFށB樘esICkɋIGBkߕꠁHȏAZ񕜖琥vꔖ@IꠁHv\
		gosub *meswin_erase

		lsp SP_BTL_EFECT,":a;cg\fairyatk.png",0,0
		dwave 1,"sound\wind2.wav"
		print 16
		csp SP_BTL_EFECT
		print 16
		
		gosub *meswin_set
		ɉ뗘NBɕڏWꢓISCϐ꘢^ńBꢍ́CɊɌN߁ccI\
		
		IC樉cD񗹈ꍱg̓IRB$p_name嫑RۍݒnCA@ދB\
		
		yɉ뗘z
		us꣓{IGCFFccIv\
		gosub *meswin_erase
		
		dwave_auto "sound\lip2.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 16
		dwave_auto "sound\lick.wav"
		pink_flash 16
		
		gosub *meswin_set
		ɉ뗘ҒnCٓ\$p_nameIOBڒCꢋzNICJnsn٘MB\
		
		D_RIǵC݉NPĎۓB݋AϋߐSIʒuCɉ뗘IEBߐUE͓I^ńB\
		
		yɉ뗘z
		uHHccCz樉䜃HAciIbCsɈꉺA\rIGHꖜcߔ畆C\ٖ@ޓIccv\
		
		ɉ뗘茜݋$p_name畆͙{ЕēInC_㕂o|ٔgpIΗeB˗SvLΈӁB\
		
		yɉ뗘z
		uꟁCٖ@ޓIssꡁBזœszNCȍ@AsĘꠁBœCszNccHHHv\
		
		yɉ뗘z
		uNCFF˜kzˏoꠁH꣎ˏo粗CosꡁB׈yqsYs{I񉯚GC΁ccv\
		
		ɉ뗘I薝ϋ߁B݋ɓxIC$p_name㗹ˁB\
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		󓞗Bߌҗ͗ʏIGq畆ccI\
		gosub *meswin_erase
		
		wait 1000
		dwave_auto "sound\fairy_enc.wav"
		wait 500
		
		gosub *meswin_set
		ccꐺʓICϐaIB\
		
		yɉ뗘z
		ucccccc΁Bv\
		
		yɉ뗘z
		uꟙIˑFFߘ\C^IIv\

		csp SP_BLACKOUT
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 12
		
		DD]]nyJCɉ뗘ΓO@B$p_nameMs^vC_ؒn݌nB\
		
		yɉ뗘z
		u䜃\ΑFFߛߕIvIߘnŒ趐lꊁBSSI͎IΕsNꊁCc꣊dߞIv\
		
		cc䑍ZvMvBŗɉ뗘I쌀BNCd{A슽쌀I푰cc\
		
		lsp SP_MONSTER,":a;cg\fairy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uꟁCscL_^IGB嫑RˉΑFFImL߉΁CAFFVOΉߗގI琥vBv\
		
		ɉ뗘NΗeC_F^nBŗsJߏ΁CꢓISbB\
		
		yɉ뗘z
		uAZђߏΓISԘICߘmL_ccߓꡁBMsDݐg̈S㗯ٖ@IBҐvXyAXnisˑ΁CHv\
		
		ɉ뗘C$p_nameVVnᓪ̐BҐCˊmdB^ISsߏꝁccH\
		
		lsp SP_MONSTER,":a;cg\fairy_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		uADccNFFC꣊ҍ݊QꠁHRΔ_IdQcc^樐lSꡁBv\
		
		lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		u߈חSC었_IꠁI쐥⏞C꣘Iv\
		
		ꢔC$p_nameˏdVӎȓIԁBSgߘMCߌoː粉B݉񉞔ꏈӎʁCȗ}I~ĎoB\
		
		lsp SP_MONSTER,":a;cg\fairy_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yɉ뗘z
		u^ICFF瑾gǗꠁBvCZꊁC߉vJnyCc˕GBv\
		gosub *meswin_erase
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		ߘbn㗹BccoCȐݔɉ뗘B\
		
		yɉ뗘z
		uTC^ߘb߁\\CvJn~Iv\
		gosub *meswin_erase
		
		dwave_auto "sound\f_magic.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		ɉ뗘IC͘U㫗SgCIӎQQϓ͌Ёcc\
		gosub *meswin_erase

		goto *h_scene_lose_half_1


	; Ԓn_
	*h_scene_lose_half_1
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_1
	if %%temp1 <> 0 goto *h_scene_lose_t2_1

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_1
		wait 1000
		dwave_auto "sound\h_nutya.wav"
		wait 500
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

		bgmvol 100
		bgm "music\h_lose.ogg"

		gosub *meswin_set
		smߗvBݑ̓Iy_CIӎQQhߗB\
		gosub *meswin_erase
		
		
		bg "cg\fairy_back.png",0
		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 11

		gosub *meswin_set
		yɉ뗘z
		uTccDBoHv\
		
		ߐ_C䐳ɉ뗘NƒBߕS픍ClꢈݗgB\
		
		b񗈁C{L菶召Iɉ뗘Csmsoԕϓa䘢嗹BϋpꝁccH\
		
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		uꟁC]]BˑRmMs^vꠁBv\
		
		ɉ뗘粐NƒC粉_nΒBߕ_aI\C^IviisB\
		
		yɉ뗘z
		uߘꡁC䐥zvFFIꊁBs߈ێ˓ߞIbČ^ݑ嗹CȉAc{_@Bv\

		ɉ뗘{W@CACvsɉ뗘ϑ嗹Ccc\

		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 15
		
		yɉ뗘z
		uvBk@GBݓIFFCa䐥꘢ڐꡁBv\
		
		ʑΔ@IvCIvluԒؗBoꢔCmoEϓُ틐B\
		
		yɉ뗘z
		uA\aFFn펖B꣘CR@\kkI؁BݐFFIӋ`ccvc꣋h{~v\
		
		嫐@CA䌻݊SvLߘSvBˑRϓ舓IECыŗv䈳IB\
		
		
		gosub *meswin_erase
		dwave_auto "sound\insect.wav"
		wait 1000

		gosub *meswin_set		
		ߓwhICsRz]Ba{召Iউ߁B\
		
		gvLCČ^ϐBݓICꖜʓIsИeBuԐșɑSgB\
		lsp SP_CG,":a;cg\fairy_l2.png",0,-40
		print 15
		yɉ뗘z
		uꟁccΕsNBݔvCQ琥RIꡁccv\
		
		ɉ뗘LSSnÎBݓߕ\CSŕsoCӁB\

		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 15

		yɉ뗘z
		uB嫑RL_ˑRCA˝DlI\Hv\
		
		AZ䜃Bʏ琥AC˕ϐݔB\
		
		yɉ뗘z
		us݌E꣚GC䑴IꠁH\FFrIxBv\
		
		yɉ뗘z
		uߛCĖ꣈꘢BIFFCaߎH粓IqC粍XHv\
		
		җpꝁC䜃\AqBccꟁCAB\

		yɉ뗘z
		uȐCmsAqVޓICꠁHv\
		
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		uvIBAZLYߗCیFFIBȁCݏAcؓsccDꝁHv\
		
		cM틫nIAOIwqBAꢉ_IΗeCsvcnCISQQ×BrϓzvXn^ꢐeڐGB\
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		SÉ@CĎӎB^ɉ뗘AړI`ww_aICg̊JnXIB\
		
		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 15
		
		yɉ뗘z
		uTccFFCÉꝁH߉썷sYJnGccv\
		
		yɉ뗘z
		uSꠁC䖞A꣉񋎓IBk@꣉JBv\
		
		yɉ뗘z
		uߛccv~Hv\
		
		h_efct_l 1, ":a;cg\fairy_l1.png"
		
		ɉ뗘_nB_aIC$p_nameIӎQQoB\

		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15

		yɉ뗘z
		uccccFFCŋNDIqB꣕ϓXAXIGBv\
		
		ɉ뗘Œ$p_nameIIoΗeCQQϓNB\
		
		h_efct_l 2, ":a;cg\fairy_l3.png"
		
		ɉ뗘ICːccAAݔC@oNٞB\
		
		zC͟AzBoA͟oB\

		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 15

		yɉ뗘z
		uICHccꟁC꣐בv͟ꝁHv\
		
		yɉ뗘z
		uߐRIށC׉AIvBzC͟AzoitCō@ˏokkGBv\
		
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		usߗꝁHvh{FFBvco͟ItCnˏoGHSꠁCsz꣎{IxIv\
		
		cc嫐CALs֓IBsRחEωgoB\
		
		lsp SP_CG,":a;cg\fairy_l4.png",0,-40
		print 15
		
		yɉ뗘z
		uꟁC꣑ŎZEꝁIssIGCs꣔EZIIv\
		
		ɉ뗘$p_nameIԓxNDSCחs樑ˏoCIxB\
		
		h_efct_l 3, ":a;cg\fairy_l4.png"
		
		ΘߌoBɌI$p_nameCEϔ펖ߐs\IB\
		
		h_efct_l 4, ":a;cg\fairy_l4.png"
		
		lsp SP_CG,":a;cg\fairy_l5.png",0,-40
		print 15
	
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		gosub *meswin_set
		yɉ뗘z
		uVCccIHv\
		gosub *meswin_erase

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		lsp SP_CG,":a;cg\fairy_l6.png",0,-40
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yɉ뗘z
		uAFF꣖^ICˑRꊁB^IC˓ҁccsdߕ㗹ccv\
		
		lsp SP_CG,":a;cg\fairy_l7.png",0,-40
		print 15
		
		yɉ뗘z
		uIccsߜkDhcc\oFFI͟iccv\
		
		ɉ뗘嫑R{˔@IːC_poSӑIΗeB\
		
		ːC䊴o̗͊msCAxҕsoInB\
		
		VCA\񋎗cc\
		
		lsp SP_CG,":a;cg\fairy_l8.png",0,-40
		print 15
		
		yɉ뗘z
		uɁHFF꣈ꕛAIqHv\
		
		yɉ뗘z
		u䍄ːߗꠁHwv䖞A꣉񋎁xB˔xCҊSsGHv\
		
		ccŗҖv@񋎁B\

		lsp SP_CG,":a;cg\fairy_l9.png",0,-40
		print 15
		
		yɉ뗘z
		uC߉pꠁ􏇑шC˓ߎCT񝾗c꣕ϏՖ͓IꔼEꠁBv\
		
		yɉ뗘z
		u݉{IbCҗvzO׎~ꡁBHҒGCꠑFFv\
		
		h_efct_l 2, ":a;cg\fairy_l9.png"
		
		ɉ뗘ĎNBڗː@I$p_nameCk_BݎnI_aICgĎd𗹋NB\
		
		h_efct_l 2, ":a;cg\fairy_l9.png"
		
		lsp SP_CG,":a;cg\fairy_l7.png",0,-40
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,50
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d300
		csp SP_FLASH
		print 13
		
		h_efct_l 2, ":a;cg\fairy_l7.png"

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13

		񎟔V@IːkƁBsZԈʁCtژAsfnoBꎟCs\^no͟ݗB\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		
		RCߎ튴osBŒڎ󐸉t@IoΗeIɉ뗘C$p_nameIӎQQccB\

		
		goto *h_scene_lose_end_1


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_1
		wait 1000
		dwave_auto "sound\h_nutya.wav"
		wait 500
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		bgmvol 100
		bgm "music\h_lose.ogg"

		gosub *meswin_set
		כߌomYC폇B\
		gosub *meswin_erase
		
		bg "cg\fairy_back.png",0
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 11

		gosub *meswin_set
		yɉ뗘z
		uށCFFv\
		
		}ڐI$p_nameIC_ΗeIɉ뗘B\
		
		嫑R󐥐ݔɉ뗘NƁCAʑΓꏏΗeCsm׉Yso튴oB\
		
		sCۏډ擞Έ׎~B֔@C$p_names֘IoΗeB\
		
		yɉ뗘z
		uccC꣘ICȗvˏoDDGCFFv\
		
		ɉ뗘粒$p_nameI_C粊JnBߕqCȒAΗlʁB\
		
		h_efct_l 1, ":a;cg\fairy_l3.png"

		lsp SP_CG,":a;cg\fairy_l2.png",0,-40
		print 15
		
		yɉ뗘z
		uAccꝁHv\
		
		ɉ뗘LSSnm⓹Bœ$p_name_Cɉ뗘IJ΁B\

		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		uTCDcc߁CvcČ_]Hv\

		h_efct_l 2, ":a;cg\fairy_l3.png"
		
		ɉ뗘I鏊_nZㅏ㗈CZ$p_nameI_󈤕B\
		
		嫑RvLYIkCAًٕ͓IKmnU$p_nameːcc\

		lsp SP_CG,":a;cg\fairy_l4.png",0,-40
		print 15
		
		yɉ뗘z
		uꟁCFF^ICAv˗ꝁIssGCK{ꉺˍsIv\
		
		h_efct_l 1, ":a;cg\fairy_l4.png"
		
		@o$p_nameICɉ뗘ɗIB嫑RːޗCAːIt݈Òψcc\

		lsp SP_CG,":a;cg\fairy_l1.png",0,-40
		print 15
		
		yɉ뗘z
		uTCz˗HsҕssꊁBđEψꉺIbCϓX`GHv\
		
		yɉ뗘z
		uחs꣝ˏoC꣒ߓIBꠁCvGHv\
		
		h_efct_l 1, ":a;cg\fairy_l1.png"
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		uR@ꉺqωv\
		
		h_efct_l 3, ":a;cg\fairy_l3.png"
		
		yɉ뗘z
		uCov˗ꝁHv\
		
		h_efct_l 3, ":a;cg\fairy_l3.png"
		lsp SP_CG,":a;cg\fairy_l4.png",0,-40
		print 15
		
		yɉ뗘z
		uAҁ\\ssIvEZGCEZCEZccv\
		
		h_efct_l 1, ":a;cg\fairy_l4.png"
		
		ɉ뗘sfjfːIӒC$p_nameIː~]ݝَ~nB\
		
		ȔEI$p_nameJn哮g̊B\
		
		lsp SP_CG,":a;cg\fairy_l5.png",0,-40
		print 15
		
		yɉ뗘z
		u^ICssyBAߛzꝁHߌoEsZHv\
		
		嫑Rɉ뗘bILٓށCAΏ$p_nameߋߌICꢗLnΗB\
		
		lsp SP_CG,":a;cg\fairy_l3.png",0,-40
		print 15
		
		yɉ뗘z
		uꟙccΕsNC꣔EvꝁHTC߁ccȎˏo]ccv\
		
		ɉ뗘IψחːIpBߓBɌI$p_nameCuԔ퐄㗹ڕccIv\
		gosub *meswin_erase
				
		h_efct_l 4, ":a;cg\fairy_l3.png"
	
		pink_flash 17
		pink_flash 17
		pink_flash 17
		pink_flash 17
		pink_flash 17

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		lsp SP_CG,":a;cg\fairy_l6.png",0,-40
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yɉ뗘z
		uށccv\
		
		ݔ픽nV@CʓItoBɉ뗘粋bʁC粔oIgbB\

		]ܑ̗͓ItߕCSgI͟uԔ풊BҘKIӊ͗SgB\

		lsp SP_CG,":a;cg\fairy_l9.png",0,-40
		print 15

		gosub *meswin_set
		yɉ뗘z
		uꟙCꉺqˏoꝁH߁CVA擞׎~ꠁccv\
		gosub *meswin_erase

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_CG,":a;cg\fairy_l7.png",0,-40
		csp SP_FLASH
		print 12

		gosub *meswin_set
		yɉ뗘z
		uccCRҍݏoIHC^I肓ccHv\
		
		˔jɌ틭s}IːC@rʌsfnXboBꎟC$p_nameI͟sVCӎQQcc\
		gosub *meswin_erase
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		lsp SP_CG,":a;cg\fairy_l7.png",0,-40
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yɉ뗘z
		uAFFC˔ʎ{GHccICsߊoD靁CDccv\
		
		Œɉ뗘粒SSȁC粖אtIZ莧˓I\C$p_nameIӎO͌Зcc\

		goto *h_scene_lose_end_1


	*h_scene_lose_end_1
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_1

	lsp SP_MONSTER,":a;cg\fairy_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yɉ뗘z
	uccDoGCFFv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameɉ뗘Occ\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_1
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_1
	csp SP_MESS_MENU
	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 10
			msp SP_CG,-2,2
			print 1
			click_wait 40
		next
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 5
			msp SP_CG,4,-4
			print 1
			click_wait 20
		next
		click_wait 300
	next
	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_1
	csp SP_MESS_MENU
	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_mizu1.wav"
		for %loop2=1 to 6
			msp SP_CG,-4,4
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_mizu1.wav"
		for %loop2=1 to 4
			msp SP_CG,6,-6
			print 1
			click_wait 20
		next
		click_wait 200
	next
	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_1
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̃VFCN
	mov %loop1, 0
	*h_animation_w21_1
		dwave_auto "sound\h_mizu1.wav"
		for %loop2=1 to 6
			msp SP_CG,-4,4
			print 1
			click_wait 20
		next
		dwave_auto "sound\h_mizu1.wav"
		for %loop2=1 to 4
			msp SP_CG,6,-6
			print 1
			click_wait 10
		next
		click_wait 150
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_1
		add %loop1, 1
		goto *h_animation_w21_1
	*h_animation_w22_1
		mov %click_tim_f, 0
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_1
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-40,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_1
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-40,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_1
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-40,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_1
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-40,100

	;XvCg̃VFCN
	*h_animation_l41_1
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_1
		add %loop1, 1
		goto *h_animation_l41_1
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return
;====================================================
;y[Et̂gV[Fz
;====================================================
*h_scene_win_2
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_2
	if %%temp1 <> 0 goto *h_scene_win_t2_2
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_2
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_2

		yTlz
		uTccccv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		
		TlۓC͟Bꢏe|C܏n]$p_nameB\
		
		yTlz
		uꣁcc^ꟁBAB꣏uꠁBv\
		
		嫐mђړI˔ICAꢔ|ْRneݖʑOCLȉB\
		
		yTlz
		uccYssꝁHAߛvLꝁHv\

		TlߏnB玨SnfCŏ㋎rIB\
		
		ccߎ\ȒƋKBȁB\

		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\wolf_v1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		
		ꌾsC~]ѐꢁBAחÚNB\
		
		h_efct_w 1, ":a;cg\wolf_v1.png"
		
		yTlz
		uITccccv\
		
		TlҒnCR䝲zBטꡁCҐPהFAꡁB\
		
		ŒꢎvYoIqC$p_names֗LNnNB\
		
		
		lsp SP_CG,":a;cg\wolf_v2.png",-25,0
		h_efct_w 2, ":a;cg\wolf_v2.png"
		
		yTlz
		uccccIv\
		
		TlI\ꎟRȗB񐥈גɋCB\
		
		lsp SP_CG,":a;cg\wolf_v3.png",-25,0
		print 15
		
		yTlz
		uccҗvccXccv\
		
		dwave_auto "sound\bind.wav"
		
		TlI\ϓŔĔʖB^CꢓIoړZ㗹$p_nameIB\
		
		ꢏApZZIoڔ́CAsۖvŐ[BڒNCĎ譑oځBs$p_nameIӜÁCsO@B\
		
		h_efct_w 2, ":a;cg\wolf_v3.png"
		
		ꗈCssNݎ哱B$p_namerʁCח΍RꢓI쎧哮NB\
		
		h_efct_w 2, ":a;cg\wolf_v3.png"
		
		lsp SP_CG,":a;cg\wolf_v4.png",-25,0
		print 15
		
		yTlz
		uccccIIIv\
		
		TlLsCzvD哱BꢍXp͒nZّoځC$p_namefȁB\
		
		h_efct_w 2, ":a;cg\wolf_v4.png"
		
		$p_namesÎnBŏҍ݈ÈÊrICsmsoԉϐލËIB\
		
		h_efct_w 2, ":a;cg\wolf_v4.png"
		
		ozŔ\IߑtݍBICɌB\
		
		h_efct_w 3, ":a;cg\wolf_v4.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\wolf_v5.png",-25,0
		csp SP_FLASH
		print 12
		

		gosub *meswin_set
		yTlz
		ujjjjjccIIv\
		
		$p_nameːICTlBɌBAًْnAًْnkB\
		gosub *meswin_erase
		
		dwave_auto "sound\h_nutya2.wav"
		pink_flash 15
		wait 400
		dwave_auto "sound\h_nutya2.wav"
		pink_flash 15
		
		gosub *meswin_set
		ߓȒvctHsBː@ɓxqIAs픽CXItOocc\
		gosub *meswin_erase
		
		dwave_auto "sound\h_nutya2.wav"
		pink_flash 15
		wait 400
		dwave_auto "sound\h_nutya2.wav"
		pink_flash 15
		
		dwave_auto "sound\h_nutya2.wav"

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		lsp SP_CG,":a;cg\wolf_v6.png",-25,0
		csp SP_FLASH
		wait 1000
				
		lsp SP_CG,":a;cg\wolf_v7.png",-25,0
		print 15
		
		gosub *meswin_set
		yTlz
		uTccccccv\
		
		󓞉tIGCTloΗeBꢍݐgshWIb|ݑڏCyyIB\
		
		yTlz
		ukGcc嫑R䎎ACAkv\
		
		ŒTlIo@JSIΗeC\C$p_name֐L蕏̋NꢓIB鶋NCS璵ꉺB\
		
		yTlz
		ulcclccv\
		
		TlDYB䑜mʊŌꢓI_CꢋpڊJB\
		
		yTlz
		uvAvYccGHv\
		
		Tlg_RRssIBߕqC樐lzsmYTgIB\
		
		VҒpꢓICꢕֈ_KnًٕߗBёIѐG^cc\
		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+4
		if %%temp1 == 1 goto *getskill_pass_2
		
		get_skill 4
		TlI̓iMI쐶V́cc$p_nameK쐶oI\
		
		ŗZ\vKAYʁB\ŐΕ]I̗͘a͗BOCo瓾CZ\{PI\
	*getskill_pass_2
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		$p_name̒TlICxߗiIՓIcc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_2


	;==============
	; 2
	;==============
	*h_scene_win_t2_2
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_2
		
		yTlz
		uccccccccv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		TlҒneB_ҁgsp꣖疾ꠁHhIӎvB\
		
		dwave 1,"sound\undress.wav"
		
		ꢓIҁCE{ߕB粖y[B\
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\wolf_v1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		
		ڒCgݘTlgCAsꢓI鏊CɊɒnB\
		
		h_efct_w 1, ":a;cg\wolf_v1.png"
		
		yTlz
		uccccccv\
		
		Tl_IoꕛLsI\BꢓIڛߌoZ$p_nameICyʔcfߋB\
		
		yTlz
		usF^_IbccAvʁCc꣊|CGccHv\
		
		ZsZИeꡁBVCRΌ󊴓sC߉Ac_^iꠁB\
		
		lsp SP_CG,":a;cg\wolf_v2.png",-25,0
		h_efct_w 2, ":a;cg\wolf_v2.png"
		
		yTlz
		ujjccccIv\
		
		TlogbBŗIDߎÛY󋭗IiB|ٌڊnߋB\
		
		h_efct_w 2, ":a;cg\wolf_v2.png"
		
		lsp SP_CG,":a;cg\wolf_v3.png",-25,0
		print 15
		
		yTlz
		ulƖvccNCGHv\
		
		TlJnZݍIځBꢗpڌŒZICO@^B\
		
		h_efct_w 2, ":a;cg\wolf_v3.png"
		
		튴oCȒAݔꢘʐNƁBs\ݔFAB$p_namesÎn񌂁B\
		
		h_efct_w 2, ":a;cg\wolf_v3.png"
		
		lsp SP_CG,":a;cg\wolf_v4.png",-25,0
		print 15
		
		yTlz
		ujccߘCDccIv\
		
		ѐTlŐ[IuԁCꢓIؗuBŗߗꢍŗLoInB]yߘʁCWisB\
		
		h_efct_w 2, ":a;cg\wolf_v4.png"
		
		ACŐ[ӖȖ󓞑IhB$p_nameI~]ݏuԔ퐄cc\
		
		h_efct_w 3, ":a;cg\wolf_v4.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\wolf_v5.png",-25,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yTlz
		ujjccIIv\
		
		gosB_CߌҐ~BACl粍ݍTC粌pB\
		
		h_efct_w 4, ":a;cg\wolf_v5.png"
		h_efct_w 4, ":a;cg\wolf_v5.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\wolf_v6.png",-25,0
		csp SP_FLASH
		print 12
		
		wait 1000
				
		lsp SP_CG,":a;cg\wolf_v7.png",-25,0
		print 15
		
		gosub *meswin_set
		yTlz
		uꟁCꟁccv\
		
		Tl_nbeBbݍEyyhB\
		
		yTlz
		uʑRCa꣘􈤁ccAuꟁB\ɉnC䖞Iv\
		
		嫐CAꢓI_pҊY铊$p_nameB\
		
		̗ꢓICꢍ˘Io^I\BbEhꇊQCȒvf{B\
		
		yTlz
		uccccꟁCNC꣍ːsݐSc䓖痈ΑҗHv\
		
		S]䞈ꉺBAI쐫oꝁB\
		
		yTlz
		u{䐥s꣓IccAv\锆C꣖sssGHȁccđ̖̉vv\
		
		TljjnJߏΈЊdBŗ@ʕsꢓIbAs팴ȁCsnNꢓI]܁B\
		
		yTlz
		u`````v\
		
		_ITlBߕ͞CʑRҐB\
		
		ACݘTlVOC꒼ێiIp̒ꢓIcc\
				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_2

	*h_scene_win_end_2

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_2
	yTlz
	ujccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameaTlxߗi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+4
	if %%temp1 == 1 goto *getskill_pass_e_2
	get_skill 4
	TlI̓CMI쐫͗ʗicc$p_nameK쐶oI\
	
	Z\vKAYʁBݔ\ŐΎI]̗͘a͗BOCo瓾CZ\{PI\
	*getskill_pass_e_2
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;y[Et̂gV[Fskz
;====================================================
*h_scene_lose_2
	;==============
	; xs
	;==============
	*h_scene_lose_plv_2
		
		TlILPC[[h$p_nameIǵILyIdPCȒDlIӎB\
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\wolf_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		u՗IꠁCrƌAh{ꠁIv\
		
		gosub *csp_all
		bg black,0
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		]Cݐ^vSvǓߘBӎAꑓKÁB\
		
		yTlz
		uCCvgߛ噤ꟁIHICCꟁIjjccv\
		
		o׎ȏCssCBϋȍ@Cėꢊꠁcc\
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_2
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_2

		bgmvol 50

		dwave_auto "sound\taore.wav"

		TloIō@ꌂvC$p_nameۓ|ݒnBTl|I$p_nameݐgB\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yTlz
		u՗ꡁBߛCډAYc꣋h{Gv\
		
		hCʑRߎ퐫ʓIӎvꝁB$p_namerSCCRzB\

		yTlz
		uIICsRꉺꝁH^Ivc꣋h{]Hv\
		
		TlIo䲉CZ$p_nameIzB嫑RyIxCAqҐB\
		
		RC厕IGA`IGȋyfCNCX\NB$p_nameIAsYcc\
		
		lsp SP_MONSTER,":a;cg\wolf_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uꟁCߘcc嫑RȎȎICAҐ]꣔\cQꉺꟁccHv\
		
		TlI_㕂oI\BAߕ\kArVFB\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uvCŗ꣖ySCߏA_pꠁBvc꣋hāCDSyꠁv\
		
		goto *h_scene_lose_half_2
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_2
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_2

		bgmvol 50

		dwave_auto "sound\taore.wav"

		TlIUyC$p_nameۓ|ݒnB\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yTlz
		uDC琥՗IߛCvJccv\
		
		]Co㎟TlNƓILC$p_names֍@ޗ{Bꋓ_RꢓI{s~B\
		
		yTlz
		uCCQꝁHA꣛ߌos{ccv\
		
		Tlg$p_namegBꢋR׍ݏC̏dyyB\
		
		yTlz
		uCvg噤꣚GB꣉YҐ\{IꠁHv\
		
		ImCꢛvLgIBACꢐg̓IGCȋyOILCpD$p_nameRI͟cc\
		
		yTlz
		uccꝁH꣛ߌoIB㎟h{INCA꒼v\
		
		yTlz
		uߎC꣛ߌov@R䗹BꠁCvsnc꣋hāccv\
	
		goto *h_scene_lose_half_2

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_2
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		$p_nameݘTlIUSgÉCrٖ@⋗ccۓ|ݒnCTlo|B\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uGCߌosꝁH՗ꡁBsߚvccv\
		
		lsp SP_MONSTER,":a;cg\wolf_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yTlz
		uvAvIBΉ䗈CҐ]\XL^_CҐݓI樉䑍osSAc꣘MCL_Qꡁccv\
		
		TlΒnK$p_nameBŗCꢎviԁB\
		
		yTlz
		uΉ䗈C䊉IsjlICbCΎ营꣓Ibo_ӎvIv\
		
		$p_nameꢟ|snSՔے藹B\
		
		yTlz
		uȐCAw֎~iHxꠁBϋėG\\v\
		
		TlLo]Cvi$p_nameʏZB󒅋ٓ\IǵC$p_namesRwScc
		@

		dwave_auto "sound\hit_p05.wav"
		gosub *csp_all
		bg black,0
		print 15
		gosub *meswin_set
		uԁC@z`wItBӎuԒfB\
		
		ݗٓIC$p_nameˈӎȐ@zdȝ򗹁cc\
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_2
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_2
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50
		
		$p_nameݘTlIUSgÉCrٖ@⋗ccۓ|ݒnCTlo|B\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yTlz
		u՗ꡁB^樐lAgSxIrꟁv\
		
		yTlz
		uk꣘eeIC䌻ݐg̑Mscc҉X\kCʍGHv\
		
		goto *h_scene_lose_half_2
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_2
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_2

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50
		
		TlIUYM$p_nameB$p_nameߌoSٖ@Rcc\
		
		lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yTlz
		u琥՗ꟁB㎟c꣐ܓߛSC҈Ȉה꣉XnRꉺꡁv\
		
		yTlz
		uҐC꣑zߞΑҁHߖsCA@꣏Áccv\

		goto *h_scene_lose_half_2

	;==============
	; {点
	;==============
	*h_scene_lose_a_2
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_2
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_2


	; Ԓn_
	*h_scene_lose_half_2
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_2
	if %%temp1 <> 0 goto *h_scene_lose_t2_2

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_2

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\wolf_l1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set
		yTlz
		ucccЁv\
		
		TluԔ$p_nameIߕCAȋRʐNƗBߐSvLCOYIB\
		
		RCTlI̓ߎsCْv_IGZ$p_nameIzB\
		
		yTlz
		uꠁC꣓s{ccvc꣓OCDoꠁv\
		
		h_efct_l 1, ":a;cg\wolf_l1.png"
		
		TlJnBksYZICPI㉺^BA琳@Cߎ풼ړIsfPB\
		
		h_efct_l 1, ":a;cg\wolf_l1.png"
		
		$p_nameىցCUTlCsꢔțߌoLoBRCNʁB\
		
		lsp SP_CG,":a;cg\wolf_l2.png",-25,0
		print 15
		
		yTlz
		uT\\CIoߎ\BCߌoLoꝁHv\
		
		$p_namesRڊJB\
		
		yTlz
		uvCߐډIWA樐lҗBLC䌻݊ґTI쎧ꡁv\
		
		$p_nameߓ勰|I錾BuԁC֐eg̉ߋbI^B\
		
		h_efct_l 2, ":a;cg\wolf_l2.png"
		
		yTlz
		uŉŁCvߑt]BsEZIbC@ʉkꔓIGHv\
		
		h_efct_l 2, ":a;cg\wolf_l2.png"
		
		TlIvL≺Bs͖vL≺CҍݕsfB\
		
		h_efct_l 2, ":a;cg\wolf_l2.png"
		
		$p_nameoɌuԕN߁BEϒːItB\
		
		o퓮CAZː@s≺B@ʎː@qIAsҔȔ푬xNƓIbcc티g$p_nameIEρB\
		
		lsp SP_CG,":a;cg\wolf_l3.png",-25,0
		print 15

		yTlz
		usCAߘ\cc^樐lBCđEϋŊŁBv\
		
		h_efct_l 3, ":a;cg\wolf_l3.png"
		
		嫑R{樑EρCpϓzzBŗꢈAvLz樑EZIӎvB\
		
		h_efct_l 3, ":a;cg\wolf_l3.png"
		
		$p_namenEϒBI菶ًٝSnʁCsmsoԁCᐺߘsfoB\
		
		h_efct_l 3, ":a;cg\wolf_l3.png"
		
		RCߌoɌB$p_name\otߌo[mJnOBߎCĜEϖٍϘBىցCꖜx߈uԖDB\
		
		h_efct_l 4, ":a;cg\wolf_l3.png"
			
		pink_flash 16
		pink_flash 16
		pink_flash 16

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		lsp SP_CG,":a;cg\wolf_l4.png",-25,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yTlz
		uIccCEsZꝁB꣊YsȈׁCAꠁHv\
		
		h_efct_l 1, ":a;cg\wolf_l4.png"
		
		ڒCϐBsǍˍːCTlIpN|vL≺B틭nAiCAsuԖϓ}B\
		
		h_efct_l 2, ":a;cg\wolf_l4.png"
		
		$p_name[̉ߓxIɁBRg̋pߎɖ环ʈ׉B]ߌoٖ@vlCcc\
		
		lsp SP_CG,":a;cg\wolf_l5.png",-25,0
		print 15
		
		yTlz
		uꟁccvCYsʑzBA׈zꠁBvIg̏AsBv\
		
		h_efct_l 3, ":a;cg\wolf_l5.png"
		
		I]ܝIB@Cߌoٖ@oCRBg̑Sʐڎ󗹉Cː~]sfB\
		
		h_efct_l 3, ":a;cg\wolf_l5.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\wolf_l6.png",-25,0
		csp SP_FLASH
		print 12
		!d1000
		
		lsp SP_CG,":a;cg\wolf_l7.png",-25,0
		print 15
		
		gosub *meswin_set
		yTlz
		uIccosvBL_IvBv\
		
		ICTlI◹BRCݓ߉ߘIː]C$p_nameٖ@isCvlBoӐgI͗ʓsOꒊ󗹁cc\
		
		lsp SP_CG,":a;cg\wolf_l8.png",-25,0
		print 15
		
		yTlz
		uRL_CҔ\pIꠁBҖvꡁHv\
		
		h_efct_l 3, ":a;cg\wolf_l8.png"
		
		ccߌos\s\vlI藹B$p_nameIӎQB\
		
		h_efct_l 3, ":a;cg\wolf_l8.png"
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,50
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d300
		csp SP_FLASH
		print 13
		
		h_efct_l 3, ":a;cg\wolf_l8.png"

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13

		gosub *meswin_set
		yTlz
		uCsҔ\ovBv꣎ˏoXXGccv\
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		
		gosub *meswin_set
		rs򋖔C$p_nameꖡn撅BIgSTlۚwsC@ӎcc\
		
		goto *h_scene_lose_end_2


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_2

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\wolf_l1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set
		A㎟C$p_nameTlݐgNƁBzN㎟SΑғIiCg̈ȋyҎTB\
		
		lsp SP_CG,":a;cg\wolf_l2.png",-25,0
		print 15
		
		yTlz
		uɌČāC\ϓsvBh{II\ꡁccv\
		
		$p_nameٖ@TlIڊJڌBȒAꢖZB\
		
		yTlz
		uCvJBDo嗹ꠁHv\
		
		h_efct_l 2, ":a;cg\wolf_l2.png"
		
		TlJnBsoC@$p_nameIߞCĎPɎB\
		
		|ILIEρCILpڎ󋝊yB@Cߌoٖ@ĎvlCB\
		
		h_efct_l 3, ":a;cg\wolf_l2.png"
		
		ˑRzNȑOTlΉߓIbBsڈ؁C󎩌ꝁB\
		
		h_efct_l 3, ":a;cg\wolf_l2.png"
		
		׊ґzvlˊoɋB@ʏYssznSՐڎBD_ꠁB\
		
		h_efct_l 3, ":a;cg\wolf_l2.png"
		
		_CD靁BtosOoB^DIvl\́B\
		
		h_efct_l 3, ":a;cg\wolf_l2.png"
		
		ꟁCߌoꗹCđzɋBꏊCqPgאlIvlꠁBבXۚIꠁB\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,50
		print 13
		
		ߌoCYsCszvlB\
		
		lsp SP_CG,":a;cg\wolf_l3.png",-25,0
		print 15
		
		yTlz
		uccsI\BvCAsnhꠁv\
		
		h_efct_l 3, ":a;cg\wolf_l3.png"
		
		ꟁCDBߌoszĔEϗB\
		
		h_efct_l 3, ":a;cg\wolf_l3.png"
		
		yTlz
		uICsYˏov\
		
		h_efct_l 4, ":a;cg\wolf_l3.png"
			
		pink_flash 16
		pink_flash 16
		pink_flash 16

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		lsp SP_CG,":a;cg\wolf_l4.png",-25,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yTlz
		uIccvCsvv\
		
		h_efct_l 3, ":a;cg\wolf_l4.png"
		
		yTlz
		uėꎟv\
		
		h_efct_l 3, ":a;cg\wolf_l4.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yTlz
		uėꎟv\
		
		h_efct_l 3, ":a;cg\wolf_l4.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		csp SP_FLASH
		print 12
		
		lsp SP_CG,":a;cg\wolf_l5.png",-25,0
		print 15
		
		gosub *meswin_set
		yTlz
		ukDCđ_v\
		
		h_efct_l 3, ":a;cg\wolf_l5.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		ߓxїIɋC͎~ӎI\wBBL^TlIbC[[ӎ[BҒCR樉䊴KB\
		
		h_efct_l 3, ":a;cg\wolf_l5.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		yTlz
		uDCډɒɉnˏoBsvĔEGv\
		
		h_efct_l 3, ":a;cg\wolf_l5.png"
		
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\wolf_l6.png",-25,0
		csp SP_FLASH
		print 12
		!d1000
		
		lsp SP_CG,":a;cg\wolf_l7.png",-25,0
		print 15
		
		gosub *meswin_set
		yTlz
		uDcc^^v\
		
		Tl̒IBה\gCSgs[쒅KB\
		
		yTlz
		uDCډccv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		
		TlIߊҍ݌pBӎꢓΑҎCߌoщ񗷊ٔV@Icc\
		
		goto *h_scene_lose_end_2


	*h_scene_lose_end_2
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_2

	lsp SP_MONSTER,":a;cg\wolf_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yTlz
	ucꣁChꊱĚGccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameTlOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_2
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 1
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston1.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 10
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,2,2,0,-20
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 300
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_2
	csp SP_MESS_MENU
	mov %loop1, 0
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	*h_animation_w21_2
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			click_wait 40
		next
		click_wait 100
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_2
		add %loop1, 1
		goto *h_animation_w21_2
	*h_animation_w22_2
		mov %click_tim_f, 0
	
		;XvCg̏
		csp2 SP2_CG_ANIM
		csp2 SP2_FLASH
	
		mov %click_tim_f, 0
return


;==============================
; gV[pAj[VS
;==============================
*h_animation_w4_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

return

;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 10
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 25
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 100
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_2
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	for %loop1=0 to 4
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 50
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_2
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	*h_animation_l41_2
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_piston3.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 50
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l42_2
		add %loop1, 1
		goto *h_animation_l41_2
	*h_animation_l42_2
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return
;====================================================
;y\[T[̂gV[Fz
;====================================================
*h_scene_win_3
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_3
	if %%temp1 <> 0 goto *h_scene_win_t2_3
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_3
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_3

		lsp SP_MONSTER,":a;cg\scr_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uIccCߌoccBcccϐC꣗vӔCGHv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		pmY$p_nameʑOCQ㵒nxB\
		
		Œꢓߕ\Cϓ]ꢓsB$p_nameA鏇pmCB\

		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16

		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uccv樉CNGHv\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		lݑEߕCDyB嫐pmE{ZQ߁B\
		
		ccNCˑopmI@DMꉺBoꝁB\
		
		RCҖvבzCoIyAߏAB݁CAlpmIꠁccB\
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\scr_v1.png",0,0
		print 15
		dwave_auto "sound\h_zutyu.wav"
		
		JpmI߁CȉΎԕ֓I`iBꢓIg̜kyCD\݉B\
		
		ypmz
		uꟙcc䐳ݔNꡁCډvYHv\
		
		vYHߐՌIBzvOICzvsB\
		
		$p_nameSpmIǵCʉߏ㉺WJn^B\
		
		h_efct_w 2, ":a;cg\scr_v1.png"
		
		lsp SP_CG,":a;cg\scr_v2.png",0,0
		print 15
		
		ypmz
		uށccˑRAccAҖvDSyccv\
		
		pmoʓICAsُBחÚC$p_namesB\
		
		h_efct_w 2, ":a;cg\scr_v2.png"
		
		ypmz
		uTccꟁccB^ICe\ꊁccv\
		
		嫑RݕCApm犴oIBsmsoC鏊ߕϓIC[NܓIpB\
		
		R@CApvꠁB$p_nameIvL≺B\

		h_efct_w 2, ":a;cg\scr_v2.png"
		
		ypmz
		uIcc^ICL꣈꘢lݓߑuϗB樉狝ꉺꠁccv\
		
		lsp SP_CG,":a;cg\scr_v1.png",0,0
		print 15
		
		pmp͝SZ$p_nameINBsm׉C͋͐C$p_nameAesB\
		
		ypmz
		uߛC֓䗹Gccv\
		
		h_efct_w 1, ":a;cg\scr_v1.png"
		
		pm粝S$p_nameINC粗In㉺WCҐDowwB\
		
		PIoCōݔpC폗pmNƒcc\
		
		lsp SP_CG,":a;cg\scr_v1.png",0,0
		print 15
		
		ypmz
		uTccCk_GBߛCsYccꡁHv\
		
		ˑRC$p_nameIg̉RBߌoCEىEB\
		
		$p_name{\CːBpm瑜񉞑ʓNccI\
		
		h_efct_w 3, ":a;cg\scr_v1.png"

		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\scr_v3.png",0,0
		csp SP_FLASH
		print 12
		
		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		ypmz
		uꟁccIv\
		
		white_flash 15
		white_flash 15
		
		݉Aڔ[tCpmBBۓȈdݗ$p_namegB\
		
		lsp SP_CG,":a;cg\scr_v4.png",0,0
		print 12
		
		ypmz
		uccCkGB嫑RcL_e\ACꠁHv\

		pm粒ċzC粈쌀ʒnBNCorJnAcc\
		
		sRL]Cώ@NpmI_FBRCꢋpnΒB\
		
		ypmz
		ucc꣊ߓIBϐߞ鐥RIBׁC꣕ϐߞIށv\
		
		ccH\
		
		ypmz
		u嫑Rsm꣗LvL@oCA݊JnVOc{_@ꡁv\
		
		ŗ˓IʑRsoBzNCmߎNAfB\
		
		ypmz
		uc{꘢JIgA樐l{\sIÎBLCߞsXꝁHv\

		ypmz
		uvC嫑RגSSؗ͏PkCȏ֐ݒ萬꣙ߘIߏAv\
		
		ŞqC䌴ȈאݐNꢁCAۏؓsݏpmITVB\

		ypmz
		uߞIbC^ߐlSSꡁBߐ_ȔNƗCߊYꔙށHv\
		
		ypmz
		uוsSCcI͕ꠁBccLCv꣔ʓIƚ읏CksuIꠁHv\
		
		dwave_auto "sound\charge.wav"
		䊴oҊI͗ʘpmIg̗iBApmIꠁB\
		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+7
		if %%temp1 == 1 goto *getskill_pass_3
		
		get_skill 7
		͍݉̓ڐ`BwI\
		
		Z\ȒʉߏՈÍCΎ葢@QB\
	*getskill_pass_3
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		ypmz
		uccߛCH㏬SGBʐ֕֏AIl{GHv\
		
		ݏpmIڑCJߘncc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_3


	;==============
	; 2
	;==============
	*h_scene_win_t2_3
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_3
		

		lsp SP_MONSTER,":a;cg\scr_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uߛcc҉CĘaIꠁHv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		pm_ҒnB\
		
		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uߛC狋꣎{ÎꠁB꣖kғߞꠁHv\

		ʊJߏΗBꖔ\꣔yՒn@ÈȏB䎎݈ӎRߘÎB\

		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16
		
		ypmz
		uꟁCΗBY꣐BÎꟁCzӎC蜓z[GBLvIccށCvݙꝁv\

		ÎccYBꟁCΗCs\樔wqS~Bחsꢔ@Èȏcc\
		
		vƉIz@AsB~]IwccI\

		ypmz
		uށCvNƗꡁv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		EߕCcpmCߗCsRniB\
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\scr_v1.png",0,0
		print 15
		dwave_auto "sound\h_zutyu.wav"
		
		ypmz
		uC^eDꡁccv\
		
		SpmIgꢏ㉺NC_niꢓߏ_AI[B\
		
		h_efct_w 2, ":a;cg\scr_v1.png"
		
		lsp SP_CG,":a;cg\scr_v2.png",0,0
		print 15
		
		ypmz
		uIccҐߛCccIv\
		
		pmIQQϓsĘeBŗꢖ疾LoB\
		
		h_efct_w 2, ":a;cg\scr_v2.png"
		
		ypmz
		uꟁccҗvccv\
		
		pmSZINCJn哮RNBuԁC䎸ΐg̓ITB\
		
		ypmz
		uzvCXccv\

		h_efct_w 1, ":a;cg\scr_v2.png"
		
		pm̏dC_[[nۖvCp͒niفB\
		
		䔇zCꢖێiٓIԝNǵC{vEoI粉CȍӋًTB\
		
		h_efct_w 1, ":a;cg\scr_v2.png"
		
		ꢔόI쉺CI퐄ɌccI\
		
		h_efct_w 1, ":a;cg\scr_v2.png"
		
		ypmz
		uō@Cncc`CDꝁHv\
		
		pmIꡚfCg̓ˑRRBחߕ~]CᆋnNccI\
		
		h_efct_w 3, ":a;cg\scr_v2.png"

		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\scr_v3.png",0,0
		csp SP_FLASH
		print 12
		
		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		ypmz
		uITccIv\
		
		white_flash 15
		white_flash 15
		
		{}ⒸBpmۓ|݉IB\
		
		lsp SP_CG,":a;cg\scr_v4.png",0,0
		print 12
		
		ypmz
		uꟁcck_ꡁBĎqIqCDށv\

		pm粒ċzC粝ᒲnKŁB\
		
		@ˏI@oBŗ犮SꢓIÎB\
		
		ypmz
		u嫑R슽e\ΑҁCA}sISӔWꡁBv\
		
		^ꐏS~Iccs߁Cꢟ|ٜknΒC䑍ovꢗB\
		
		ypmz
		u꣖s}펖ꠁHSk^IBv\
		
		ccꢔCDmL튴oB\
		
		ypmz
		uccꠁCvlI琥ÎIBssGCsDDӉssꡁv\
		
		^ICYMꢓYxˍDB\
		
		ypmz
		uLY֌nvCvADBȁCv`ccDꝁHv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		䈽Aߌo폗pmI@SSZZB\
		
		$p_name粔zC粍ݏpmIڑJcc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_3

	*h_scene_win_end_3

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_3
	ypmz
	ucc`CDꝁHv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^pmxߗi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+7
	if %%temp1 == 1 goto *getskill_pass_e_3
	get_skill 7
	pmI͍$p_name̓ꓹ`́B$p_nameKI\
	
	ŗʉߔZ\CȏՈI͑ΓGl@QB\
	*getskill_pass_e_3
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;y\[T[̂gV[Fskz
;====================================================
*h_scene_lose_3
	;==============
	; xs
	;==============
	*h_scene_lose_plv_3
		
		bgmvol 50
		ypmz
		uߛC꣛ߌoٖ@RꠁHډA樉䖝uꣁccccTHv\
		
		lsp SP_MONSTER,":a;cg\scr_sta1.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		uccDBv\
		
		ypmz
		usCĜ꣖㓾ߕꠁBk꣔\ꡁccv\
		
		lsp SP_MONSTER,":a;cg\scr_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uIbCAZoI͖sDꡁBȁCى񋎁CꠁBv\
		
		ypmz
		uCAssH䓖RmꊁBDꊁCp]ڙꑗ꣉񋎓ICc˕Bv\
		
		gosub *csp_all
		bg black,0
		print 11


		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		{ȈꢐlCvzҒƌڐlIBVnˁcc|s@C݌yskh́B\
		
		ypmz
		uߛCvJn]BvϋV@ėGBv\
		
		dwave_auto "sound\escape.wav"
		
		og̐`^IC$p_nameӎcc\
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_3
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_3

		󓞏pmIpUC$p_nameۓ|ݒnBߌovLpDlI̗͗cc\

		ypmz
		uCŗ꣛ߌov@RꡁBߛCADDu꣈ꠁv\

		bgmvol 50

		pmJSnΒϋ߉ߗB$p_name@o댯CsR@ދB\

		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		ussGBwsxBv\
		
		goto *h_scene_lose_half_3
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_3
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_3

		󓞏pmIpUC$p_nameۓ|ݒnBߌovLpDlI̗͗cc\

		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		uꟙCIBҐC꣐̈ӗAIꡁHv\

		bgmvol 50
		
		ypmz
		us꣛ߌoՕs䗹GBׁcc꣛ߌo݊җꠁHccv\
		
		$p_nameߗbsRL}CBH⋋NzvB\
		
		ypmz
		uvpIBwsxBv\
	
		goto *h_scene_lose_half_3

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_3
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		ypmz
		uCr̒Av͟ށB჊ߌoޗꠁHv\
		
		oꢔCmog̓IმߌoދBRCRrnXCߌoՕzSgC߉䍪{ٖ@Rcc\
		
		lsp SP_MONSTER,":a;cg\scr_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uߛC嫑RzAz꣓ÍCAcc꣔瑾㗹ꠁHv\
		
		ypmz
		uAZICvŎZSvL͓IlgD斂́BQ꣎CǐSsIBv\
		
		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uȁCVA׎~Bc꣑nʓIBDDӉꠁBv\
		
		ŗŎZ߉䗹BRCߐwwBɔʓI݉tqQBbCDzꢐNƁccB\

		ypmz
		us\\sC꣓I_AmݑzYCꏒɋA에IDDꠁB񋎈ȍ@ȑzꔖ@rBv\
		
		ypmz
		uDꊁCˁBv`]Hv\
		gosub *meswin_erase
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		pmߕseICPRoBuԁCҐg̔`^IoPcc\
		gosub *meswin_erase
		
		dwave_auto "sound\escape.wav"
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_3
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_3
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		ҊԔ폗pmprXnCǧ{IვsmߕϐU㫑SgI[ƖB\

		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uH჊ߌoޗꠁHҐC꣑z樉prđMMHv\
		
		pmIoꕛŐؓIΗeBٖ@ꢓIrڊJcc\
		
		ypmz
		uccŗꡁBߛCccwsxBv\
		
		goto *h_scene_lose_half_3
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_3
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_3

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		ݗR჎ٖ@RIԉCIҊԔ폗pmIrߘMB\
		
		ה햃თ˓sB$p_name鍐rȁB\
		
		RC$p_nameȜk^CბAߌoJB\

		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		uccSsRꡁBzvXꝁHv\
		
		pmŒnڊJrC쌀ʒᐺB$p_nameӎnzv\ߑrcc\
		
		ypmz
		us咣GBCwsxBv\
		
		goto *h_scene_lose_half_3

	;==============
	; {点
	;==============
	*h_scene_lose_a_3
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_3
		bgmfadeout 3000
		bgmstop
		
		ʑΏpmIҍUC$p_namerDĺCۓ|ݒnB\
		
		gosub *meswin_erase
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		gosub *meswin_set
		
		pmr$p_nameIҊԁCnTNI\

		gosub *meswin_erase
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		gosub *meswin_set

		ҊԖSgIƖC$p_nameٖ@Rn^ccI\

		lsp SP_MONSTER,":a;cg\scr_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uCHcIꇊQꠁHv\

		ꟁCꢉʑRҍ݌vr@䎎A{IB$p_namesR_ٓޒnŒpmB\

		gosub *meswin_erase
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		gosub *meswin_set

		lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		uT\\CߐY\ށH꣐^ȓIꝁHv\

		pmJSn̓$p_nameIҊԁBݓߌҐkC$p_nameĎoɋꎧxIB\

		gosub *meswin_erase
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		dwave_auto "sound\elec.wav"
		pink_flash 16
		gosub *meswin_set

		ypmz
		umȗꝁHv\
		
		$p_namesRAA_BhыIC^Cs@B\

		ypmz
		uTCmADs߁CsAyՌ꣚GBv\

		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uߛC旈ccwsx\
		
		
		goto *h_scene_lose_half_3


	; Ԓn_
	*h_scene_lose_half_3
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_3
	if %%temp1 <> 0 goto *h_scene_lose_t2_3

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_3
	
		bgmvol 100
		bgm "music\h_lose.ogg"

		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16

		pmI@񜟝ِnMࡋN䊁BݟߐwIuԁC$p_nameϓesB\

		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		u樐lٖ@RΕߓI@GB嫑RݕʏԉRCAݔԉ|vCꠁHv\
		
		pmϋߗg̎RI$p_nameCJnEIߕcc\
		
		dwave 1,"sound\undress.wav"

		ypmz
		uߛcc꣑zv䜃HvprꝁHv\
		
		dwave 1,"sound\undress.wav"
		lsp SP_MONSTER,":a;cg\scr_sta9.png",%mons_pos_x,%mons_pos_y
		print 15
		
		pmE{CqC$p_nameRsʏLIʑOB\

		ypmz
		uprC꣓Iccv\

		pmIL$p_nameIҊԁB᪓IrGqAscc\
		
		lsp SP_MONSTER,":a;cg\scr_sta10.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uҐ\\ZBA钼ږCIbɓIꠁHv\
		
		ݑXiˑR^C$p_namesRIo⊶I_B\
		
		lsp SP_MONSTER,":a;cg\scr_sta9.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uTCHAߛz樉prꝁHߛccv\
		
		pmL$p_nameI{粁BҎ_[IƓGUJB\
		
		ypmz
		uCMˍsꡁBccwꠁxv\
		
		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16

		pmI@ĎRB$p_nameIg̕sRnNCݏpmIrcc\
		
		gosub *meswin_erase
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		gosub *meswin_set
		lsp SP_MONSTER,":a;cg\scr_sta10.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uTcckDBCrDvCDDيĚGHv\

		gosub *meswin_erase
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		gosub *meswin_set

		ypmz
		uDC_BߛC^Iv꣘ccv\
		gosub *meswin_erase

		dwave_auto "sound\h_mizu1.wav"
		csp SP_MONSTER
		lsp SP_CG,":a;cg\scr_l1.png",0, 0
		print 12

		gosub *meswin_set
		ypmz
		uꟙccRϓdBAߛҔrMꝁHv\
		
		ypmz
		u߉A@꣏ÒnCꠁBprDD\꣓Iccv\
		
		h_efct_l 1, ":a;cg\scr_l1.png"
		
		pmpoZAs㉺ݓBꢖC_CInsTB\
		
		ypmz
		urCAoꝁH^ϑꡁccv\
		
		h_efct_l 2, ":a;cg\scr_l1.png"
		
		pmIϓNBQQnCː~occ\

		ypmz
		uIoꕛ˓I\ꡁccCy꣊ŉIGHv\
		
		pm粓WȓIC粏$p_nameIAsNɌB\
		
		h_efct_l 3, ":a;cg\scr_l1.png"
		
		A_AvoBAݎYOIuԁCpmI◹B\

		ypmz
		uT\\CcL_ݗꡁB꒼YӊOnhGv\
		
		pmΒCAꢊŋNSvLޓIqBAݗՖr≺C$p_nameIAswwB\

		lsp SP_CG,":a;cg\scr_l2.png",0, 0
		print 15
		
		ypmz
		u^\꣖vꔖ@CߏA꣎ȗꠁBCwȓNxv\
		
		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16
		
		pmI@Oo䊁B^C$p_nameINI\
		
		h_efct_l 2, ":a;cg\scr_l2.png"
		
		AsipmIoVԁCn㉺B\
		
		$p_nameYŐpmԓIoCIϓzzccI\
		
		h_efct_l 3, ":a;cg\scr_l2.png"
		
		ypmz
		uꟙC|kyꡁz˓IbCsȎˏoGHv\

		@pmCIː}OccI\
		
		h_efct_l 4, ":a;cg\scr_l2.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16

		gosub *meswin_erase

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		lsp SP_CG,":a;cg\scr_l3.png",0, 0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		ypmz
		uC˗DꡁccAߛ슽IrꝁHv\
		
		ːCcQ񗹈ꍱÁBsmsoԁCIߌo◹B\
		
		ypmz
		uށCˊV@AÉꝁH߁CAi꣈ꌏDꠁBv\
		
		ypmz
		u֘䍄˗pI@Bߖ@߁CvLY۝ʚGBv\
		
		ypmz
		uRCLŊJnߎ^Ip@BIccv\
		
		IBꢋrIBcAsꢋrIB\
		
		ߏAcc\
		
		ypmz
		uŗ꣖ꡁBߍCS꣎Ȏ哮IGBv\
		
		ypmz
		u粍ݐSQwה햂@cȖvꔖ@x،C粏~]N蛒ng̔뗹Bv\
		
		ꢐeoC䊴SwBSsŐBߌoCv@Rcc\
		
		ypmz
		uCʘIoߎ\vBzIbCsvEϚGBcc꣌݁CzHv\
		
		pmIbCAs𗧗NBDzpꢓIrˏoccI\
		
		h_efct_l 2, ":a;cg\scr_l3.png"
		
		$p_nameĎJnAspmIorB\
		
		ypmz
		uRIwql\gߛCAcꠁBv\
		
		h_efct_l 3, ":a;cg\scr_l3.png"
		
		lsp SP_CG,":a;cg\scr_l4.png",0, 0
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,50
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d300
		csp SP_FLASH
		print 13
		
		vz$p_nameIʁCpm龓oCtB\
		
		h_efct_l 3, ":a;cg\scr_l4.png"

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13

		ypmz
		uˏoItCV@p񝾖͓ICȐsǑˈ_ꠁv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		
		$p_name@ʏAsݏpmr㖁CӎQcc\

		
		goto *h_scene_lose_end_3


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_3
		bgmvol 100
		bgm "music\h_lose.ogg"

		lsp SP_FLASH,":a;cg\scrflash.png",0,0
		print 16
		csp SP_FLASH
		print 16

		pmI@ِno䊁B݌䊒IuԁC$p_nameϓٖ@eB\

		lsp SP_MONSTER,":a;cg\scr_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		ypmz
		uPI@BVC꣔cߕE{ꠁBv\
		
		pmrnE{esI$p_nameIߕB\
				
		dwave 1,"sound\undress.wav"

		ypmz
		uߛCډvYꡁBccv\
		
		dwave 1,"sound\undress.wav"
		lsp SP_MONSTER,":a;cg\scr_sta9.png",%mons_pos_x,%mons_pos_y
		print 15
		
		pmECqCrL$p_nameʑOB\
		
		ypmz
		uCy꣐S~BҐCv䉺w߁xꝁHv\

		ꢛߌoŐ؁B$p_nameݐ]Cp㓪ٌpmIrB\
		
		gosub *meswin_erase
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		gosub *meswin_set
		lsp SP_MONSTER,":a;cg\scr_sta10.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ypmz
		uTC^Cđفccv\

		gosub *meswin_erase
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		dwave_auto "sound\lick.wav"
		pink_flash 15
		gosub *meswin_set

		$p_nameSsnْpmIrBRCꢋprB$p_namesonIo⊶I\B\

		ypmz
		uʘIoߎ\vB꣘XIIccv\
		gosub *meswin_erase

		dwave_auto "sound\h_mizu1.wav"
		csp SP_MONSTER
		lsp SP_CG,":a;cg\scr_l1.png",0, 0
		print 12

		gosub *meswin_set
		
		
		ypmz
		ueC꣈꒼zꠁHߛC꣑zꡁHv\
		
		h_efct_l 1, ":a;cg\scr_l1.png"
		
		$p_nameAspmIr׉񓚁BߌovLCSB\
		
		ypmz
		uꟙCϓSRꡁBߌov@R䗹ꠁHv\
		
		h_efct_l 2, ":a;cg\scr_l1.png"
		
		ߒpmߖxICXnCAs㋎ccI\

		lsp SP_CG,":a;cg\scr_l2.png",0, 0
		print 15
		
		ypmz
		u꣔ẃC꣓_ꠁB瓮ꓮDBv\
		
		h_efct_l 2, ":a;cg\scr_l2.png"
		
		pmz$p_nameI쓮NrBꢚZ_C~MRC̒TB\
		
		h_efct_l 2, ":a;cg\scr_l2.png"
		
		ʑΓߍVIC$p_name|يҎV͒n퐄ccI\
		
		h_efct_l 4, ":a;cg\scr_l2.png"
		
		pink_flash 16
		pink_flash 16
		pink_flash 16

		gosub *meswin_erase

		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d500
		
		lsp SP_CG,":a;cg\scr_l3.png",0, 0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set
		ypmz
		uꟙCoov\
		
		ʓIt瞎ˎoCMpmIrBҌIE͊P$p_nameB\
		
		ypmz
		ub񗈁CÑzz꣊Ґ^\IϑꡁBvLorC꣏A哮㗈فCҝ\{{Bv\

		ypmz
		uIHsC꣈c߁B꣖{AϑԚGB@C꣉\ߌov@ߏ㐳lIꠁHv\

		h_efct_l 2, ":a;cg\scr_l3.png"
		
		pm粑$p_nameC粏dVNrB\

		ypmz
		usߖv֌nBAZ^IϐߞC{꣓IB׏CגCҐ׎ΏہCꝁHv\

		h_efct_l 2, ":a;cg\scr_l3.png"
		
		ߞ鈽sB݉^E͊Cs֑zvgSs򌣋pmB\
		
		wait 1000
		
		ypmz
		uccJߏΓIꊁB@ʑRҐsꠁBZZBCVċ䑽ˈ_toIv\
		
		h_efct_l 3, ":a;cg\scr_l3.png"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,50
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		!d300
		csp SP_FLASH
		print 13
		
		pmvYnrIBt팹sfn旹occI\
		
		ypmz
		uVCvIbC͋AꗹBSvCTBv\
		
		h_efct_l 3, ":a;cg\scr_l3.png"

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13

		ypmz
		uccs߁CvBv꣗LߘvC\ėIbCkIBv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		
		Œpmߑђ⛋IqC$p_nameIӎQcc\


		goto *h_scene_lose_end_3


	*h_scene_lose_end_3
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_3

	lsp SP_MONSTER,":a;cg\scr_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ypmz
	ucc꣓ÍC䝾Bv\oDߓICkIGv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameI͔폗pmOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_3
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_3
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_3
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_3
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	*h_animation_w41_3
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_3
		add %loop1, 1
	goto *h_animation_w41_3
	
	*h_animation_w22_3
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_3
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,-6,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,3,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_3
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,-8,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,4,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_3
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,-12,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,8,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_3
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, 0,100

	;XvCg̃VFCN
	*h_animation_l41_3
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,-12,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,8,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_3
		add %loop1, 1
	goto *h_animation_l41_3
	*h_animation_l22_3
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yt@C^[̂gV[Fz
;====================================================
*h_scene_win_4
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_4
	if %%temp1 <> 0 goto *h_scene_win_t2_4
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_4
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_4

		Փߏ䅋IDIlCsDmC$p_nameB\
		
		$p_nameӔIDmCܔMII\
		
		yDmz
		u꣘MߞC䜃\ҔEZccDꠁC՗Bȁccv\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\equip.wav"
		

		DmˑREZbCJnUf$p_nameBE{Zb@Ig̈ӊOn@ׁB\
		
		嫐@דÍCp]ܒْvIC튴o$p_names߁B\
		
		yDmz
		uA㵍ꣁccv\
		
		Dm_jʍgCoA݊ZbC$p_nameIiB\

		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\fight_v1.png",-24,0
		print 15
			

gosub *meswin_set
			
		$p_nameғ_CɊɝSZDmIB\
		

;Gb`iGtFNg
h_efct_w 1, ":a;cg\fight_v1.png"
		gosub *meswin_set


dwave_auto "sound\h_zutyu.wav"

		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15
		yDmz
		uIꟁccv\



		h_efct_w 1, ":a;cg\fight_v2.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15
		ɖICҋL͓Iْv$p_namePBꖜsvC튴o_ɗB\
		
		yDmz
		uDꇊQccCDꇊQccIv\

		h_efct_w 1, ":a;cg\fight_v3.png"
gosub *meswin_set

;Gb`iGtFNg
h_efct_w 1, ":a;cg\fight_v3.png"
		gosub *meswin_set

		IpїI틭BsǝDmSvC$p_nameIopݕsfB\
		
		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15
dwave_auto "sound\h_zutyu.wav"
		yDmz
		ujꟁC꣓Icc_ccIv\
		
		󒅍݉AcI_CDmJnbBqxŗDB\
		
		A鉺$p_name挘sZB\

		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15
dwave_auto "sound\pzr_tkk2.wav"
		yDmz
		ujjjC鉺IbccIv\
		
		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15
dwave_auto "sound\lip2.wav"
		DmIbCo$p_nameًⰏZIACŐSpʖҒnkI\
		
		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15

		$p_nameىցCꢓICҗn㒸B\


		h_efct_w 3, ":a;cg\fight_v3.png"

		gosub *meswin_set


;Gb`iGtFNg
h_efct_w 2, ":a;cg\fight_v3.png"
		gosub *meswin_set

		yDmz
		uꟁCCvccIv\

		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		white_flash 15

		Z樝DmBI\


;Gb`iGtFNgː

h_efct_w 3, ":a;cg\fight_v3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		ARꢍIpCA}kC$p_name󍟙tːccB\

		kݑCtRSsoB\

		lsp SP_CG,":a;cg\fight_v5.png",-24,0
		print 15

		yDmz
		uꟁC]BA꣘_v\

		lsp SP_CG,":a;cg\fight_v6.png",-24,0
		print 15
dwave_auto "sound\neneki.wav"
		Dm[zCُkCOgZIt瞔oB\


;Gb`iGtFNgAː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_v6.png",-24,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		print 15
		yDmz
		uꟁ```IIv\
		
		󒅖zOoIttCDmĎBcc\

		lsp SP_CG,":a;cg\fight_v8.png",-24,0
		print 15
		
		yDmz
		uΉ䎧CPʔMݑsÐSBȕsonAkٗv\
		
		ŗJnAsfIُkC琥DmIRBō@ssËC^Ӌ`mkLꢓIiB\

		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+9
		if %%temp1 == 1 goto *getskill_pass_4
		
		get_skill 9
		sYISꝁBŗmLlwKInB$p_namewghI\
		
		Z\ʉߝohpΓGlIUCݎgUٝI\Ύ苐叝QBACΖ@UٝB\
*getskill_pass_4


;C܂20121219
		yDmz
		u٘_@C՗BpOiꠁv\

		lsp SP_CG,":a;cg\fight_v7.png",-24,0
		print 15
		
		yDmz
		uccݓߔVOCcߕBҐoL_Q㵗v\
		
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		$p_nameaDmxiԁccB\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_4


	;==============
	; 2
	;==============
	*h_scene_win_t2_4
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_4

$p_nameXIUIDmC粚beC粝Î$p_nameI\
		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\equip.wav"

yDmz
uTCOYAZ՗BccߛCJnꠁIv\



DmEZbCoAݒEIZbCg_錾B\



yDmz
u_yJnցccv\

ߕ͞[lCOI鮗͑ߏىeHB\


DmoA݊ZbChWC$p_nameB\


yDmz
u`ccv\

		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\fight_v1.png",-24,0
		print 15
			

gosub *meswin_set

		lsp SP_CG,":a;cg\fight_v1.png",-24,0
		print 15

dwave_auto "sound\heartbeat.wav"
$p_nameҒn_CɊɝSZDmIB\

		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15

dwave_auto "sound\heartbeat.wav"
󒅓ߋْv@דICs֒˒NB\
dwave_auto "sound\heartbeat.wav"

		lsp SP_CG,":a;cg\fight_v1.png",-24,0
		print 15
yDmz
uIAIIKꟁccꟁccV_ccccjꟁv\

		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15

dwave_auto "sound\h_mizu1.wav"
䑜ÑʁC_OIACDmVoIB\


;Gb`iGtFNg
h_efct_w 2, ":a;cg\fight_v2.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15
yDmz
ucAcSIbColsvziIv\

		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15
Dm粕i粐B\

dwave_auto "sound\pzr_tkk2.wav"
RCPI$p_nameICaˈ鋭IْviEB\

ŗꢕszFA^IB\

		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15
yDmz
ujꟁC꣓Icc_ccIv\


;Gb`iGtFNg
h_efct_w 1, ":a;cg\fight_v3.png"
		gosub *meswin_set


󒅍݉AcI_CDmJnbNBŗꢓIqx瑊B\
		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15
AƔ鉺C$p_nameBIB\

dwave_auto "sound\pzr_tkk2.wav"
A$p_name}oCAǕōݍr忓B\

		lsp SP_CG,":a;cg\fight_v3.png",-24,0
		print 15
yDmz
ujjjCΕs\AccIv\


;Gb`iGtFNg
h_efct_w 2, ":a;cg\fight_v3.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\fight_v2.png",-24,0
		print 15

DmIbCi$p_nameIAǊokXsI\

dwave_auto "sound\pzr_tkk2.wav"
$p_nameEZC粝DmICꢓIC粌n㒸I\


;Gb`iGtFNg
h_efct_w 1, ":a;cg\fight_v2.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		print 15
yDmz
uTꟁCHCvAvAvjjjccIv\

DmNwҁCSgSn󒅉BZꢐ拎ꎟI\



		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		print 15

RIhsZꢓIAC$p_nameːB\






h_efct_w 3, ":a;cg\fight_v4.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set






		lsp SP_CG,":a;cg\fight_v7.png",-24,0
		print 15


͈͋ꎟːC$p_nameIg̉syՖB\

yDmz
uꠁCSfoꠁccv\


;Gb`iGtFNgAː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_v7.png",-24,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


		lsp SP_CG,":a;cg\fight_v4.png",-24,0
		print 15
yDmz
ujꟁCRҔ\ˏoꝁIHv\

dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\fight_v5.png",-24,0
		print 15
󒅐tItCDmĎNbCݟӐgTBⒸB\



		lsp SP_CG,":a;cg\fight_v6.png",-24,0
		print 15
yDmz
uCcc꣐ˏoICȐ՗Iv\

sǐg̊ҍ݉I]TCDmpˑRB\

$p_name\NՓsُCꢍsY樎ȌpOiB\

		lsp SP_CG,":a;cg\fight_v5.png",-24,0
		print 15
yDmz
uIAIcc^\꣖vꔖ@BACʎvoIv\

嫑R\sCADmҐ$p_name樏oHB\

		lsp SP_CG,":a;cg\fight_v7.png",-24,0
		print 15


		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_4

	*h_scene_win_end_4

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_4
	yDmz
	uߌoEsZcc`v\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

gosub *meswin_set
	$p_name^Dmxi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+9
	if %%temp1 == 1 goto *getskill_pass_e_4
	
	get_skill 9
	sYIӎuꝁBŗmLlwKInB$p_nameKghI\
	
	Z\݉ΓGIUoːCݗߑΕUٝI\叝QBACΖ@UٝB\
	*getskill_pass_e_4
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yt@C^[̂gV[Fskz
;====================================================
*h_scene_lose_4
	;==============
	; xs
	;==============
	*h_scene_lose_plv_4


		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		󓞝DmIUC$p_nameœ|ݒnIIӎAQ͌Ёcc\
		
		yDmz
		uA]CߓꝁHvz\œYCs_Accv\

		DmI͌Вn`B\
		
		yDmz
		uvV@ҌpoCȒA݋\㏬ꟁccv\
		
		yDmz
		uyB䌻ݏA꣓OʋBv\

		gosub *csp_all
		bg black,0
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		
		yDmz
		uꟁC訍bkdCsBҐE{ꠁccADBv\
		
		󓞗NIGB$p_namẻߏoӗI_C@֓Oꎸӎcc\
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_4
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_4

		bgmvol 50
		
		ʑΝDm|I͗ʁC$p_name|يҎV͒nœ|B\
		
		U{SeJCDmȈ|I͗X$p_nameCnfobB\
		
		yDmz
		uVlccRݏlʑOGBv\
		
		goto *h_scene_lose_half_4
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_4
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_4

		bgmvol 50

		ʑΝDm|I͗ʁC$p_nameĎœ|ݒnB\
		
		U{SeJCDmȈ|I͗X$p_nameCnfobB\
		
		yDmz
		uVlcc@ʐꎟA뗹CRݏlʑOAԋGccv\
	
		goto *h_scene_lose_half_4

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_4
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		ݝDmژAsfIC$p_nameIRӎuOꊢB\
		
		I_ߌoSꢋCSBI]AqXIB\
		
		lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		u^]ؓIƚB꣑z樉䜃ꔁccHv\
		
		lsp SP_MONSTER,":a;cg\fight_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		DmIoI\CbꔼfB\
		
		yDmz
		us߁C՗IsρCꝁccv\
		
		sǝDmݓ粏ݒYCAݓI$p_name{vL]IS͋BS]Cp拎UIڌDmB\
		
		lsp SP_MONSTER,":a;cg\fight_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		us΁CʑRs΁IIAIcc䐴_Iv\
		
		DmP˔ʓIݎ粉񓠁BRCߖcՊE_I~]Cߌoٖ@}B\

		lsp SP_MONSTER,":a;cg\fight_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yDmz
		uIcc^\꣖vꔖ@BA꣉EꠁBc˕ccv\
		gosub *meswin_erase
				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		gosub *meswin_set
		ߘDmIbC$p_name㗹ˁBoLYϋ_CR@cc\
		gosub *meswin_erase
		
		dwave_auto "sound\lip.wav"
		pink_flash 13
		
		gosub *meswin_set
		{O㊴oꖕy_IGBِڒCӎ֔򑬉فB\
		
		yDmz
		uIccccVA׎~ꠁBĉccv\
		
		݈ӎUVہCDmI[[ni]CBvϋCR@ėꢁB$p_nameݐSÈÔC@Oꎸmocc\
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		
		gosub *meswin_set
		yDmz
		uccb嫔@C꣖瑾㗹BK{꣕ϓXˍsꟁccv\

		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_4
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_4
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

		퍢ݝDmI訍bٖ@eC$p_nameI͐__nDB\
		
		yDmz
		uŗVsvccsYc꣋zBv\
		
		Dmώ@ꉺvC@ߕ$p_nameB\
		
		C$p_nameߌovL]I͟RB\


		
		goto *h_scene_lose_half_4
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_4
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_4

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

gosub *meswin_set
		$p_name퍢ݝDmI訍bC{ٖ@S~nRC\CR͔sfDB\
		
		yDmz
		uʑΘa㎟IܖCϓVsvccsYc꣓Izv\
		
		DmŏyJ$p_nameC֑fI؋ۓ|ݒnB\
		
		C$p_nameߌovL]I͟RB\
		
		
		

		goto *h_scene_lose_half_4

	;==============
	; {点
	;==============
	*h_scene_lose_a_4


		goto *h_scene_lose_half_4


	; Ԓn_
	*h_scene_lose_half_4
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_4
	if %%temp1 <> 0 goto *h_scene_lose_t2_4

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_4

		bgm "music\h_lose.ogg"
		bgmvol 100

		
		yDmz
		uICŗ՗vsҏAڎ㵐Jˍsv\
		
		ŒesI$p_nameCDmE訍bCg㗈I\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1

gosub *meswin_set
		yDmz
		uCc꣓OIccv\
		
		$p_nameIߕݓ]uԔ픍B\


		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
gosub *meswin_set

		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15

		$p_nameDm|ݒnCAsꢓIًوZC@NƗB\
dwave_auto "sound\pzr_tkk2.wav"
		yDmz
		uCApܖ꣓IvQꠁv\


;Gb`iGtFNg
h_efct_l 1, ":a;cg\fight_l1.png"
		gosub *meswin_set

		
		^ߔԘbꑊCDmIAǊ_C_Ih$p_nameISQQ萘B\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		yDmz
		usdCߌov@R䗹ꠁv\
		
		ov휃CpLҋ͏PC樑Sٖ@JΕB\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		uTH@AjlI͟ꝁH@ʔ\c䐄JC꣎RsssGHv\
dwave_auto "sound\pzr_tkk2.wav"
		Dm粕RC粗uun$p_nameꡚfB\
		
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15
		$p_nameJꢁCΕpNsBݍԁCݕsfB\


;Gb`iGtFNg
h_efct_l 2, ":a;cg\fight_l3.png"
		gosub *meswin_set


		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		yDmz
		uDꝁHĔ鉺CAvːiI̓GHv\
		
		o]gCANǵC͑zvJCpSvLC\JI瑏ہB\
		
		sCݍVO\\\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		uC꣎@oꝁHˋNC꣓IAϐݎ哮}ꡁv\
		
		DmC$p_nameg̖ҒnKBA݋ɓxIgCҐsRnNcc\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
		yDmz
		uAݐgSʓsOsꠁccv\
		
		@o_Cߌoٖ@ĘoCRB\

;Gb`iGtFNg
h_efct_l 3, ":a;cg\fight_l2.png"
		gosub *meswin_set
		
		ٖ@j~ꑓMݝDmI̔VccI\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		u哾ŁccAV_n_ꠁIIv\

		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15		
		ݝDmIC$p_nameOꏇCBB\
		
h_efct_l 4, ":a;cg\fight_l3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_l6.png",0,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


yDmz
uC_҈๖sIqvHv\

		lsp SP_CG,":a;cg\fight_l6.png",0,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"

ˍːCDmpJnnkAI\

		lsp SP_CG,":a;cg\fight_l7.png",0,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
ĉߔ@ʗIC樑틭sNo񎟎ːI\
		
;Gb`iGtFNgAː

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_l7.png",0,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

		yDmz
		uTC՗ꡁBߛCA樉ĎDD꣈ꠁv\
		
		lsp SP_CG,":a;cg\fight_l8.png",0,-10
print 15
		DmIC$p_nameNːCō@ӎcc\


		
		goto *h_scene_lose_end_4


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_4
		wait 1000
		dwave_auto "sound\h_nutya.wav"
		wait 500
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		bgmvol 100
		bgm "music\h_lose.ogg"

gosub *meswin_set

		yDmz
		uDCv꣎_JBKa㎟Cv\c䐄JCAꣁv\
		
		DmKbܙ܁AesI$p_nameCE{Zb㗈I\
		
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15

		yDmz
		uҐC꣉粘zvJC粖EsZȕRꡁHccv\
		
		$p_nameIߕ]ԏA픍B\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		$p_nameDm|CԔߑϋߓIًوZ_Cs̓B\
	dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15
		yDmz
		uꠁCA݉I̓C꣓IvQONƖwsccv\


;Gb`iGtFNg
h_efct_l 3, ":a;cg\fight_l3.png"
		gosub *meswin_set

		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		DmIA_ٔCً勲_Bݓ߉_IhC$p_nameIS_Q萘ccB\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		uccsϓdCߌovꔖ@RIg̗ꠁHv\
		
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15


;Gb`iGtFNg
h_efct_l 2, ":a;cg\fight_l3.png"
		gosub *meswin_set

		ov툳ZCpꑓM[IhCSٖ@JB\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
		yDmz
		uCAjlI͟ꝁHv\c䐄JC꣎RsssGHv\
	dwave_auto "sound\pzr_tkk2.wav"
		Dm粕RC粗Wn$p_name粒B\

		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15


;Gb`iGtFNg
h_efct_l 1, ":a;cg\fight_l1.png"
		gosub *meswin_set

		ʑΔJC$p_nameRY㵐{zvJꢁCʋpDmIIdSړIB\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		yDmz
		u嫑RsY꣉EccAʑRҐzđܖ꣈Xv\
		
		Dm$p_nameI_ךSCd㋒nR撅B\
		
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15


;Gb`iGtFNg
h_efct_l 3, ":a;cg\fight_l3.png"
		gosub *meswin_set

		yDmz
		u݉A픇zCsolsvZHv\
		
		ِڒCݑːI֓≺CחqCō@ϐ$p_nameȍݎ哮}B\
		
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
		yDmz
		uC^ccv\
		
		$p_namezvJꢁCΕpNsBAݔԁCIsfnB\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		uDꝁHĔ鉺CAvˍ݉IAGHv\
		
		o]́ANǵAgC$p_namesS͑zvJꢁCΕpˋNsB\
		
		sCݓߔVO\\\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		yDmz
		uCꝁH꣍IߌoϗGBv\
		
		ߓDmC$p_name樐g̕ϓKdNB\


;Gb`iGtFNg
h_efct_l 3, ":a;cg\fight_l2.png"
		gosub *meswin_set

		
		A䝲I썪{sIRߊCg̎RRnAJnNcc\
		
		lsp SP_CG,":a;cg\fight_l3.png",0,-10
print 15
		yDmz
		ugSsĎskꠁccv\
		
		$p_nameݎ@o_ICߌoٖ@ĘoCRB\
		
		lsp SP_CG,":a;cg\fight_l1.png",0,-10
print 15
		yDmz
		uR哞@TIncc꣏A韕oꠁIIv\
		
		lsp SP_CG,":a;cg\fight_l2.png",0,-10
print 15
		ݝDmIC$p_nameA鏇IQCBB\
		
		


;Gb`iGtFNgː

h_efct_l 4, ":a;cg\fight_l2.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_l5.png",0,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		
		lsp SP_CG,":a;cg\fight_l5.png",0,-10
print 15
		yDmz
		uTCŗ琥՗ꡁBߛCډA樉dVJnꠁBv\
		

yDmz
uCa㎟cc꣊ҊoksꠁHv\

		lsp SP_CG,":a;cg\fight_l6.png",0,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
DmђrIΗeCpߓ[ߐl˓II\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\fight_l7.png",0,-10
print 15


yDmz
uC\ϓNꡁccv\


DmIL̓\ʓI_CߘMʓIcC$p_name{ٖ@RI\



;Gb`iGtFNg
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\fight_l7.png",0,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


		lsp SP_CG,":a;cg\fight_l8.png",0,-10
print 15

		DmIC$p_name틭sːCz@CÐÒnӎcc\


		goto *h_scene_lose_end_4


	*h_scene_lose_end_4
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_4

	lsp SP_MONSTER,":a;cg\fight_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yDmz
	uߛccDo嗹ꝁHv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameI͔DmOncc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_4
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_4
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,10,-2,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-5,1,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_4
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,12,-2,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-6,1,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_4
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	*h_animation_w41_4
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya2.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,18,-3,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,-12,2,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_4
		add %loop1, 1
	goto *h_animation_w41_4
	
	*h_animation_w22_4
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return

;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_4
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_4
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_4
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_4
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -10,100

	;XvCg̃VFCN
	*h_animation_l41_4
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_4
		add %loop1, 1
	goto *h_animation_l41_4
	*h_animation_l22_4
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yhSj[ĝgV[Fz
;====================================================
*h_scene_win_5
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_5
	if %%temp1 <> 0 goto *h_scene_win_t2_5
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_5
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_5


		bgmvol 100
		bgm "music\h_win.ogg"
		
ylz
uIccoCDGccv\

󓞔sfI@ClۍݗnBꢑђėʓI\CB\

ylz
uǵCDMꟁccv\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave 1,"sound\undress.wav"

		wait 500


lˑRE{gIZbCUfK$p_nameŁBoa˕sccH\


ylz
utcc`BvccHv\

󓞗lIUfCIfB$p_nameE{gIߕClo㋎I\

		
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\drago_v1.png",58,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

		lsp SP_CG,":a;cg\drago_v1.png",58,0
print 15

		gosub *meswin_set

dwave_auto "sound\h_zutyu.wav"

ylz
uꟙccD靁ccv\

		lsp SP_CG,":a;cg\drago_v2.png",58,0
print 15

h_efct_w 2, ":a;cg\drago_v2.png"
		gosub *meswin_set

$p_name@ʐNƗlBsǐݔNƁClpIoI\CoIB\

		lsp SP_CG,":a;cg\drago_v3.png",58,0
print 15

$p_nameA鏇~]CSlIg̕sfnI\

dwave_auto "sound\h_piston2.wav"

		lsp SP_CG,":a;cg\drago_v4.png",58,0
print 15



ylz
uTATccsvccߗCDccv\

		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15

h_efct_w 1, ":a;cg\drago_v5.png"
		gosub *meswin_set
@ʕsSꢓߑ@׌ymIǵCoꢏAvIt򗹁B\


dwave_auto "sound\h_mizu1.wav"

חŒZꢓIǵC$p_nameŎZꉺ̈ʁCpˑR^lΎB\

		lsp SP_CG,":a;cg\drago_v6.png",58,0
print 15

ylz
uccACtHC݁CYccHv\

YccˑRB$p_namesRn≺B\

		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15

ylz
uꟁ\\ccꟁccBvCRtIbCAv֌nꊁBv\

ylz
uꟙccvYꊁCtBpccꝁHv\

		lsp SP_CG,":a;cg\drago_v4.png",58,0
print 15

嫑RolIqLsΙCA$p_nameҐdVJnB\

		lsp SP_CG,":a;cg\drago_v3.png",58,0
print 15

dwave_auto "sound\h_piston2.wav"

ylz
uTccߘCDccIv\

		lsp SP_CG,":a;cg\drago_v4.png",58,0
print 15

l粔oIC粔z$p_nameICϋɒnRB\

		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15

ݔRC$p_nameɌBחǋːCiō@IthccI\

		lsp SP_CG,":a;cg\drago_v6.png",58,0
print 15


h_efct_w 3, ":a;cg\drago_v6.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_v7.png",58,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\drago_v7.png",58,0
print 15

ylz
uꟁccccv\

dwave_auto "sound\h_mizu1.wav"

		lsp SP_CG,":a;cg\drago_v7.png",58,0
print 15

tlIABlIo˓I\B\

CꢓI_@ϓLBzYꝁH\

ylz
uߘꡁCtBҋL䒆rIbꝁHv\

ylz
uꟁCˈ׎~Cs꒼{\gvLӎBȁCߘccv\

ACۏ㐥sccHvC嫑R䕽I獷sABAwqIbCoLIoB\

ylz
uꟁCsߕs߁Cs}GICz꣒m߁Iv\

ylz
uCzݐIvBҗLCߘccv\

		lsp SP_CG,":a;cg\drago_v8.png",58,0
print 15

ylz
uvAvΉ䕉ӚGHv\

ߏ^I_C$p_nameꎞǁB狖^IYsIcc\

ȍ@s\ĔgCݔŋN_ˍsB$p_namedVU엹SB\

		

		
		


		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+2
		if %%temp1 == 1 goto *getskill_pass_5
		
		get_skill 2
		$p_nameyzI\
		
		Z\ՈʓÍ̗Cg͊SBՓI̗͉gpCAȒʉߍݗXZhB\
	*getskill_pass_5
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		$p_name粕̒lIC粓xߗiIՓIԁcc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_5


	;==============
	; 2
	;==============
	*h_scene_win_t2_5
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_5
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
ylz
ujccߌossccv\

oߔIClۓ|݌nBꢑђRMI\CB\

ylz
utC꣗ccaCꠁccHv\

lfMCUf$p_nameBlI{\ꝁccH\

s\yϓB$p_namesRn@ޗB\

ylz
ujccsICtBsז{\CzBcc꣗v\

픇鈣C{ٖ@EρB$p_name{\l|I\

		
		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\drago_v1.png",58,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
wait 500
		lsp SP_CG,":a;cg\drago_v2.png",58,0
print 15

		gosub *meswin_set

{lIߕC@ʒgB\

dwave_auto "sound\h_zutyu.wav"

ylz
uTccDGccv\

poSSxAZꢑ@׌ymIǵCŐ[B\

		lsp SP_CG,":a;cg\drago_v3.png",58,0
print 15

h_efct_w 1, ":a;cg\drago_v3.png"
		gosub *meswin_set

lz$p_nameICnnRI\

		lsp SP_CG,":a;cg\drago_v4.png",58,0
print 15

dwave_auto "sound\pzr_tkk2.wav"

ylz
uccccatA݈NccDJSGccv\

lSnKꡚfBח樔IꢍXxC$p_nameIϓccI\

		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15
dwave_auto "sound\h_piston3.wav"
ylz
uꟁccߞΑғIbccIv\
dwave_auto "sound\h_piston2.wav"
lIg̊Jn靁Cċzϓ}NB\

		lsp SP_CG,":a;cg\drago_v6.png",58,0
print 15

ylz
uꟁCꟁccvEsZccv\

ylz
uCtcc݉IŐ[CˏoDccDꝁHv\

		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15

h_efct_w 2, ":a;cg\drago_v5.png"
		gosub *meswin_set

lIя㗹ZԁCIϓv$p_nameʁBcc{\ꝁH\

dwave_auto "sound\pzr_tkk2.wav"
ylz
usICvICtBs{\C^SbBבQ㵗C{zUNIccv\

		lsp SP_CG,":a;cg\drago_v6.png",58,0
print 15


ylz
uȁccDꝁHv\

ʑΗlߊʓIC$p_nameҊJnō@IthccI\

dwave_auto "sound\h_piston3.wav"
		lsp SP_CG,":a;cg\drago_v5.png",58,0
print 15

dwave_auto "sound\h_piston1.wav"
ylz
uTccccIv\
dwave_auto "sound\h_piston2.wav"

;ː

h_efct_w 3, ":a;cg\drago_v1.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_v5.png",58,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\drago_v6.png",58,0
print 15

		lsp SP_CG,":a;cg\drago_v7.png",58,0
print 15

A[󒅐tClӐgwTBŗBⒸB\


ylz
ucccctCӎӁB^IDBv\

		lsp SP_CG,":a;cg\drago_v8.png",58,0
print 15

ylz
uvtÈӁC쉺ĘꠁBŊ슽atA݈Nv\


lpI_$p_nameBꡁC$p_nameY틳wqI߈B\

嫑RLsm[CA$p_nameV@Ґ̒lICxiIՓIccB\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12
		


		goto *h_scene_win_end_5

	*h_scene_win_end_5

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_5
	ylz
	uccccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^lxi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+2
	if %%temp1 == 1 goto *getskill_pass_e_5
	
	get_skill 2
	$p_namewghI\
	
	YZ\ՈÍ̗Cg͊SBՓI̗͉gpCAݗXZhȏduB\
	*getskill_pass_e_5
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yhSj[ĝgV[Fskz
;====================================================
*h_scene_lose_5
	;==============
	; xs
	;==============
	*h_scene_lose_plv_5
		
		lIȗazVOIҗUߗI$p_namev\S]JCI\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\drago_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylz
		uꟁItCΕsNIˍDLsI芴C꣖vꠁccHv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		_svB㘢vpItC^꣗ccB\
		
		ylz
		uCCAAꔁIlClꟁIv\
		
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		
		t瑾BҐCsDėDꠁB\
		
		ݒQ͌ГIӎCŒQsߓIlC$p_nameݐS藹rSB\
		gosub *meswin_erase
		
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_5
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_5

		bgmvol 50

		dwave_auto "sound\taore.wav"

󓞗lӊOҗIUC$p_name|nB\

ylz
uꟁCΕsNCtIꣁAvccꠁccccHv\

lQZߗCAvLsΙBꢌċz}C_㕂o@s@˓I\B\

ylz
uɁCꟁccCoCˑRΎtccv\


		
		goto *h_scene_lose_half_5
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_5
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_5

		bgmvol 50

		dwave_auto "sound\taore.wav"
󓞗lҗIUC$p_name|nB\

ylz
uꟁCtC꣖vꠁIHv\

lQZߗBAcc\

ylz
uccccvIꠁH\DDCoIꠁccv\


	
		goto *h_scene_lose_half_5

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_5
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		ʑΗlolӗIUC$p_nameۓ|ݒnB\
		
		lsp SP_MONSTER,":a;cg\drago_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylz
		uccCtccv\
		
		lIqLsΙB_㕂o@s@˓I\CٕN$p_name龓ߗB\

		ʑΔҔI鮗́C$p_nameӎn@ށBō݉񉞔ClI\ˑRωB\
		
		lsp SP_MONSTER,":a;cg\drago_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		ylz
		uccIA䔇zYccv\
		
		ꟁC헹B\
		
		ylz
		u΁AΕsNCtI䍄ːI䋎ÈꉺIv\
		
		dwave_auto "sound\runaway.wav"
		csp SP_MONSTER
		print 15

		l_ʍgnBccCc䝦X߁guohꡁH\
		
		bC˓ߔԐܓ樉ӐgÉCʐJXCoAȓrꉺssB\
		
		BccŗK{qisꉺˍsꟁB$p_nameݑ]~萘AӎvzIC㗹ˁB\
		
		gosub *csp_all
		bg black,0
		print 14
		
		gosub *meswin_set
		AÒN\c񗷊ًcc嫑RّzVJCAoݔ{IbYvB\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		gosub *csp_all
		bg black,0
		print 1
	
		return
		
	;==============
	; I1
	;==============
	*h_scene_lose_s1_5
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_5
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

lߘVICQD$p_nameRIӎuB\

ylz
uꟁcctCo꣍DkIqccœ꣘Io\Cccv\


		
		goto *h_scene_lose_half_5
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_5
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_5

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

lߘVICQD$p_nameRIӎuB\

ylz
utCkꠁHߛccvsvCߘHv\


		bgmvol 50



		goto *h_scene_lose_half_5

	;==============
	; {点
	;==============
	*h_scene_lose_a_5
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_5
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_5


	; Ԓn_
	*h_scene_lose_half_5
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_5
	if %%temp1 <> 0 goto *h_scene_lose_t2_5

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_5

		bgm "music\h_lose.ogg"
		bgmvol 100

lIo]I_K$p_nameBuԁC$p_name֔헳lo|ݒnB\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\drago_l1.png",120,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

		gosub *meswin_set

ylz
utccg̍DMB䔇ґMC\ptIg̛~~ꝁccHv\

_٘Il]ԏA$p_nameIߕCȖE{ZbB\

dwave_auto "sound\pzr_tkk2.wav"

Җv$p_nameoj~ClֈȋRʓIpI\

		lsp SP_CG,":a;cg\drago_l2.png",120,0
print 15
ylz
uꟙcciAiccv\

h_efct_l 1, ":a;cg\drago_l2.png"
		gosub *meswin_set

ߐoߒbIA[eÍBْvITђߐlxI͗ʊC$p_nameI̓ۖviB\

		lsp SP_CG,":a;cg\drago_l3.png",120,0
print 15
ylz
uccCtICDccNIbCXꝁHv\

dwave_auto "sound\lick2.wav"
lJn㉺hWNBARsnC쌰IIIB\

		lsp SP_CG,":a;cg\drago_l4.png",120,0
print 15
$p_nameSzCwqs펖Iތ^CݓIꢌRksB\

		lsp SP_CG,":a;cg\drago_l1.png",120,0
print 15
ylz
uH׏YvHT\\cc׏YꡁCsmIAˑRzvv\

		lsp SP_CG,":a;cg\drago_l2.png",120,0
print 15

h_efct_l 2, ":a;cg\drago_l2.png"
		gosub *meswin_set

ylz
uꟁCsߎeבzzCDߐ߁ccaIΎDl@CoYɟ@I{\HccדߘꝁHv\

lI{\ꝁcc\s\zꔖ@j~ꡁB\

		lsp SP_CG,":a;cg\drago_l3.png",120,0
print 15
ylz
uCGIb҉XĐꠁBzatϓXccv\

dwave_auto "sound\lick2.wav"
l㉺hWIN˗vB֐ݔʁCꢓIwKxlCAaB\

		lsp SP_CG,":a;cg\drago_l4.png",120,0
print 15
ylz
uꟙCtC꣊ŋNDkꡁccoDCȗvp]Iv\

팀nƒCQQɌB嫑Rzj~lCpAꍪwI͟svLcc\

		lsp SP_CG,":a;cg\drago_l1.png",120,0
print 15
ylz
uTC꣐voZHvoYށHsIbC䐥s≺IGHv\

		lsp SP_CG,":a;cg\drago_l2.png",120,0
print 15

h_efct_l 3, ":a;cg\drago_l2.png"
		gosub *meswin_set

lI󖢒~BAC@ʑΒ{\gIꢎߕoCoL핉ߊB$p_nameEϒB\

		lsp SP_CG,":a;cg\drago_l3.png",120,0
print 15
ylz
uߘcctHIbCv֌nIBsvĔEϗBv\

RԊŌlI_CꢘIoߞI\Bs{\cccꝁH\

		lsp SP_CG,":a;cg\drago_l4.png",120,0
print 15
ylz
uCzvtIBccssCꝁHv\

		lsp SP_CG,":a;cg\drago_l1.png",120,0
print 15
ꢔCߌoٖ@ČpEωBRnڎ󗹗lIBːuԕOoccI\





;ː
h_efct_l 4, ":a;cg\drago_l1.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_l5.png",120,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set





		lsp SP_CG,":a;cg\drago_l5.png",120,0
print 15

ylz
uIccccccCtICDccv\

		lsp SP_CG,":a;cg\drago_l6.png",120,0
print 15

dwave_auto "sound\h_mizu1.wav"
t瞔CzlIABꢏ󒅔؁CIoJSIΗeB\

		lsp SP_CG,":a;cg\drago_l7.png",120,0
print 15
ylz
uCCtIҖvꠁHґzvXccv\

lĎJnB嫑Rߐݑ̓\$p_nameʉ_ICAΘː@ɑqIAsCˑRߘ󗹁B\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_l6.png",120,0
		csp SP_FLASH
		print 12
		gosub *meswin_set

print 15
ylz
uꟙCoggICDꟁccv\

		lsp SP_CG,":a;cg\drago_l5.png",120,0
print 15
lђ˓I\pBːꎟCAo̗͔zꕪB\

ŒlߍKI_C$p_nameIӎQQccB\

		
		goto *h_scene_lose_end_5


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_5

		bgm "music\h_lose.ogg"
		bgmvol 100



ߕ\ōݔĈBCꢔ{\xzI\

$p_nameQZzvj~ꢁBAlphh񓚓B\

ylz
usCsΚGCtBsז{\YIC䎩ȑzvBȁccDꝁHv\

lE{$p_nameIߕCȖ򋎗ZbB\

ylz
uϋICȋꝁccHv\


		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\drago_l1.png",120,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

		gosub *meswin_set

lseCȋRʓIpiI\

dwave_auto "sound\h_mizu1.wav"

		lsp SP_CG,":a;cg\drago_l2.png",120,0
print 15
ylz
uccccʑRtICoDꟁv\

		lsp SP_CG,":a;cg\drago_l3.png",120,0
print 15
ylz
uߛccv]BDoꠁCtv\

h_efct_l 3, ":a;cg\drago_l3.png"
		gosub *meswin_set

lJn㉺hWB^˕sCݕێӎIԉIB\

CꢊwkB׎~IoCSs엹ȓIB\

Y@˔\lCY@˔\樑ΕXLoBꢐݒQ̌唇؁B\

		lsp SP_CG,":a;cg\drago_l4.png",120,0
print 15
ylz
u嫑R݌pՕstccAϐvIbC؏A@䏊×ꡁBv\

		lsp SP_CG,":a;cg\drago_l1.png",120,0
print 15
ylz
uꠁcc튴oCkꠁHv\

h_efct_l 1, ":a;cg\drago_l1.png"
		gosub *meswin_set
lR㉺NBߓCȒAʁB\

		lsp SP_CG,":a;cg\drago_l2.png",120,0
print 15
ylz
uꟙcctCŋNkꡁ߁C閔@Hv\

lIg̍$p_nameg㒵B󎧖VICsf$p_name蜓ꑟˁB\

		lsp SP_CG,":a;cg\drago_l3.png",120,0
print 15
ylz
uʉDDsߗGBzvC˔\œtI\ꡁv\

dwave_auto "sound\pzr_tkk2.wav"
@ꢏClI쐸yn$p_nameN⋫C樑owwbB\

		lsp SP_CG,":a;cg\drago_l4.png",120,0
print 15
ylz
uDꊁCߛCscccMICSsˏoꠁccDꝁHv\

h_efct_l 2, ":a;cg\drago_l4.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\drago_l1.png",120,0
print 15
lI옸ϓ@従ʁCō݋z⒅Bt틭szoccI\






;ːI
h_efct_l 4, ":a;cg\drago_l1.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_l5.png",120,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\drago_l5.png",120,0
print 15
ylz
uccC˗Dꡁs߁CmҔ\ˏoXGIv\

dwave_auto "sound\pzr_tkk2.wav"

֐ݎːߒCldVJnBꢓI\LMccɁH\

h_efct_l 2, ":a;cg\drago_l5.png"


		lsp SP_CG,":a;cg\drago_l6.png",120,0
print 15
ylz
utCҗvCҗvvccv\

		lsp SP_CG,":a;cg\drago_l7.png",120,0
print 15
ꟁC^I{\xzB@CČvsꠁcc\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_l6.png",120,0
		csp SP_FLASH
		print 12
		
		wait 1000
		gosub *meswin_set
		
oIZ^qYI{\D݈NC|sn$p_namePCɌB\


		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\drago_l5.png",120,0
		csp SP_FLASH
		print 12
		
		wait 1000

		gosub *meswin_set
󒅉דIC$p_nameݔѕPISԒӎcc\


		goto *h_scene_lose_end_5


	*h_scene_lose_end_5
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_5

	lsp SP_MONSTER,":a;cg\drago_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	ylz
	uꟁcctCŋNkDhccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name헳lO́cc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_5
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_5
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,58,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,-10,0,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,5,0,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_5
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,58,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,-12,0,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,6,0,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_5
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,58,0,100

	;XvCg̃VFCN
	*h_animation_w41_5
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,-18,0,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,12,0,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_5
		add %loop1, 1
	goto *h_animation_w41_5
	
	*h_animation_w22_5
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_5
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,120, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_5
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,120, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_5
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,120, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_piston3.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_5
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,120, 0,100

	;XvCg̃VFCN
	*h_animation_l41_5
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_piston3.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_5
		add %loop1, 1
	goto *h_animation_l41_5
	*h_animation_l22_5
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yn[s[̂gV[Fz
;====================================================
*h_scene_win_6
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_6
	if %%temp1 <> 0 goto *h_scene_win_t2_6
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_6
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_6

dwave_auto "sound\lori_006.wav"
yz
uRcMcc꣗vꟁv\

䎼鏈C$p_nameʑOGWCIB\

yz
uvCӓō@GccHv\

		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\harpy_v1.png",-24,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

gosub *meswin_set



$p_name񉞗ꢓIvCw@Z䝇iB\

		lsp SP_CG,":a;cg\harpy_v2.png",-24,0
print 15

dwave_auto "sound\lori_010.wav"
yz
uTCIccꟁccv\

ꢓIg̔ymC{osdʁB\

h_efct_w 1, ":a;cg\harpy_v2.png"
gosub *meswin_set

$p_nameꢓIoځC]ꢏ㉺NBCI^֐șɗB\

		lsp SP_CG,":a;cg\harpy_v3.png",-24,0
print 15

yz
u^IccsߞCvXˍsccv\

dwave_auto "sound\tkk_tri.wav"
yynNNB\

		lsp SP_CG,":a;cg\harpy_v2.png",-24,0
print 15
ꢓIg̈NCE$p_nameo]ITB\

h_efct_w 2, ":a;cg\harpy_v2.png"
gosub *meswin_set

pN݋󒆓ÍCꢓWoyIB`|$p_nameݔNƈB\

		lsp SP_CG,":a;cg\harpy_v3.png",-24,0
print 15
s\AꢗB$p_namedVꢋًٕZCp͒nAsB\

dwave_auto "sound\h_piston2.wav"



		lsp SP_CG,":a;cg\harpy_v4.png",-24,0
print 15
dwave_auto "sound\lori_008.wav"
yz
uA˕sAꡁccIv\

		lsp SP_CG,":a;cg\harpy_v5.png",-24,0
print 15
dwave_auto "sound\tkk_tri.wav"
sÎnNBoWJݕs樓IUhDB\

		lsp SP_CG,":a;cg\harpy_v4.png",-24,0
print 15
dwave_auto "sound\lori_011.wav"
yz
uꟁIYIHv\

		lsp SP_CG,":a;cg\harpy_v5.png",-24,0
print 15
l@oCos󓞗zɌIBⒸItPI\

;ː
h_efct_w 3, ":a;cg\harpy_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
print 15

ː^IgbDwqB\

		lsp SP_CG,":a;cg\harpy_v7.png",-24,0
print 15
dwave_auto "sound\lori_004.wav"
yz
u^IC˗ccBLߛꝁHv\

C䐳^ȁB\

		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
print 15



		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+10
		if %%temp1 == 1 goto *getskill_pass_6
		
		get_skill 10
		ߒߎ́CoȖ\oB$p_nameKvAI\
		
		꘢\ʉ߉̐j]CΎ蔯NAUIZ\B\
	*getskill_pass_6
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		lsp SP_CG,":a;cg\harpy_v7.png",-24,0
print 15
		$p_nameݙI̐ꑐZXcc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_6


	;==============
	; 2
	;==============
	*h_scene_win_t2_6
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_6
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
osZ$p_nameIӘMCfMIyꡚfB\

dwave_auto "sound\lori_006.wav"
yz
uclƘMcc꣗vNӔCGv\

鏊ߎICᒆܒԁC$p_nameNB\

yz
uvv樐lƑuIbCs˚GccHv\


		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		


		
		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\harpy_v1.png",-24,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

gosub *meswin_set

$p_name@ʕZygpICꢓIvAsB\

		lsp SP_CG,":a;cg\harpy_v2.png",-24,0
print 15

dwave_auto "sound\lori_002.wav"
yz
uޚjcc^ICˑRꊁIv\

ꢓߌyGGIg̔yC{osdʁB\

		lsp SP_CG,":a;cg\harpy_v1.png",-24,0
print 15

h_efct_w 2, ":a;cg\harpy_v1.png"
gosub *meswin_set

$p_nameꢓߊIځC]͐is㉺B\

		lsp SP_CG,":a;cg\harpy_v2.png",-24,0
print 15
dwave_auto "sound\lori_009.wav"
yz
uꟁCꟙꟁIv\

͔͋@CIֈo@̐ʓIbB\


;

		lsp SP_CG,":a;cg\harpy_v3.png",-24,0
print 15
yz
uAccs΁BsߞCvXˍsccv\
dwave_auto "sound\tkk_tri.wav"
yyNNB\

		lsp SP_CG,":a;cg\harpy_v3.png",-24,0
print 15
ꢓIg̐VNCE$p_nameo]ITB\

h_efct_w 1, ":a;cg\harpy_v5.png"
		gosub *meswin_set

݋󒆌IԉCpyICInTAsIioB\

		lsp SP_CG,":a;cg\harpy_v4.png",-24,0
print 15
ݔƖIC$p_nameL퐳ݔNƓIoB\

		lsp SP_CG,":a;cg\harpy_v5.png",-24,0
print 15
dwave_auto "sound\lori_003.wav"
yz
uIbCkJSIGccv\

$p_nameszAc哱CdVًٕZꢁCp͒AsB\

		lsp SP_CG,":a;cg\harpy_v4.png",-24,0
print 15
yz
uꟙꟁv\

ĎobBAꎟRى֔EϒIH\

		lsp SP_CG,":a;cg\harpy_v5.png",-24,0
print 15
yz
uA˕sAꡁccIv\

;]

h_efct_w 1, ":a;cg\harpy_v5.png"
		gosub *meswin_set

s}ZIrNCp͐NB\

ݓߎyGGIYCAssfnߘMC$p_namewI\

		lsp SP_CG,":a;cg\harpy_v4.png",-24,0
print 15
dwave_auto "sound\hp04.wav"
yz
uŏŏ`CkLoꠁHIӋZEyGGܖv\

AZzj~ICwgs㙤I\

sǔ@C$p_nameҐىցCE󒅙ߓ[IܖI\

@IiԗCoWJ|s樓IUhB\

l@oCލsߌo󓞗zɌIB\

		lsp SP_CG,":a;cg\harpy_v5.png",-24,0
print 15
dwave_auto "sound\lori_012.wav"
uꟁCꟙCccssIꟁCꟁCꟁCꟁ```IIv\




;ː
h_efct_w 3, ":a;cg\harpy_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set




		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
print 15
D{Ia$p_namePI\


AZ$p_nameIːCIgbvvvL⑧B\



;

		lsp SP_CG,":a;cg\harpy_v7.png",-24,0
print 15
dwave_auto "sound\hp05.wav"
yz
u˗ccB^ILߛꝁHv\

$p_name__C䌩IoJSI\B\

yz
us߁CҔ\ĎˏoXꠁHcށv\

IAˑRJnݚaݚan従NI$p_name֕sZo^I
@


gosub *meswin_erase
lsp SP_FLASH,":a;cg\whiteflash.png",0,0
dwave_auto "sound\shasei.wav"
print 12
!d500
dwave_auto "sound\shasei.wav"
!d300
dwave_auto "sound\shasei.wav"
!d100
dwave_auto "sound\shasei.wav"
!d100
dwave_auto "sound\shasei.wav"
!d100
dwave_auto "sound\shasei.wav"

		lsp SP_CG,":a;cg\harpy_v7.png",-24,0
csp SP_FLASH
print 12
!d1000

		gosub *meswin_set
ߔ@_HєʓIAkCsfNPː@I_B\

ʑΔ˔@IUC$p_nameꎟːI\

		lsp SP_CG,":a;cg\harpy_v8.png",-24,0
print 15

dwave_auto "sound\lori_012.wav"
yz
uꟁCꟁ``IIv\

ڒC$p_nameIʐtCĎB_B\

		lsp SP_CG,":a;cg\harpy_v9.png",-24,0
print 15

$p_name粚beC粋ًٕZIǵB\


˓ߎyGGܖїIƓC^樉~s\ccB\

		lsp SP_CG,":a;cg\harpy_v8.png",-24,0
print 15
yz
uCӊҁv\

SӑC䐳^ȁB\


		lsp SP_CG,":a;cg\harpy_v7.png",-24,0
print 15

$p_name玎zIN̗Cʁcc\

		lsp SP_CG,":a;cg\harpy_v6.png",-24,0
print 15
yz
uߐYSI{ssvCȒߎIIv\

$p_name䍏IbŌCŎZҗJccB\
		
		
		goto *h_scene_win_end_6

	*h_scene_win_end_6

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_6
	yz
	u```v\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^xߗi[IB\

		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+10
		if %%temp1 == 1 goto *getskill_pass_e_6
		
		get_skill 10
		ߒߎ́CoȖ\oB$p_nameKgvAhI\
		
		험p̐j]CΎ蔯NAUIZ\B\
	*getskill_pass_e_6
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yn[s[̂gV[Fskz
;====================================================
*h_scene_lose_6
	;==============
	; xs
	;==============
	*h_scene_lose_plv_6
		
		I܌$p_namePIꑏdILɌݗ$p_nameIAI\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		u^^CꇊQꠁICvFAꝁHv\
		
		$p_namezvJ񉞁ccpsoB˓߈ꌂǁCvbB\
		
		yz
		uYvBDeꟁccCYsC꣔soHv\
		
		$p_nameAA_B\
		
		yz
		uށccΊߘMosIyvBA꣗Cٟꠁv\
		
		嫐픇vCARӐgC$p_nameAHsB\h׉񉞁B\
		
		yz
		uvCAHssꝁH꣔ƚ瑾ccB^ICNcg̗_ꟁv\
		
		dwave_auto "sound\bind.wav"
		
		NCϋ$p_nameCpbܝSZIǵB$p_namesRSgKdB\
		
		yz
		uDꊍDꊁCʊQB꣉nʓIBvفBc˕Iv\
		
		dwave_auto "sound\wind.wav"
		
		gosub *csp_all
		bg black,0
		print 1
		gosub *meswin_set
		
		bCSN$p_name򗹋NB{Iq݊O򑬗ߓIiہC樐l{syB\
		
		IxW]ܝꑓIC$p_nameݔ^Iߒӎcc\
		
		gosub *meswin_erase
		
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_6
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_6

		bgmvol 50

		dwave_auto "sound\taore.wav"

gNI܎qSoD{C$p_nameIxAsZ|ݒnB\

׏IsfCg̊JnsߎgccB\

yz
uϓIꡁccs߁Cvp̐꣕ϓXGv\


I̐C$p_name݈ӎQoCۓ|݌nB\

		
		goto *h_scene_lose_half_6
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_6
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_6

		bgmvol 50

		dwave_auto "sound\taore.wav"

yz
uꠁCIv\

gNI܎qSoD{C$p_nameIxAsZ|ݒnB\

׏IsfCg̊JnsߎgccB\

yz
uߛCݐYJnOccҐpI̐꣕ϓXꠁv\


I̐C$p_name݈ӎQoCۓ|݌nB\



	
		goto *h_scene_lose_half_6

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_6
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		I̐^o$p_nameIӎC樑OrRIOB\
		
		lsp SP_MONSTER,":a;cg\harpy_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uꟙCϓ^VꡁBߛCډA樉ߙ꣓lIꠁccv\
		
		dwave_auto "sound\kusuguri.wav"
		
		ϋ$p_nameCpHyyIǵBߌyyIo$p_namesRoB\
		
		lsp SP_MONSTER,":a;cg\harpy_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uccs슽v\
		
		yz
		u꣔ƚCꟁB_͟svLCv́Cv[xBݐFCsǐҐs樐lv@ꡁv\
		
		RِB嫑RmccB\
		
		yz
		uN樎SCslғIbccYc꣜ꔍDꡁHv\
		
		AZBVCkzAꢐNƁB\
		
		lsp SP_MONSTER,":a;cg\harpy_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		us\sBݓIꣁCAߎlsvLBTccΗCAꠁv\
		
		
		dwave 1,"sound\song.wav"
		pink_flash 14
		
		䖩$p_name粁CNisvcÍB̐hW]ChӎccB\
		
		dwave 1,"sound\taore.wav"
		gosub *csp_all
		bg black,0
		print 14
		
		gosub *meswin_set
		$p_nameӎC|BBԙߓIB\
		
		yz
		uꟁcclꉺ^IlIDꝁBNʓICח\oDߓIC拋DDbꉺgꟁv\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		gosub *csp_all
		bg black,0
		print 1
	
		return
		

	;==============
	; I1
	;==============
	*h_scene_lose_s1_6
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_6
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50
̐SCݏ_IHшꎟꎟ_n̐g̕\ʎCI͟QQcc\




		
		goto *h_scene_lose_half_6
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_6
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_6

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

yz
uc꣘MƓٗ́C꣖v@RGv\

̐SCݏ_IHшꎟꎟ_n̐g̕\ʎCI͟QQcc\
		



		goto *h_scene_lose_half_6

	;==============
	; {点
	;==============
	*h_scene_lose_a_6
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_6
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_6


	; Ԓn_
	*h_scene_lose_half_6
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_6
	if %%temp1 <> 0 goto *h_scene_lose_t2_6

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_6

		bgm "music\h_lose.ogg"
		bgmvol 100
		

dwave_auto "sound\lori_004.wav"
yz
uꟙCAɌꝁHs߁CYݍ˗vJnꡁcc꣋Iv\

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
print 15

䏫$p_name|CWWIIn׍㗈I\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
yz
uDD\꣓IB꣈ߓxR׎~ꡁccv\
		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15

dwave_auto "sound\tkk_tri.wav"
ђWIΈӁCJnGGn$p_nameg̓IB\

		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
print 15
ݔߐlSœIhC$p_nameI]uԕ֝_I\

h_efct_l 1, ":a;cg\harpy_l1.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
yz
u퉷_nyyCjwqskLoIGHv\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
rA鏈I_Cs퉷_n񕏖̒B\

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
AX[SVCI|M$p_nameITI\
dwave_auto "sound\tkk_tri.wav"
粝aSgIqʈ粐isRʁByIoCQ֊B\

		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
print 15
yz
uߛCA粝yy꣋ꠁBŏC]騚]騁ccv\
		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
a_흜C^AًُkNB\

ʑΓߋ͈͋uԋ\IhC$p_nameI̗ccB\


;ː
h_efct_l 4, ":a;cg\harpy_l2.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
print 15
dwave_auto "sound\hp01.wav"
yz
uꟙCˏoˏov\

󓞉AܔMItCJSn$p_namegΗNB\

		lsp SP_CG,":a;cg\harpy_l5.png",-40,-5
print 15
yz
uꊑꊁC꣒mꝁHːICSgϓkqIGv\

		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
print 15
yz
uߛccvsvꡁv\

JSnΒC|snpHѝ$p_nameISgI\


;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


		lsp SP_CG,":a;cg\harpy_l6.png",-40,-5
print 15
yz
u粔흚yy粋CϓIꠁHv\

		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
print 15
dwave_auto "sound\hp02.wav"
yz
usȍ@흚AꡁHccv\


		lsp SP_CG,":a;cg\harpy_l8.png",-40,-5
print 15
V@C$p_nameݔsfIvꢐNƁC꒼dːΉߋccB\

		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13


		
		goto *h_scene_lose_end_6


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_6

		bgm "music\h_lose.ogg"
		bgmvol 100

dwave_auto "sound\hp01.wav"
yz
uꟙC^ꡁccAɌꝁHs߁CYݍ˗vJnGcc꣋oIv\

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

䏫$p_name|CWWIIn׍㗈I\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
yz
uDD\꣓IB꣈ߓxR׎~ꡁccv\

h_efct_l 2, ":a;cg\harpy_l1.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
dwave_auto "sound\tkk_tri.wav"
ђWIΈӁCJnGGn$p_nameg̓IB\

		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
print 15
yz
uIIC_zNꠁBIyyZIccv\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
dwave_auto "sound\tkk_tri.wav"
ݔߐlSœIhC$p_nameI]uԕ֝_I\

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
yz
u퉷_nyyCsǜEρCjwqsϓkLoIGHv\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
rA䎄ߗI_Cs퉷_n񈤕B\

		lsp SP_CG,":a;cg\harpy_l1.png",-40,-5
print 15
yz
u꣎sꠁHv\

h_efct_l 1, ":a;cg\harpy_l1.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
dwave_auto "sound\h_zutyu.wav"
p@דI@C$p_nameIΊۊߘMҏVԁB\

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
dwave_auto "sound\h_mizu1.wav"
AX[VZȁCIً勲$p_nameIT粉|MI\

粝aSgIqʈ粐isRʁByIoCQ֊B\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15
dwave_auto "sound\lori_003.wav"
yz
uߛCA粝yy꣋ꠁBŏC]騚]騁ccv\

		lsp SP_CG,":a;cg\harpy_l3.png",-40,-5
print 15
a_흜C^AًُkNB\

ʑΓߋ͈͋uԋ\IhC$p_nameI̗֋ccB\

		lsp SP_CG,":a;cg\harpy_l2.png",-40,-5
print 15



;ː
h_efct_l 4, ":a;cg\harpy_l2.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
		csp SP_FLASH
		print 12
		
		gosub *meswin_set




		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
print 15
yz
uŗC꣛ߌo픇yJsꡁHv\

		lsp SP_CG,":a;cg\harpy_l5.png",-40,-5
print 15

dwave_auto "sound\h_zutyu.wav"
ʉߋyaRʑ啝$p_nameIqx@CyՋnAU˗oI\

		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
print 15
yz
uߛCϋyA꣋ꠁv\

嫑R$p_namehCAˑRkd㋓IΗeCdVJnpHisIB\

h_efct_l 3, ":a;cg\harpy_l4.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l5.png",-40,-5
print 15

dwave_auto "sound\hp04.wav"
yz
u꣊꣊ŁCߌo꒼s◹G`v\

dwave_auto "sound\tkk_tri.wav"
eגn̒$p_nameIAȋy`ʁB\

ʑΓߋyZIC$p_name\}nbCC~g̕sfnGI\

		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
print 15
yz
uIokI\ꡁBsߛߌoꗹccAsnꠁIIv\



;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l4.png",-40,-5
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\harpy_l6.png",-40,-5
print 15

dwave_auto "sound\lori_004.wav"
yz
uꟙCoov\

		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
print 15
󓞉AMItC$p_nameg㍂nΗNB\

		lsp SP_CG,":a;cg\harpy_l8.png",-40,-5
print 15
_vL󓞑IhC$p_namep͈͋׋yIoːB\

		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
print 15
yz
uDCvLxIԚGIv\

h_efct_l 2, ":a;cg\harpy_l7.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\harpy_l6.png",-40,-5
print 15
dwave_auto "sound\tkk_tri.wav"
ˊAɓxqԓIǵCĎHyIPBߋyIGC$p_nameRĎːI\


;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l6.png",-40,-5
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


		lsp SP_CG,":a;cg\harpy_l8.png",-40,-5
print 15
yz
uC꣔g̐sߌoϓvLIyAٖ@ꡁHv\


yz
uꊁC꣒mꝁHːV@CSgsϓʕqGv\

Io_W࣓I΁BA$p_namepsm׉ɑsIaB\

		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
print 15
yz
uߛccvsvřށv\

dwave_auto "sound\pzr_tkk2.wav"
JSnΒC|snpHy$p_nameISgI\


;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


		lsp SP_CG,":a;cg\harpy_l8.png",-40,-5
print 15
vߑvC$p_nameI_ĎoZfItccB\


		lsp SP_CG,":a;cg\harpy_l7.png",-40,-5
print 15
yz
u粔흚yy粍IoC꣏IꠁHv\

dwave_auto "sound\pzr_tkk2.wav"
ݓI$p_nameꖜIHyyC߁CgsRȒnYB\

		lsp SP_CG,":a;cg\harpy_l8.png",-40,-5
print 15
yz
uMsDߌoϐ흚yyAI̎ꡁHjČČāccv\


ߔV@Cݙsfny푽XI$p_nameCːӎccB\




		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_6


	*h_scene_lose_end_6
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_6

	lsp SP_MONSTER,":a;cg\harpy_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	u꣑吺IGccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameIOꈳcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_6
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_6
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,10,-10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-5,5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_6
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,12,-12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-6,6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_6
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-24,0,100

	;XvCg̃VFCN
	*h_animation_w41_6
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,18,-18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,-12,12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_6
		add %loop1, 1
	goto *h_animation_w41_6
	
	*h_animation_w22_6
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_6
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-40, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_6
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-40, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_6
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-40, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_6
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-40, -5,100

	;XvCg̃VFCN
	*h_animation_l41_6
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_6
		add %loop1, 1
	goto *h_animation_l41_6
	*h_animation_l22_6
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yXĈgV[Fz
;====================================================
*h_scene_win_7
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_7
	if %%temp1 <> 0 goto *h_scene_win_t2_7
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_7
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_7

;yPz
yjGz
ujccߌossB⋓s⋕sBv\


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12


		dwave 1,"sound\h_zutyu.wav"
		

jGꐺۓ|݌nBꢖ|ߐgCN_pUfI_$p_nameB\

yjGz
uꋗBXncccMcꠁBv\
dwave_auto "sound\pzr_tkk2.wav"
jGI鏊従CߓOꎼBccאs`C\̈ӕόߕ͞IB\

RCߋɋIiہCȒD$p_nameIqB\

		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\slime_v1.png",0,-50
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15

$p_namecE{ߕCoijGniI\


		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15

h_efct_w 1, ":a;cg\slime_v2.png"
gosub *meswin_set
yjGz
uꟙccMMICiccv\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
dwave_auto "sound\pzr_tkk2.wav"
jGI̓ouuyyICpuЌВnZㅗ㗈B\

		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15
		dwave_auto "sound\h_piston2.wav"
$p_nameJZㅍݓ_IutCvOhaʝҝFI\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
yjGz
uꟁccߗCDBXnhaꠁccv\

		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15

h_efct_w 2, ":a;cg\slime_v2.png"
gosub *meswin_set


ʑ$p_nameICjGIoI\Bח񉞓ߐC$p_nameRCȌIUjGccI\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
dwave_auto "sound\pzr_tkk2.wav"
yjGz
uꟁCꟁccovZB󗹁ccv\

		dwave_auto "sound\h_piston2.wav"

@jGCꢓI唼gqߌoω񗹝ٖ@ێ`IutB\

		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15
ݎjGgI$p_nameCg̖ꢓIutZㅁB]AoځCsݒQۖvB\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
yjGz
uNCZ{ꠁccuЌВnC׈ccv\

		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15

dwave_auto "sound\pzr_tkk2.wav"
jGAIϓB@gQʓZㅁAݓCsfrTB\

݋ItC$p_nameI]ϓЋ󔒁CĖٖ@EϗB\

;ː
		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15
		
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_v5.png",0,-50
		csp SP_FLASH
		print 12
		

		gosub *meswin_set


yjGz
uꟙccD靚Gccv\

		lsp SP_CG,":a;cg\slime_v6.png",0,-50
print 15
tݎjGI̓sߕB\nœߌҎܔMݔI̓gUJccB\


h_efct_w 1, ":a;cg\slime_v2.png"
gosub *meswin_set

ߌo~CtIˋpsBtˋNN~~noB\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
dwave_auto "sound\pzr_tkk2.wav"
󒅍ݑSgɖIC$p_nameۓ|ݎjGIgB_IGxA$p_nameIǵB\

		lsp SP_CG,":a;cg\slime_v8.png",0,-50
print 15
yjGz
uꟁCꋗݗꝁHv֌nICAxꠁBv\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
jG_n΁BsmsoԁCtIߕߌo~B$p_nameҘKIE͊B\

		lsp SP_CG,":a;cg\slime_v6.png",0,-50
print 15
NCjG˒BꝁBovœߎ픽B\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
yjGz
uTHꝁHꋎˏoMMICȉ䌻ݖ꒼sݍGCjČāccv\

		lsp SP_CG,":a;cg\slime_v8.png",0,-50
print 15
ꝁBmC$p_names\ojGIg̍ݔB\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
yjGz
uߌovv픇nuߗꡁB靖ҁC^IŖ_ccv\

		lsp SP_CG,":a;cg\slime_v8.png",0,-50
print 15
yjGz
uȁCvĘGHs߁CݐDDxꠁBv\

dwave_auto "sound\h_mizu1.wav"
jGI]ㅍ$p_nameIgB$p_nameg̎bݓߕSgI_GB\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+3
if %%temp1 == 1 goto *getskill_pass_7

get_skill 3

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
ח^jGIg̍׈C$p_nameKgehI\

ʉߔZ\CȐgJGlIUB꘢݈ړaDlsȎgpIZ\B\
*getskill_pass_7
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		

ݎjGIgxX@C$p_nameJߘncc\

		




		$p_name粕̒jGIC粓xߗiIՓIcc\
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_7


	;==============
	; 2
	;==============
	*h_scene_win_t2_7
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_7
		

		
yjGz
uTČāCDGBCĘꎟꠁv\

		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

jGˑRZㅍ$p_nameIgC苓|I$p_name苓jGIg̏B\

		dwave 1,"sound\h_zutyu.wav"


jGIStiZㅒ$p_nameCInIߕcc\


		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\slime_v1.png",0,-50
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

yjGz
uꟙCc꣋h{Gv\


		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15

h_efct_w 2, ":a;cg\slime_v2.png"
gosub *meswin_set
]ԑSgA픍CRjGʋNƗB\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
yjGz
uߛcc`GHv\


		dwave_auto "sound\h_mizu1.wav"
ݝI߈ꍏCjG~BŗCꢐz$p_nameB\

		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15
h_efct_w 1, ":a;cg\slime_v2.png"
gosub *meswin_set
ח񉞎jGIC$p_name_[[n睓[CӊhMNB\

		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15

dwave_auto "sound\h_piston3.wav"
yjGz
uIIccv\

dwave_auto "sound\h_piston2.wav"

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
gLeDCߗRSt\Ig̖_n󏫑S]׉B\

		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15

h_efct_w 2, ":a;cg\slime_v4.png"
gosub *meswin_set
$p_nameinNCr樔StsNBsfˏoʓIStI\

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
yjGz
uߘcc^ICD_ccIv\
dwave_auto "sound\h_zutyu.wav"
O꒼vIjGsICJnRNBꢗpAۖv_C󑜍iEʏ㉺MI\

		lsp SP_CG,":a;cg\slime_v2.png",0,-50
print 15
yjGz
uMMIccˏoꠁccv\

dwave_auto "sound\lick2.wav"
$p_nameITݎjGIAssnz⒅Bݓߎ튉tʓI쉺CtzoccI\

		lsp SP_CG,":a;cg\slime_v4.png",0,-50
print 15

dwave_auto "sound\h_mizu1.wav"
yjGz
uꟁccv\

jG@o$p_nameIⒸCg̔}ٗI\

dwave_auto "sound\h_mizu1.wav"

		lsp SP_CG,":a;cg\slime_v3.png",0,-50
print 15
yjGz
uꟁccv\

R@CݎjG_nZ󝩈TIuԁC$p_nameII\


h_efct_w 3, ":a;cg\slime_v3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_v5.png",0,-50
		csp SP_FLASH
		print 12
		
		gosub *meswin_set





		lsp SP_CG,":a;cg\slime_v5.png",0,-50
print 15
lIʔߕݎjGI̓BjGIg̒QϓNcc\

		lsp SP_CG,":a;cg\slime_v6.png",0,-50
print 15
yjGz
uccCˏoDꡁBӎ꣚Gv\

dwave_auto "sound\h_zutyu.wav"
ݎː@KIJC$p_nameۓ|ݎjGIg̏BjG_nZB\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
yjGz
uhꗹBݔDDxꠁv\

jGSxnΒBoꢓI畆ϓgLVB\

		lsp SP_CG,":a;cg\slime_v8.png",0,-50
print 15
yjGz
uґzvXCAEZIBדߞIbCA\X󗹚vv\

ߓߋbs֐SفBŗjG݊ҒꎟIrʁcc\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
yjGz
uȁCDGBvaCDꝁHv\

		lsp SP_CG,":a;cg\slime_v6.png",0,-50
print 15
yjGz
u@ʕsÈӓIbcc䌻ݏAݔc꣗Z{GHv\

		lsp SP_CG,":a;cg\slime_v7.png",0,-50
print 15
ݔgqsjGۖvIԉCߘИeߋNs݊Jߏ΁B$p_names֘AA_B\

		lsp SP_CG,":a;cg\slime_v8.png",0,-50
print 15
yjGz
ucc@DGHv\

Œ_JSΗeIjGC$p_name󗹕ЍIxcc\

		

		
		

				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_7

	*h_scene_win_end_7

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_7
	yjGz
	ujČāv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameajGxߗ[IB\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+3
if %%temp1 == 1 goto *getskill_pass_e_7

get_skill 3
ʉߗ^jGIg̍׈́C$p_nameKZ\gehI\

YZ\ȐgCȍJΎIUBYZ\݈ړaDlωgpB\

*getskill_pass_e_7
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yXĈgV[Fskz
;====================================================
*h_scene_lose_7
	;==============
	; xs
	;==============
	*h_scene_lose_plv_7
		


		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		


		
		gosub *csp_all
		bg black,0
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1




		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_7
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_7

		bgmvol 50

		dwave_auto "sound\taore.wav"



		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15



		
		lsp SP_MONSTER,":a;cg\slime_sta3.png",%mons_pos_x,%mons_pos_y
		print 15


		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15


		
		goto *h_scene_lose_half_7
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_7
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_7

		bgmvol 50

		dwave_auto "sound\taore.wav"



		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15



	
		goto *h_scene_lose_half_7

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_7
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		jǴًٕCSgs툤Cg̛ߌogs͗B@CAꍪwsscc\
		
		lsp SP_MONSTER,":a;cg\slime_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yjGz
		ujČāCߌosꝁHߛCAc꣋h{~ccv\
		
		dwave_auto "sound\h_zutyu.wav"
		
		jGIg̓Zㅍ$p_nameSgCŎZJIߕBccRCߘݒr◹B\
		
		lsp SP_MONSTER,":a;cg\slime_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yjGz
		uTccNskLUfꡁBozNskDhccv\
		
		yjGz
		uvꔖ@ꡁCVAꠁBACvϓghV@ėGHv\
		
		b嫔@Bw@Ig̑MsCߌovEϕsZ~]B\
		
		yjGz
		uIC琥ꡁB嫑Rs\꣓ߐFFI~]CAȖ꣓I~]GBcЁccv\
		
		dwave_auto "sound\h_zutyu.wav"
		
		jGIGωBߊoȒA㓙IQcc\
		
		lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yjGz
		ukꠁHA钼ڐߋȚGccv\
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,100
		print 11

		jGIg̏_nNCڒ$p_nameIǵBݓߕŗhՔʓIGC$p_nameIӎQQꑓ닽cc\
		
		gosub *csp_all
		bg black,0
		print 12
		
		gosub *meswin_set
		yjGz
		ujČāCӈcc]\Dꡁv\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_7
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_7
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50
SgZㅒjGIStC푴Bݓ߉C$p_nameI͟QQcc\

yjGz
u\\Cߌo⋕sꝁHv֌nG\\CE{ߕeꠁ\\v\





		
		goto *h_scene_lose_half_7
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_7
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_7

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

SgjGIStZㅒABݓߌ҉C$p_nameI͟QQcc\

yjGz
ug̛ߌoSgs㙤ꡁHzđ㎟ߞΑꝁHv\
		




		goto *h_scene_lose_half_7

	;==============
	; {点
	;==============
	*h_scene_lose_a_7
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_7
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_7


	; Ԓn_
	*h_scene_lose_half_7
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_7
	if %%temp1 <> 0 goto *h_scene_lose_t2_7

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_7

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		dwave_auto "sound\undress.wav"
		gosub *meswin_set



E͓I$p_namejGE{ߕ󐄓|ݒnBw`SfIGCߐJIjGStB\

yjGz
ueNꝁH꣊oXIGv\

		dwave_auto "sound\h_zutyu.wav"

ˑRCStGI`eoCZㅏZ$p_nameIr󏫑fJI$p_namegh^ŒݔStccI\

yjGz
uIAccv\


		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\slime_l1.png",0,-150
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\slime_l1.png",0,-150
print 15

		dwave_auto "sound\h_mizu1.wav"
$p_nameȁgUXhIp퐄|C_틹ZBSgStGSCesB\

		lsp SP_CG,":a;cg\slime_l2.png",0,-150
print 15
yjGz
uߛCJGv\

		lsp SP_CG,":a;cg\slime_l3.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
jGIZ$p_nameI_CJnɊɖCB__nB\

h_efct_l 1, ":a;cg\slime_l3.png"


		lsp SP_CG,":a;cg\slime_l4.png",0,-150
print 15
^C_IjGoїL[VIStC$p_nameIӎ琏Vˁcc\

		lsp SP_CG,":a;cg\slime_l5.png",0,-150
print 15
yjGz
u\\CϓzzdꡁBߛCvc_Gv\

h_efct_l 2, ":a;cg\slime_l5.png"

		lsp SP_CG,":a;cg\slime_l4.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
嫑RꟃnIzCAIpϓzzB\
jGIp͒nZ_C㉺ccI\

h_efct_l 3, ":a;cg\slime_l4.png"


		dwave_auto "sound\h_mizu1.wav"
yjGz
uꟙ\\CoDh`ꡁBŗkꠁHv\


yjGz
uߛCvJniGccv\

		lsp SP_CG,":a;cg\slime_l5.png",0,-150
print 15

		dwave_auto "sound\lip2.wav"
jGLoI㓪C$p_nameITrBteגnًcc\

		lsp SP_CG,":a;cg\slime_l3.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uI\\C^DhꡁACٓsٕsꡁv\

		lsp SP_CG,":a;cg\slime_l5.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
jGI㓪TAaanсCy_ABݓߌ҉CtsnoB\


yjGz
uRٕsēIbC樛ϓXVꍱꠁHv\

		lsp SP_CG,":a;cg\slime_l6.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
jGI땪oʔStCH$p_nameI_BStGqInCJnΔMnhyNccI\

yjGz
u䒲zꍱZ򐬕GBݔԉCIbCϐYꡁHv\

$p_nameI_ϓː@ߞُqB@ʍݔԉߞΑғIbccI\
		dwave_auto "sound\pzr_tkk2.wav"
$p_nameӎnRg̑zvECAStGIp|ٌC樑{ٖ@eB\

yjGz
uߛC었ꠁ\\v\
		dwave_auto "sound\h_mizu1.wav"
wait 500
		dwave_auto "sound\h_mizu1.wav"
wait 300
		dwave_auto "sound\h_mizu1.wav"
Y鍐CjGJnsBόݒnZㅏ_JnݓBڒT팃n٘MccI\

		dwave_auto "sound\h_nutya.wav"
wait 400
		dwave_auto "sound\h_nutya.wav"
wait 300
		dwave_auto "sound\h_nutya.wav"

yjGz
uꟙ\\CݕsnTꡁB_ˏoꠁ\\v\

jGI뎠ꉺsiACIϐʓIݓBʑΔUC$p_name{s\EZccI\




h_efct_l 4, ":a;cg\slime_l6.png"

		gosub *meswin_erase
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_l7.png",0,-150
		csp SP_FLASH
		print 12
		
		gosub *meswin_set




		lsp SP_CG,":a;cg\slime_l7.png",0,-150
print 15

		dwave_auto "sound\pzr_tkk2.wav"
t瞔oCdݎjGI_BjG_np㓪itB\

		lsp SP_CG,":a;cg\slime_l8.png",0,-150
print 15
yjGz
u\\CˏoꡁBs߁CʉYҙLkꠁHv\

		lsp SP_CG,":a;cg\slime_l9.png",0,-150
print 15
yjGz
uߛCSsˏoꠁBHsnSzēIGv\

		dwave_auto "sound\lip.wav"
jGI㓪ϐǏC$p_nameI_嗹iB\

		lsp SP_CG,":a;cg\slime_l10.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uajjjjj\\ccIv\


		lsp SP_CG,":a;cg\slime_l10.png",0,-150
print 15
		dwave_auto "sound\lip2.wav"
ڒzJnBStANCtnCA钼ڋz㋎B\

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		gosub *meswin_set

		lsp SP_CG,":a;cg\slime_l11.png",0,-150
print 15
		dwave_auto "sound\lip3.wav"
ߌos\s\EZI藹Ctݔ틭szoccI\

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		gosub *meswin_set

		lsp SP_CG,":a;cg\slime_l12.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uTT```ccv\

َ~IːBߛߌoz$p_name\IɌBQĒf$p_nameIӎcc\
		dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\slime_l13.png",0,-150
print 15
ŒjGIg̒Q퐸tC$p_nameӎcc\





		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13



		
		goto *h_scene_lose_end_7


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_7

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\slime_l1.png",0,-150
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

jGEI$p_name|CpG葩ZC󔍌IߕB^IՌ꒲I_B\

		lsp SP_CG,":a;cg\slime_l1.png",0,-150
print 15

yjGz
uߛCvJnGcccv\
		dwave_auto "sound\h_mizu1.wav"
jG㎟ȂUXIp㗈Bًٓ\_C樐lċzB\

		lsp SP_CG,":a;cg\slime_l2.png",0,-150
print 15
yjGz
u搿ىIꠁ\\v\

		dwave_auto "sound\h_zutyu.wav"
jG$p_nameىABoU[UlIStC$p_nameوӎnLo㓪cc\

		lsp SP_CG,":a;cg\slime_l3.png",0,-150
print 15
yjGz
uꟙccٓk_GB痈꣉ꠁ\\v\

		dwave_auto "sound\lip.wav"
jGLo㓪Cr$p_nameI_B$p_nameٗjGICjGAnّ$p_nameI_B\

smsoԁC$p_nameJnCS_ђn٘MjGIB\

		lsp SP_CG,":a;cg\slime_l4.png",0,-150
print 15
yjGz
u^IC꣖瑾ˋ}BΑҔ횭wqCAv\\v\


		dwave_auto "sound\bust.wav"
jGsr_C]pp͏ZBʑΓ˔@IC$p_nameI◹B\

		lsp SP_CG,":a;cg\slime_l3.png",0,-150
print 15
yjGz
uݔԉCIb\\ccv\
		dwave_auto "sound\pzr_tkk1.wav"
jGp͝_C󌃗n㉺ݓBːuԕ֗O㗈ccI\

h_efct_l 2, ":a;cg\slime_l3.png"

ccACvLˏoBה񓾑فCt{osB\

		lsp SP_CG,":a;cg\slime_l2.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uށ\\C˕soꡁC^B@ʍČ_Ib\ˏoꝁ\\ccv\

݋s}ːIԉCjGI𘹍݌pB$p_namezvȓeCStGIN|sI\

h_efct_l 3, ":a;cg\slime_l2.png"

		lsp SP_CG,":a;cg\slime_l3.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uzvˏoꝁHߞIbCAw͒nꠁ\\v\

		lsp SP_CG,":a;cg\slime_l4.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
樐lvᆓIC$p_namendVJnىAB\


		lsp SP_CG,":a;cg\slime_l5.png",0,-150
print 15

yjGz
uٓDIܚG\\v\

		dwave_auto "sound\pzr_tkk1.wav"
$p_nameI㓪cߎIuԁCjGI㓪犊ߗ$p_nameI_B@CI͌㗹B\



		lsp SP_CG,":a;cg\slime_l6.png",0,-150
print 15
		dwave_auto "sound\h_zutyu.wav"
ːoIt׎ːIOOoBחtoCjGJnII\





;ː
h_efct_l 4, ":a;cg\slime_l6.png"

		gosub *meswin_erase
		pink_flash 16
		pink_flash 16
		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_l7.png",0,-150
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\slime_l7.png",0,-150
print 15

ʓItXboC{sI\


		lsp SP_CG,":a;cg\slime_l8.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uޙށ\\C^QBSzIG\\v\

		lsp SP_CG,":a;cg\slime_l9.png",0,-150
print 15
		dwave_auto "sound\lip2.wav"
jGI㓪ϐǏCZːI_B\

		lsp SP_CG,":a;cg\slime_l10.png",0,-150
print 15
		dwave_auto "sound\lip.wav"
yjGz
uajjjjjj\\ccv\
		dwave_auto "sound\pzr_tkk2.wav"

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_l11.png",0,-150
		csp SP_FLASH
		print 12
		gosub *meswin_set


tojGz㋎B粎ː粔ztIoC樉{nPB\

		lsp SP_CG,":a;cg\slime_l12.png",0,-150
print 15
		dwave_auto "sound\pzr_tkk2.wav"
yjGz
uҗvpzG\\v\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\slime_l13.png",0,-150
		csp SP_FLASH
		print 12
		gosub *meswin_set


		dwave_auto "sound\lick2.wav"
ӎĎܐЋ󔒁BߒjGz搸tIC$p_nameӎcc\


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_7


	*h_scene_lose_end_7
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_7

	lsp SP_MONSTER,":a;cg\slime_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yjGz
	unˏoꠁ\\v\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameI͔jGOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_7
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,400,350,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 1
		amsp2 SP2_CG_ANIM,400,350,100,100,0,200
		dwave_auto "sound\h_piston1.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 10
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,2,2,0,-20
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 300
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,400,350,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,400,350,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_7
	csp SP_MESS_MENU
	mov %loop1, 0
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,400,350,100,100,0,200

	;XvCg̊g
	*h_animation_w21_7
		amsp2 SP2_CG_ANIM,400,350,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			click_wait 40
		next
		click_wait 100
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_7
		add %loop1, 1
		goto *h_animation_w21_7
	*h_animation_w22_7
		mov %click_tim_f, 0
	
		;XvCg̏
		csp2 SP2_CG_ANIM
		csp2 SP2_FLASH
	
		mov %click_tim_f, 0
return


;==============================
; gV[pAj[VS
;==============================
*h_animation_w4_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,400,350,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,400,350,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

return

;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-150,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_zutyu.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_mizu1.wav"
		vsp SP_CG_ANIM,0
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-150,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_zutyu.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 10
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 25
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_mizu1.wav"
		click_wait 100
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_7
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-150,100

	;XvCg̃VFCN
	for %loop1=0 to 4
		dwave_auto "sound\h_zutyu.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_mizu1.wav"
		click_wait 50
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_7
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,-150,100

	;XvCg̃VFCN
	*h_animation_l41_7
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_zutyu.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_mizu1.wav"
		click_wait 50
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l42_7
		add %loop1, 1
		goto *h_animation_l41_7
	*h_animation_l42_7
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return
;====================================================
;ŷgV[Fz
;====================================================
*h_scene_win_8
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_8
	if %%temp1 <> 0 goto *h_scene_win_t2_8
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_8
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_8


		
		bgmvol 100
		bgm "music\h_win.ogg"


gosub *meswin_set


dwave_auto "sound\lori_004.wav"
dwave_auto "sound\undress.wav"
	lsp SP_MONSTER,":a;cg\lilim_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	
y仛Gz
uFFCߌoEsZcciccv\

仛G哮E{ߕCUf$p_nameB$p_namehhWWn߁C仛Go|B\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

y仛Gz
iC꣌ꉺ閂őIVBݝiIuԏAc꣑Sz\\j\

$p_nameo|ICҗng仛G̓I\
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\lilim_v1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		gosub *meswin_set


dwave_auto "sound\lori_003.wav"
y仛Gz
uTIČāccߛCsXxccIHv\
dwave_auto "sound\h_zutyu.wav"

仛GAIGɑKC$p_nameICחǋynNB\



;Gb`iGtFNg
h_efct_w 1, ":a;cg\lilim_v1.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_v2.png",-25,0
print 15
dwave_auto "sound\lori_003.wav"
y仛Gz
uށAꟁCAꉺIFFCꉺIv\
dwave_auto "sound\pzr_tkk2.wav"
嫑R仛GQZ~CA$p_nameIvL≺B\

|s@CiIsfC$p_nameI씽ϓB\




;Gb`iGtFNg
h_efct_w 1, ":a;cg\lilim_v2.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_v3.png",-25,0
print 15
dwave_auto "sound\lori_002.wav"
y仛Gz
usAssIꊁccvLoCAv@zccꟁIv\
dwave_auto "sound\pzr_tkk2.wav"
仛GI\ϓzzvL]TBs͔@CꢐrJnחǋȕRNB\

		lsp SP_CG,":a;cg\lilim_v4.png",-25,0
print 15
y仛Gz
ussIccs\LoIccACDꟁccv\



;Gb`iGtFNg
h_efct_w 2, ":a;cg\lilim_v4.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\lilim_v5.png",-25,0
print 15
y仛Gz
uߌossCEsZccFFCp͒Ő[ꠁccIv\
dwave_auto "sound\pzr_tkk2.wav"
仛GIĚ^C$p_nameAIŐ[Cҗn_I\

		lsp SP_CG,":a;cg\lilim_v4.png",-25,0
print 15
dwave_auto "sound\lori_012.wav"
y仛Gz
uꟁccvccccIv\

		lsp SP_CG,":a;cg\lilim_v5.png",-25,0
print 15
}ⒸC仛GIAًْnkBːIUB\



;Gb`iGtFNgː
h_efct_w 3, ":a;cg\lilim_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\lilim_v6.png",-25,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\lilim_v6.png",-25,0
print 15
dwave_auto "sound\lori_006.wav"
y仛Gz
u^ICFFϗBlƖ{ŎZݝiIuԏAzIC꣓ˑRߛҁIv\

sC^vIb꣓粔rڗꠁH\

		lsp SP_CG,":a;cg\lilim_v7.png",-25,0
print 15


y仛Gz
uccccCZꊁBkICFFCҗvĘGv\

		lsp SP_CG,":a;cg\lilim_v8.png",-25,0
print 15
仛Gݗ^$p_nameAړIԉCV^ࣖJSnΗNB\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+11
if %%temp1 == 1 goto *getskill_pass_8

get_skill 11
仛GI̓iҕsvcÍcc$p_namewpI\

ʉߔZ\CLT樑Ε蜓BԓIΎ菫ٖ@sCAo߈񍇈󓞒ʏU@CL\B\
	*getskill_pass_8

		lsp SP_CG,":a;cg\lilim_v7.png",-25,0
print 15
dwave_auto "sound\lori_007.wav"
y仛Gz
uꟁccsߘCFFBvOʑꠁHv\


Θ仛GIC$p_nameÐÒn__B\

		lsp SP_CG,":a;cg\lilim_v8.png",-25,0
print 15
y仛Gz
uRCyꉺꡁBccVCcߕꠁHv\

		
		


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_8


	;==============
	; 2
	;==============
	*h_scene_win_t2_8
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_8
		


		bgmvol 100
		bgm "music\h_win.ogg"


gosub *meswin_set

dwave_auto "sound\lori_009.wav"	
dwave_auto "sound\undress.wav"
	lsp SP_MONSTER,":a;cg\lilim_sta8.png",%mons_pos_x,%mons_pos_y
	print 15

y仛Gz
uFFClƛߌoEsZvcc_iccv\

仛G哮E{ߕCUf$p_nameBꖜmߐOCʑΓߋɋ͓ÍCҐsRnzߋccB\

dwave_auto "sound\lori_009.wav"	
y仛Gz
ucccccccIv\
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

仛GҒnoߗC$p_name픗퐄|݌nB\

dwave_auto "sound\taore.wav"
AAݓ߈uԁC@]ُddnݒnʏBxݓIɑ^仛GIfʁI\

$p_nameva仛G݊̈ʁI\

dwave_auto "sound\lori_008.wav"
y仛Gz
uꟁCsAssꊁ```Iv\




dwave_auto "sound\lori_006.wav"
y仛Gz
ulƖߌoEsCIFF^SIv\

仛G_HnŒ$p_nameB\

L߈ӕsI$p_nameCŎZȍד]nN仛GԁI\

dwave_auto "sound\lori_007.wav"
y仛Gz
uꟁ@CccFFccꟁ`TIHv\

dwave_auto "sound\h_nutya2.wav"
$p_name_җn仛GIAI\


		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\lilim_v1.png",-25,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

dwave_auto "sound\lori_010.wav"
y仛Gz
u׏Ycc\AL_ꟁ````IHv\




;Gb`iGtFNg
h_efct_w 1, ":a;cg\lilim_v1.png"
		gosub *meswin_set



$p_nameZ仛Gߕsm[I_`CݝIԉ㋎B\
dwave_auto "sound\lip3.wav"
LI[C樐lsˑB\

		lsp SP_CG,":a;cg\lilim_v2.png",-25,0
print 15
dwave_auto "sound\lori_002.wav"
y仛Gz
uށCIIccTv\

仛GJSnhbI\



;Gb`iGtFNg
h_efct_w 1, ":a;cg\lilim_v2.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_v3.png",-25,0
print 15
dwave_auto "sound\lori_006.wav"
y仛Gz
usȓIꊁI꣉CߒFFgˉYmIqccꟁ`Tv\
dwave_auto "sound\h_piston2.wav"
ΐIbI仛GC$p_name|snI\



;Gb`iGtFNg
h_efct_w 2, ":a;cg\lilim_v3.png"
		gosub *meswin_set


dwave_auto "sound\pzr_tkk2.wav"
_݋IACC$p_nameIg̖owwB\

		lsp SP_CG,":a;cg\lilim_v4.png",-25,0
print 15
dwave_auto "sound\lori_002.wav"
y仛Gz
ujށ@AꟁIv\

œ툳ݐgIgbRIpԁC$p_nameϓB\

		lsp SP_CG,":a;cg\lilim_v3.png",-25,0
print 15
仛G[IbC$p_nameߌoٖ@}~]I\



;Gb`iGtFNg
h_efct_w 2, ":a;cg\lilim_v3.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_v5.png",-25,0
print 15
dwave_auto "sound\lori_008.wav"
y仛Gz
uZCFFIϓIccꟁCʑRҐsvꟁ`v\

仛G$p_nameXLoB\

		lsp SP_CG,":a;cg\lilim_v4.png",-25,0
print 15
y仛Gz
uFFCFFIv\

$p_namep͕ZSȓI仛GB\

		lsp SP_CG,":a;cg\lilim_v5.png",-25,0
print 15


;Gb`iGtFNg
h_efct_w 1, ":a;cg\lilim_v5.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_v4.png",-25,0
print 15
dwave_auto "sound\lori_011.wav"
@דIg̍ݑo]^ȁC[͓Io׊Cnٓ\㗈ccB\

dwave_auto "sound\lori_010.wav"
$p_nameYni仛GCꢓˑR݉nTNI\

		lsp SP_CG,":a;cg\lilim_v5.png",-25,0
print 15
dwave_auto "sound\lori_012.wav"
y仛Gz
uꟁ\\IIv\

ꐺiOsIC仛GًٙCZ$p_nameCE͈ۓccB\





;Gb`iGtFNgː
h_efct_w 3, ":a;cg\lilim_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\lilim_v6.png",-25,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set





		lsp SP_CG,":a;cg\lilim_v6.png",-25,0
print 15
dwave_auto "sound\lori_006.wav"
y仛Gz
u^ICssGHFFv\

仛G$p_nameʑO駒ʕRB\

		lsp SP_CG,":a;cg\lilim_v7.png",-25,0
print 15
y仛Gz
uLIށHgז閂pAlށC߉V_IGHv\

		lsp SP_CG,":a;cg\lilim_v6.png",-25,0
print 15
y仛Gz
uȑFFvc̗ȈꉺIccjjIHv\

dwave_auto "sound\lip.wav"
œꢓ߉IqC$p_nameEsZ㋎B\

		lsp SP_CG,":a;cg\lilim_v7.png",-25,0
print 15
dwave_auto "sound\lori_005.wav"
嫑RbŒfCAe@I仛GҐ\Q㵒n]$p_nameB\

		lsp SP_CG,":a;cg\lilim_v8.png",-25,0
print 15
y仛Gz
uIccߏAL꣚Gcc׌CҗvFFIGHFFv\


		lsp SP_CG,":a;cg\lilim_v7.png",-25,0
print 15
dwave_auto "sound\lori_007.wav"
y仛Gz
uccꟁCNCFFBVvpOꠁHv\


		lsp SP_CG,":a;cg\lilim_v8.png",-25,0
print 15
y仛Gz
uߓyꉺˍsꡁB@꣔\cߕCkJSIGHv\


		
		
		

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_8

	*h_scene_win_end_8

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_8

dwave_auto "sound\lori_004.wav"
	y仛Gz
	uccCFFv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^仛Gxߗi[IB\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+11
if %%temp1 == 1 goto *getskill_pass_e_8

get_skill 11
仛GI̓CҊI͗cc$p_namewpI\

ʉߊYZ\CLTgΕ蜓BԓIΎ菫ٖ@sCAo߈񍇈󓞕ʍU@CL\B\
	*getskill_pass_e_8
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;ŷgV[Fskz
;====================================================
*h_scene_lose_8
	;==============
	; xs
	;==============
	*h_scene_lose_plv_8
		

		仛GI@ʌ$p_nameIRЗ͋C$p_namev򗹏oI\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uICAoꠁHFFCv~ꝁHv\
		
		JYߏ΁B䍄z{CpwssꉺB\
		
		ґRŌȓIǵCKÖ͐ݐNISgBgIHCŋNɑSB\
		
		lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uICFFccCDSIv\
		
		sC꣊IDꠁB\
		
		y仛Gz
		ucc팻ہCvsΖ@|ْŔCAs\IށBCFFIꐥccHv\
		
		䐥PCLYꝁH\
		
		lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uʈ__nbIbC{s\ꠁIH꣓ꐥIꟁccv\
		
		仛G嫑RݐCA_IoI\BCݓIvށH\
		
		lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uICsǍō@C|ΐg̖vYQccv\

		y仛Gz
		uAߎԉIϓkhBȁC꣉ꠁBFFC䌻ݕsv꣗Bv\

		@CmޓIvBs΁Cڐsv瑾lSꠁB\
		
		lsp SP_MONSTER,":a;cg\lilim_sta7.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uIVVn񋎋xIwpxIv\
		
		dwave_auto "sound\sleep.wav"
		
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		
		仛G{Ip$p_nameCrsyRC$p_nameIӎADcc\
		
		gosub *meswin_erase
		
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_8
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_8

		bgmvol 50

		dwave_auto "sound\taore.wav"

仛GI@ڕWC$p_nameRۓ|ݒnB\

dwave_auto "sound\lori_004.wav"
y仛Gz
uꟙC՗ꡁs߁CیN\\ccv\

仛G{^햂@BIӎϓNcc\


y仛Gz
uFFccjāCv\


		
		goto *h_scene_lose_half_8
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_8
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_8

		bgmvol 50

		dwave_auto "sound\taore.wav"

仛GI@ڕWC$p_nameRۓ|B\



	
		goto *h_scene_lose_half_8

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_8
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		݈ӎNOIԉ仛GC$p_nameIӎߌoSZ蜗B\
		
		lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		u^^CFFAIBߛCsXxCJ~ccHv\
		
		lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		仛Gc_$p_nameCJnkNgIBďoIMyyIcc\
		
		lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		y仛Gz
		uICv@zꟁccBSsߎ틭Ivv\
		
		仛GC$p_nameg粗JB퐫~xzI$p_nameIǵC{\nzv仛GLo苎cc\
		
		y仛Gz
		ussGBwpxv\
		
		dwave_auto "sound\sleep.wav"
		
		gosub *csp_all
		bg black,0
		print 11
		
		gosub *meswin_set
		仛GI@ڕWCD$p_nameIӎB仛G蜓ꑐI$p_nameyB\
		
		y仛Gz
		uݓIFFCݑ㗹BvϓXȍ@CėQߚGBCDDu꣓Iccv\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		wait 1000
		
		gosub *csp_all
		bg black,0
		print 1
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_8
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_8
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

݈ӎNOIԉ仛GC$p_nameIӎߌoOZ蜗B\
		


		
		goto *h_scene_lose_half_8
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_8
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_8

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

݈ӎNOIԉ仛GC$p_nameIӎߌoOZ蜗B\



		goto *h_scene_lose_half_8

	;==============
	; {点
	;==============
	*h_scene_lose_a_8
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_8
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_8


	; Ԓn_
	*h_scene_lose_half_8
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_8
	if %%temp1 <> 0 goto *h_scene_lose_t2_8

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_8

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\lilim_l1.png",0,-20
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set


dwave_auto "sound\lori_003.wav"
y仛Gz
uccŋNsB߉vJnGccv\


݈ӎNOIԉ仛G|CꢒE{ߕB\
dwave_auto "sound\h_mizu1.wav"

仛G򋎎ȓIߕCȔwʋRʓIpNƒ$p_nameI\




;Gb`iGtFNg
h_efct_l 1, ":a;cg\lilim_l1.png"
		gosub *meswin_set



仛Gɖn㉺C__n\cc\
dwave_auto "sound\pzr_tkk2.wav"
;20121219C

		lsp SP_CG,":a;cg\lilim_l2.png",0,-20
print 15
dwave_auto "sound\lori_004.wav"
y仛Gz
uCFFCꝁH嫐C꣉\ߕsꡁHv\
dwave_auto "sound\pzr_tkk2.wav"
ӎ햂@DC݈ӎNONƒB\

		lsp SP_CG,":a;cg\lilim_l3.png",0,-20
print 15
y仛Gz
uv@RIbCAv@EϗꠁBCq@Hv\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l3.png"
		gosub *meswin_set



仛GV^َגn$p_namegB$p_nameuԏA퐄ccIv\

		lsp SP_CG,":a;cg\lilim_l4.png",0,-20
print 15
y仛Gz
uccIBsCvˏoHssGBs\\sv\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\bind.wav"
ˑRC仛GIbZㅍ݉AsCp͝فI\

AݑoItdngZCB\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
y仛Gz
uҕs\CˏoGHCEECEEvv\



;Gb`iGtFNg
h_efct_l 3, ":a;cg\lilim_l6.png"
		gosub *meswin_set



bˑRًӏZC仛GpBːs򋖁CBLőݕsfccIv\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
y仛Gz
uvČ_CϐYꡁHv\
dwave_auto "sound\pzr_tkk2.wav"
仛GIBݓߓ쉺CːI~]zɌccI\



;Gb`iGtFNgː
h_efct_l 4, ":a;cg\lilim_l5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
		csp SP_FLASH
		print 12
		
		gosub *meswin_set




		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
print 15
dwave_auto "sound\lori_007.wav"
y仛Gz
uꟁccҐˏoB^\꣖vꔖ@C^Iccv\

zɌI~]tJbIC樐toB\

ACӈˑRݎCtҖvLSrsB햝zIːݎB\



;AːGb`iGtFNg

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\lilim_l8.png",0,-20
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\lilim_l8.png",0,-20
print 15
y仛Gz
uss\ˁC꣋pҐ˗occDDꉺꡁHv\

dwave_auto "sound\bind.wav"
AsӓXٗCː튮SjfBⒸrIAsnTB\

		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
print 15
y仛Gz
u樉꣈__nˏoꠁBCA__ccv\



;Gb`iGtFNg
h_efct_l 1, ":a;cg\lilim_l7.png"
		gosub *meswin_set


dwave_auto "sound\pzr_tkk2.wav"
bIcJꍱCɏꕔItRoB\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		csp SP_FLASH
		print 12
		gosub *meswin_set

dwave_auto "sound\bind.wav"
ccRuԁCĎ펀ӏZB\

dwave_auto "sound\lip.wav"
dwave_auto "sound\lori_004.wav"
y仛Gz
uDC꣎ˈ__`v\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		csp SP_FLASH
		print 12
		gosub *meswin_set
		
		lsp SP_CG,":a;cg\lilim_l8.png",0,-20
print 15

dwave_auto "sound\lori_003.wav"
y仛Gz
ukS}HkɋHꟙCsIb\ꡁHv\

ݎːr틭sŒfCُIoًx~nCsf팸$p_nameIӎB\

		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
print 15
dwave_auto "sound\lip.wav"
y仛Gz
uDCcˈ_]`v\

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		csp SP_FLASH
		print 12
		gosub *meswin_set


ΑҁC$p_name{ٖ@vEBݝِsINCIӎQQccB\


		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		
		
		goto *h_scene_lose_end_8


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_8

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\lilim_l1.png",0,-20
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

dwave_auto "sound\lori_004.wav"
y仛Gz
uꟙCIꡁ`חیNCA樑FFϓesꠁccv\

仛G$p_nameCyꡚfYB[Iݎȉ񋿁C$p_nameIӎϓ͌ЋNcc\

		lsp SP_CG,":a;cg\lilim_l2.png",0,-20
print 15
y仛Gz
uCFFKI[ꑋGccߌosccg̏dٖ@eccv\

		lsp SP_CG,":a;cg\lilim_l3.png",0,-20
print 15
y仛Gz
urkꑏdCsccvCw׎~Ssccv\

仛G{Î@C$p_nameϓesI\

		lsp SP_CG,":a;cg\lilim_l2.png",0,-20
print 15
y仛Gz
uAg̋po혮Cٖ@ECGqAϓJSNGccv\



;Gb`iGtFNg
h_efct_l 3, ":a;cg\lilim_l2.png"
		gosub *meswin_set


dwave_auto "sound\tkk_tri.wav"
݈ӎ͌Вp仛GIC$p_nameIg̔JُqccB\


仛GvuunΒċz}Aٖ@eI$p_namebB\

		lsp SP_CG,":a;cg\lilim_l3.png",0,-20
print 15
y仛Gz
u嫑RȑO߁C햂@ꟁC{V@Cg̏ALZߎI\\v\

仛GI_nyI]B\

		lsp SP_CG,":a;cg\lilim_l1.png",0,-20
print 15
y仛Gz
uϓXe蜓[xԚGBFFsߌov~ꡁHv\

ݞNOIӎC$p_name仛GIbBImCoߌoٖ@ώȓI͗ʉߗcc\

		lsp SP_CG,":a;cg\lilim_l2.png",0,-20
print 15
y仛Gz
uꟁCҗLGBUӎȊoCAϓXꡁccv\

		lsp SP_CG,":a;cg\lilim_l3.png",0,-20
print 15

dwave_auto "sound\lori_003.wav"
y仛Gz
u݉vJniUC꣏AEꠁBדߞ҉XϓXIccv\



;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l3.png"
		gosub *meswin_set


dwave_auto "sound\pzr_tkk2.wav"
仛Gɖy_nJn$p_nameIǵB\

		lsp SP_CG,":a;cg\lilim_l1.png",0,-20
print 15
y仛Gz
uFFIg̒g郓ICD슽Gv\

dwave_auto "sound\h_mizu1.wav"

仛G粉_n$p_namebC粗pbZ㗹IAsI\


		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
y仛Gz
uȉ璴슽oIC햔[I}Gccv\

dwave_auto "sound\lip.wav"
^ȁC_neꉺAsB\

󓞓ߎhC$p_nameIg̔eꉺB\



;Gb`iGtFNg
h_efct_l 1, ":a;cg\lilim_l5.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
y仛Gz
uuC{{ŋNkJSꡁ樉đوꠁccv\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
仛GIbRRn従C_n$p_nameIAscc\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
y仛Gz
u[ߌoیۓICŋNDꡁccv\

dwave_auto "sound\lick.wav"
sI떈FMAC$p_namesRg̎I\
dwave_auto "sound\lick.wav"
Rg̓IR仛Gxzcc\



;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l6.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
y仛Gz
ukꝁHABH琥vpIGB꣔CcN꣔\EZꠁHv\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\lip.wav"
ōݍrGI$p_name{lC仛GAsInӏZI\


		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
y仛Gz
uajjj``CFFŋNkJSꡁv\

yɑ^IhC$p_nameɋn◹I\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
y仛Gz
uApݘsꠁHv\

仛GێӏZIԁCߓ㉺CړB\



;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l6.png"
		gosub *meswin_set



tgZIhC$p_nameɋnNB\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
;1
y仛Gz
uCݙݙށccFFCv˗ꝁHv\

仛Gђ쌀ʓI_MI_ˁB@ʏA鏼JCA\ːccB\

$p_namepʓIڌ仛GB\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\lip.wav"
y仛Gz
uҁ\\ssGv\


		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
y仛Gz
uđEψꉺCXꠁHv\
dwave_auto "sound\pzr_tkk2.wav"
仛Gƒn◹꣓ICˈpbsfNAsI\



;Gb`iGtFNg
h_efct_l 3, ":a;cg\lilim_l5.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
y仛Gz
u痈꣈cꠁccv\

仛G뎋݉BHI$p_nameCהnbcc\
dwave_auto "sound\pzr_tkk2.wav"
;2
		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
y仛Gz
uvnݚaݚaGI`CFFv˗ꝁHv\



;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l5.png"
		gosub *meswin_set


		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
仛GIbXMٖ@EϓI$p_nameCsn㉺_CRcc\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\lip.wav"
y仛Gz
uAss\\cEψꉺꠁHv\

仛GĎpWRI_C◹$p_nameIÖ]B\

y仛Gz
uבFFI_CҟnL]vv\

嫐仛GCA$p_nameIː~]ߌocɌI\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15

dwave_auto "sound\lori_003.wav"

y仛Gz
u@ʕsXv㵖vnZCoߎTTꟓICsGHv\

ʑΓqI仛GC$p_nameȏ[ӓIUB\
dwave_auto "sound\pzr_tkk2.wav"
A仛G|sCpݓIAsI\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
y仛Gz
uFFccƏA隭{ꠁHv\
dwave_auto "sound\pzr_tkk2.wav"
仛GpI댯IbBA$p_nameᗢCꢋpɋ́ccB\



;Gb`iGtFNg
h_efct_l 3, ":a;cg\lilim_l5.png"
		gosub *meswin_set



;3

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\pzr_tkk2.wav"
y仛Gz
uЁAЁAЁ@ЁAЁAЁvꝁHzꝁHv\

ʑ仛GIX~UC$p_nameoȉvᆝ{B\
dwave_auto "sound\lip2.wav"
Rߌoٖ@EρC$p_namezȓrCIp仛GًٝSZB\

y仛Gz
uꟙCssG\v\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
s핕C$p_nameIː~]ܖNρI\


y仛Gz
us߁CsȗHv\

dwave_auto "sound\h_mizu1.wav"
ώ@$p_nameI_FC仛Gp뉷_nMIAsB\



;Gb`iGtFNg
h_efct_l 2, ":a;cg\lilim_l5.png"
		gosub *meswin_set



@dƖA[Ih`՗$p_nameSgcc\

		lsp SP_CG,":a;cg\lilim_l6.png",0,-20
print 15
dwave_auto "sound\h_mizu1.wav"
y仛Gz
uFFT@CvꝁHϓgʒʓIꡁ`v\
dwave_auto "sound\h_mizu1.wav"
ApjTےɌIC仛Gݘđ$p_nameIϗ͏B\

œ$p_nameђLoC仛GIo[I΁B\

y仛Gz
uߏADꠁB꣑unꠁv\

		lsp SP_CG,":a;cg\lilim_l5.png",0,-20
print 15
dwave_auto "sound\h_nutya.wav"
݉AsIIJB׎~$p_name̓ψI~]CuԖzOI\

Œ$p_namezsfTIǵC仛G_n̒CyB\

y仛Gz
uFFCꠁv\

;Gb`iGtFNgː
h_efct_l 4, ":a;cg\lilim_l5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
print 15


dwave_auto "sound\lori_004.wav"
y仛Gz
uޙCDDG```Iv\

仛Gpw之NoItCJSnB\

		lsp SP_CG,":a;cg\lilim_l8.png",0,-20
print 15
y仛Gz
u˗C꣊YsߌoϐJAv@ːCAԓs˕soI̎ꠁHv\

嫑RsÐSCA\m@cc$p_nameҒn__B\

		lsp SP_CG,":a;cg\lilim_l7.png",0,-20
print 15
픇IߘMCrAːsOǗCqIhߌok樑YoB\

Œ_nÎȓI$p_nameC仛GIolI΁B\

		lsp SP_CG,":a;cg\lilim_l8.png",0,-20
print 15
y仛Gz
uFFCҗvGH䐏sDDu꣓Iv\


$p_nameIӎꑓKÔVccB\


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_8


	*h_scene_lose_end_8
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_8

	lsp SP_MONSTER,":a;cg\lilim_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uȍ@vDDߚGCFFBccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name̓I仛GOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_8
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_8
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,10,-2,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-5,1,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_8
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,12,-2,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-6,1,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_8
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-25,0,100

	;XvCg̃VFCN
	*h_animation_w41_8
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,18,-3,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,-12,2,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_8
		add %loop1, 1
	goto *h_animation_w41_8
	
	*h_animation_w22_8
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_8
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -20,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_8
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -20,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_8
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -20,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_8
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0, -20,100

	;XvCg̃VFCN
	*h_animation_l41_8
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_8
		add %loop1, 1
	goto *h_animation_l41_8
	*h_animation_l22_8
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yGWF̂gV[Fz
;====================================================
*h_scene_win_9
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_9
	if %%temp1 <> 0 goto *h_scene_win_t2_9
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_9
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_9


		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

gosub *meswin_set

yXz
uꟁCߌoEsZB_ꟁCȉccIv\

X$p_nameo|C{IߕCȋRʐNƗ㗈I\


		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		


yXz
uTccIꟁCD靁ADdccv\

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
		dwave_auto "sound\h_zutyu.wav"

XIA_C_nZ$p_nameIAsB\

		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
print 15

yXz
uߛccvGHv\

h_efct_w 1, ":a;cg\angel_v1.png"

XɊɒn㉺WNB_aI$p_namePB\

		dwave_auto "sound\h_mizu1.wav"
		pink_flash 12
		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

ACR쑾CoLsB$p_nameZXIځCʌ㒸ߋI\

		dwave_auto "sound\h_piston2.wav"



h_efct_w 1, ":a;cg\angel_v2.png"
gosub *meswin_set
		dwave_auto "sound\lori_011.wav"
		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15
yXz
uޚjCʔCˑRMIꟁCߘCDIv\

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

h_efct_w 2, ":a;cg\angel_v2.png"
gosub *meswin_set

XIhWC|sngboB\

		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15

yXz
uāAc_I`CŐ[ccIv\

h_efct_w 1, ":a;cg\angel_v3.png"
print 15

$p_nameߌoBɌBō@Ithʌ㒸MccI\
h_efct_w 3, ":a;cg\angel_v3.png"
		dwave_auto "sound\h_piston2.wav"

		lsp SP_CG,":a;cg\angel_v6.png",-10,-20

		gosub *meswin_erase

		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		dwave_auto "sound\lori_012.wav"
yXz
u````Iv\

ŗC$p_nameIːCXBB\

		lsp SP_CG,":a;cg\angel_v5.png",-10,-20
		print 15
yXz
uꟁccDBACoҍߛ__ccv\

		lsp SP_CG,":a;cg\angel_v4.png",-10,-20
		print 15

h_efct_w 2, ":a;cg\angel_v4.png"
		dwave_auto "sound\lori_003.wav"
sǍˍ߁CXpĎhWNccI\

		lsp SP_CG,":a;cg\angel_v5.png",-10,-20
		print 15


h_efct_w 3, ":a;cg\angel_v5.png"

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
		csp SP_FLASH
		print 12
		
		wait 1000


		gosub *meswin_set

		dwave_auto "sound\lori_011.wav"
yXz
uTv\

󗹑񎟎ː@CX蜓䍄ˍX[wIⒸB\


		lsp SP_CG,":a;cg\angel_v7.png",-10,-20
		print 15
yXz
uꟁCꟁccC햞ꡁv\

yXz
uNCꋒmꝁHRʍݐ_IqC팵֓ÏʚGv\

yXz
uȋRʌC҈xccsC^IVsꡁv\

		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
print 15

yXz
u@ʐ^IϐߞCSs꣓IGBKNӔCBccv\

		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+1
		if %%temp1 == 1 goto *getskill_pass_9
		
		get_skill 1
		XIg̒CҒgmmIV͗O$p_nameI̓B$p_namewÏpI\
		
		gpYZ\ȑ啝̗́BAʏ՟́C՗ʎ񏡎B\
	*getskill_pass_9
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
XIb$p_namesICJcc\


		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_9


	;==============
	; 2
	;==============
	*h_scene_win_t2_9
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_9
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		

gosub *meswin_set

yXz
uꟁcc_ꟁCĎȉccIv\

OꋻNIXC$p_nameIg̖o|C{ߕCoRʓIːI\


		
		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		

yXz
uꟁCϓ靁CDdccߌosyccv\

		dwave_auto "sound\h_mizu1.wav"
		pink_flash 12

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

dwave_auto "sound\lick2.wav"

XIA_nZ$p_nameIAsCًْnZㅗ㗈B\

		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
print 15
dwave_auto "sound\lick2.wav"
yXz
uCŋNkIqꡁccߛccvJnGccv\

		dwave_auto "sound\h_mizu1.wav"
		pink_flash 12

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

		dwave_auto "sound\h_mizu1.wav"
		pink_flash 12

XɊɕRCAssnoBȔEIՕz$p_nameISgccB\
dwave_auto "sound\h_mizu1.wav"
		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15

		dwave_auto "sound\h_mizu1.wav"
		pink_flash 12

yXz
uo@HVnccUꣁccv\
dwave_auto "sound\h_mizu1.wav"
		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

h_efct_w 1, ":a;cg\angel_v2.png"
gosub *meswin_set

ɖdI$p_namewwŎ܁I\
dwave_auto "sound\h_mizu1.wav"
sZI$p_nameZXIځCNI\

dwave_auto "sound\h_nutya2.wav"
		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15
dwave_auto "sound\lori_011.wav"
yXz
uށCT^ccݎTgꝁHAAAߘCoDccIv\

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

h_efct_w 2, ":a;cg\angel_v2.png"
gosub *meswin_set

Xz$p_nameIMCË_ʌnbB\

		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15
dwave_auto "sound\lori_012.wav"
yXz
uꟁIDꇊQIIŐ[CČ_ccp꣓IߗC樉䊴󓾍XꠁIIv\

		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
print 15

XpMؓIÎ$p_namey׌BR$p_nameߌoɌB\

h_efct_w 1, ":a;cg\angel_v1.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15
dwave_auto "sound\lick2.wav"
@ʍčݓVgIA҉CːԖB\

$p_namegoӐg𐔁CΒXA[𗹈ꎟꎟccI\
dwave_auto "sound\h_piston3.wav"
		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
print 15
dwave_auto "sound\h_nutya.wav"
yXz
uDAD_Io_Iv\
dwave_auto "sound\h_nutya.wav"
		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

h_efct_w 2, ":a;cg\angel_v2.png"

MCVgIAs|snkCɒvI$p_nameI̓B\

		lsp SP_CG,":a;cg\angel_v1.png",-10,-20
print 15
dwave_auto "sound\h_piston2.wav"
$p_nameىցCĈꎟpsS͒NI\

		lsp SP_CG,":a;cg\angel_v2.png",-10,-20
print 15

h_efct_w 3, ":a;cg\angel_v2.png"


;GWFⒸAː
		gosub *meswin_erase

		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_v3.png",-10,-20
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
print 15
dwave_auto "sound\lori_011.wav"
yXz
uꟁCAvccccIIv\

ŗC$p_nameʓItCXBB\

		lsp SP_CG,":a;cg\angel_v5.png",-10,-20
print 15

yXz
uꟁccDccꇊQCDBACҊoL_sccđ_ccv\

		lsp SP_CG,":a;cg\angel_v4.png",-10,-20
print 15

sǍ}ⒸCXp$p_namegĎJnWccI\

h_efct_w 1, ":a;cg\angel_v4.png"
gosub *meswin_set
		lsp SP_CG,":a;cg\angel_v5.png",-10,-20
print 15
dwave_auto "sound\lick2.wav"
ݕőSgHѝIC$p_name}ǵC匘I\




h_efct_w 3, ":a;cg\angel_v5.png"

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

dwave_auto "sound\lori_002.wav"
yXz
uTv\

A݉AڏZːCXIoI΁BŗꢒB䍄ˍX[wIⒸB\

		lsp SP_CG,":a;cg\angel_v5.png",-10,-20
print 15

yXz
uꟁCꟁcc햞ccR樉䊴ccv\

X_n̒$p_nameIg̐B\

		lsp SP_CG,":a;cg\angel_v7.png",-10,-20
print 15

yXz
ub񗈁CAVO񓞉ߓICRʐw_VqÏʚGBv\

yXz
u֔@C꣊Ґ樉ϓ@ccs󓞒GHv\



Œ˔@IMsm@񓚓I$p_nameCX_nΒB\

		lsp SP_CG,":a;cg\angel_v6.png",-10,-20
print 15

yXz
uccs߁C٘_Yss꣓IBȁC􎢗vŊŉGHccv\

		lsp SP_CG,":a;cg\angel_v7.png",-10,-20
print 15
		

				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_9

	*h_scene_win_end_9

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_9
	yXz
	uꟁC_ccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^Xxi[B\

		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+1
		if %%temp1 == 1 goto *getskill_pass_e_9
		
		get_skill 1
		gIV͘X̓B$p_nameKgÏphI\
		
		gpYZ\ȑ啝̗́BAʏ՟́C՗ʎ񏡎B\
	*getskill_pass_e_9
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yGWF̂gV[Fskz
;====================================================
*h_scene_lose_9
	;==============
	; xs
	;==============
	*h_scene_lose_plv_9
		

		XoIUږ$p_nameI$p_nameosZ|ݒnB\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\angel_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uꟁCdBA樉䗈꣎ꠁccv\
		
		XJoCyZ$p_nameBAꢓIpݑGqI߈ꍏ≺B\
		
		lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		ucc_B꣓I^CsݍIBv\
		
		ccH\
		
		lsp SP_MONSTER,":a;cg\angel_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uCA꣊ŋNsDhIqB䘢lҐzhӕsqꡁccv\
		
		CRcߕIbToIVgݒIꝁcc\
		
		b嫔@CŋNgsDhhIbAssꟁB^e팶ŁB\
		
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15

		yXz
		uccÏpBv\
		
		dwave_auto "sound\exheal.wav"
		white_flash 14
		
		V$p_nameSBʓI񕜏p\pvB\

		yXz
		uccߌo\HꠁHp꣎ȓIorꠁBv\
		
		XIDWBAC񋎗L_cc\
		
		lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
		print 15

		yXz
		uccꠁBv\
		
		IC_I͑ꑏdB$p_namevꔖ@CDrn񋎗ccB\
		
		dwave_auto "sound\stepin.wav"
		
		gosub *csp_all
		bg black,0
		print 11
		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_9
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_9

		bgmvol 50

		dwave_auto "sound\taore.wav"

yXz
uꟁCdcc꣛ߌow͗Bspĕ׋ȗGBv\

Xʑщ_I΁C⑓|I$p_nameB\

yXz
uꠁC樉꣎Ɂccv\

		pink_flash 16

XIHZ$p_nameBߏ_IǴCQB\

SgŏVʓIB݈XIHVCsmgIߕߔEB\



		
		goto *h_scene_lose_half_9
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_9
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_9

		bgmvol 50

		dwave_auto "sound\taore.wav"

yXz
uɌꡁccv\

Xʑщ_I΁C|ݒnI$p_nameB\

ꢌyyZ$p_nameӎLoIB\

yXz
uDlō@ꍏIӎuőRhCA꣌ݏYssKĘccv\

		pink_flash 16

XIHɊɓWJC_n$p_nameB_IHѐGߐl@s@ˁccB\

SgŗvVʓICQoB݈XIHC$p_namesmsoԛߌoSB\

yXz
uC݉Iꠁccv\


		
	
		goto *h_scene_lose_half_9

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_9
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		XIH󈤕B$p_nameߌoOrRIOB\
		
		lsp SP_MONSTER,":a;cg\angel_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uccߛCzvX[wIꝁccHv\
		
		X≺B\
		
		lsp SP_MONSTER,":a;cg\angel_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		uDDccvApCˍ_Avc꣓I썰_IgBv\
		
		댯Ib`딼I$p_nameB\
		
		yXz
		u͔s\nGBݍXiV@CĎKꠁBߎCŖ_Iꣁccv\
		
		XI딼I$p_name]CBꟁCϋV@CvėBR@CڎꢓIcc\
		
		lsp SP_MONSTER,":a;cg\angel_sta5.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yXz
		ucckғ߈ꍏGBߛCݐꠁBv\
		
		X$p_nameICIӎJn}B\
		
		݈XIHCꢕ̒C$p_nameӎccB\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		gosub *csp_all
		bg black,0
		print 11
	
		return


	;==============
	; I1
	;==============
	*h_scene_lose_s1_9
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_9
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

݈XIHICDlI͖ݕsfrB\

smso$p_nameߔDSgI͟CCRXiB\

yXz
uccZϓVꡁBߛCA樉ꋒ񋟍X[wIꠁccv\
		



		
		goto *h_scene_lose_half_9
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_9
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_9

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

݈XIHICDlI͖ݕsfrB\

yXz
uҗLKvđΉ䓁ꝁccHv\

XߕÓIݎȉ񋿁C$p_nameӎnhhccB\

Igs㙤CJ{وIccB\

smsoԁC$p_nameӐgI͟sXDCCRꑓMݓ߉gIB\

yXz
uccIBAΗBA樔ΉHCꋓߕϓRIgSꠁccv\
		




		goto *h_scene_lose_half_9

	;==============
	; {点
	;==============
	*h_scene_lose_a_9
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_9
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_9


	; Ԓn_
	*h_scene_lose_half_9
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_9
	if %%temp1 <> 0 goto *h_scene_lose_t2_9

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_9

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\angel_l1.png",-10,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

XIH^o]ًٙCC$p_nameݔ󒆁B\

AsߌovXIAC퉷_n咅B\

h_efct_l 1, ":a;cg\angel_l1.png"

ݔ@hՔʓIGCXJnɖnNB\

		lsp SP_CG,":a;cg\angel_l2.png",-10,-10
print 15



yXz
uAcȌꠁBꋓIgSsOZIccv\

dwave_auto "sound\tkk_tri.wav"

ɐs_ɖIC樉__B\

h_efct_l 2, ":a;cg\angel_l2.png"

RC_IΘB_cΌBN$p_namesRRNǵB\

		lsp SP_CG,":a;cg\angel_l1.png",-10,-10
print 15
yXz
dwave_auto "sound\uro02.wav"
uccꝁHˋNC꣓IċzAϓk}GHv\

dwave_auto "sound\tkk_tri.wav"

$p_namesZCzvȓCAݔ󒆔ًٕCesB\

vݓߔVOSgAߗ͟SفCrٖ@~ȓIӎueBBLNݕsfcc\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15

dwave_auto "sound\uhuhu.wav"
yXz
uccCEsZꝁH^\꣖vꔖ@ꡁCߏAy꣗Bv\



XIHZ$p_nameCs樑IO@B\

h_efct_l 3, ":a;cg\angel_l4.png"
		gosub *meswin_set

^˝BRsI󓮍C樑]uԕ֝ːI_ccI\



;ːI
h_efct_l 4, ":a;cg\angel_l4.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
print 15

dwave_auto "sound\uhuhu.wav"
yXz
ucc꣓I͗ʐsfniBgCꡁccv\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15

yXz
uACҕsBXCXccv\

dwave_auto "sound\h_mizu1.wav"

dwave_auto "sound\h_mizu1.wav"

dwave_auto "sound\h_mizu1.wav"

h_efct_l 2, ":a;cg\angel_l6.png"


XĎJnB@hՈʁC_IB\



RCΘˊIlC퓮ߘ󗹁Bߟ|sIߑtCUꎟːB\



h_efct_l 3, ":a;cg\angel_l6.png"
		gosub *meswin_set

yXz
uߌoYssKvlB樉ꓯCᔒꠁccv\

dwave_auto "sound\heartbeat.wav"

ӎߓxIЋ󔒁BːϓꔯsEB\


;ːQ
h_efct_l 4, ":a;cg\angel_l6.png"

		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

		lsp SP_CG,":a;cg\angel_l7.png",-10,-10
print 15

XIg̔FBӎЋ󔒁BߌoCYsٖ@vlcc\



ŏVʓIǴC$p_nameӎcc\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15


		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		


		
		goto *h_scene_lose_end_9


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_9

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\angel_l1.png",-10,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

XIHɊɐC$p_nameIg̐ÐÒnYݔ󒆁B\

		lsp SP_CG,":a;cg\angel_l2.png",-10,-10
print 15
dwave_auto "sound\heartbeat.wav"
Aߑ@׏CIo]ًٗiCX_I̎n^$p_nameZㅍ݈NB\

dwave_auto "sound\heartbeat.wav"

		pink_flash 12
dwave_auto "sound\h_zutyu.wav"

𗧓IAsvXIAC퉷_n咅Cڎ󒅘ɓIhB\

		lsp SP_CG,":a;cg\angel_l1.png",-10,-10
print 15
yXz
uVgViCA樉䗈ꋑI^ꠁccv\

ݔ@hՔʓIGCXJnɖnNB\

h_efct_w 2, ":a;cg\angel_l1.png"
gosub *meswin_set

_IHьyyN$p_nameIC樋ٕ݉AIAsV[nhgNB\

		lsp SP_CG,":a;cg\angel_l2.png",-10,-10
print 15
yXz
ugSsvOZꠁHvccꋏAIꠁBv\

dwave_auto "sound\uro02.wav"

@ÖpʁCXIbsf͐ύ$p_nameIȁccB\

ꓯIC߉_ɖIhC樑Sg㉺IѐwwCsfB\

		lsp SP_CG,":a;cg\angel_l1.png",-10,-10
print 15

dwave_auto "sound\hora.wav"
yXz
uaccꠁCߌoYsٖ@vlccv\

󒅈XI[fC$p_name݉HɋꖔnRB\

		lsp SP_CG,":a;cg\angel_l3.png",-10,-10
print 15

dwave_auto "sound\uro02.wav"
yXz
uccꝁH֔͒RǵC琥kJIGBv\

ٖ@EߗߐlNICzvȓCAݔ󒆔ًٕCesB\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15


yXz
u꣓IǵCߌo䗹ccv\

@XCSgߗ͟SفBrٖ@~ȓIӎueCNsfccB\

		lsp SP_CG,":a;cg\angel_l3.png",-10,-10
print 15
yXz
uډCAꋓISZꠁBv\

h_efct_w 2, ":a;cg\angel_l3.png"
gosub *meswin_set

XIHZ$p_nameCs樑IO@B\

g@SZʓIC$p_name蜓ߌΓIⒸVI\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15

dwave_auto "sound\uhuhu.wav"
yXz
uCߌoEsZꝁH^\꣖vꔖ@ꡁCߛccAy꣗Bv\

dwave_auto "sound\tkk_once.wav"
XIHX͒nZ$p_nameI\

		lsp SP_CG,":a;cg\angel_l3.png",-10,-10
print 15
yXz
u꣌ݓIԁC@ʐڎ󗹓VgVISgccߑzKםُIꠁHv\

َXCRߓxICAI_sfoII\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15

h_efct_w 2, ":a;cg\angel_l4.png"
gosub *meswin_set
ʑΗ^ˊSٖ@I󓮍CːuԗO㗈ccI\

yXz
u\nocc꣓I]XboIߌv\

		lsp SP_CG,":a;cg\angel_l3.png",-10,-10
print 15
XÎ$p_nameIoCĎMIfB\

		pink_flash 16
		print 12

$p_nameIЕgccB\

yXz
uꠁCsvĔEϗccgSsꠁBccv\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15

h_efct_w 3, ":a;cg\angel_l4.png"
gosub *meswin_set
Ŏ߉_IC$p_nameIg̏IJnTNB\

֔@Cō@ꍏC$p_nameˑRى֔E󒅉I\

		lsp SP_CG,":a;cg\angel_l3.png",-10,-10
print 15
yXz
uCҍݔEϙށccs߁C׎~Gv\

		lsp SP_CG,":a;cg\angel_l4.png",-10,-10
print 15

XΒCח$p_nameIEρCyyRB\

;ː
h_efct_l 4, ":a;cg\angel_l4.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set

		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
print 15

yXz
uIccIm䗹ꡁB꣓MI͗ʐsfniccv\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15
XSgTAA򌣐I$p_nameCIoI΁B\

$p_namebeCSgI͗ʓsX擾ꊱāCsRœccB\

		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
print 15
yXz
u픇KŉQ㵓IB׎ӗCX[xn꣓Iccv\

h_efct_l 2, ":a;cg\angel_l5.png"
		gosub *meswin_set

dwave_auto "sound\lick2.wav"
XIAJnoݚaݚaI従NB\

ِڒChW$p_nameSgIĎJnB@hՔʉ_I^AIodܖB\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15

dwave_auto "sound\uro02.wav"
yXz
ucc\kɋꡁBʑRˊV@kꝁHv\

h_efct_l 1, ":a;cg\angel_l6.png"
		gosub *meswin_set

XȍPIߑt|snhW$p_nameIǵB\

ߓ[IܖCg$p_nameĎYːB\

yXz
u꣛ߌoYssKđzBA݉I̓CАᔒꠁccv\

h_efct_l 1, ":a;cg\angel_l6.png"
		gosub *meswin_set

Xߔ@ÖʓIC$p_nameIӎ݉ߓxIQQϓЋ󔒁B\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15
XIꏊNIC$p_nameߌoٖ@~ȓIӎu~ːB\

h_efct_l 4, ":a;cg\angel_l7.png"
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\angel_l7.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


ד[UfIC$p_nameꎟːCXIg̖FB\

		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
print 15

$p_nameIӎϓЋ󔒁CQ͌ЁBߌoYsٖ@vlcc\

		lsp SP_CG,":a;cg\angel_l6.png",-10,-10
print 15
yXz
uꠁCA݉IꠁccČʎC꣍XIccv\

		lsp SP_CG,":a;cg\angel_l5.png",-10,-10
print 15

ŏVʓÍC$p_nameӎcc\


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_9


	*h_scene_lose_end_9
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_9

	lsp SP_MONSTER,":a;cg\angel_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yXz
	uA꣓IS[s󎡖Iccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameIXOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_9
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_9
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-20,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_9
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-20,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_9
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-20,100

	;XvCg̃VFCN
	*h_animation_w41_9
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_9
		add %loop1, 1
	goto *h_animation_w41_9
	
	*h_animation_w22_9
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return





;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_9
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 10
			msp SP_CG_ANIM,-4,4,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 10
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,4,-4,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_9
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 8
			msp SP_CG_ANIM,-5,5,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,5,-5,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_9
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 6
			msp SP_CG_ANIM,-7,7,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,7,-7,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_9
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	*h_animation_l41_9
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 6
			msp SP_CG_ANIM,-7,7,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,7,-7,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_9
		add %loop1, 1
	goto *h_animation_l41_9
	*h_animation_l22_9
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return





;====================================================
;y@@pCÂgV[Fz
;====================================================
*h_scene_win_10
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_10
	if %%temp1 <> 0 goto *h_scene_win_t2_10
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_10
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_10


		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

gosub *meswin_set

yzSz
uIccҒLqIvBߛC閔@Hv\

ˊҍ݈׉bIzSCˑRE{╗Cc$p_name|ݒnI\

ٖ@ΓߗaVOIqccI\


		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\vamp_v1.png",-30,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

ߕAߞ픍C݂UXÏʉ펀B_zSI鏈ًٓ\ZB\


yzSz
uꗈCAژ꣓IAsz搸Boꠁccv\

yzSz
uccs߁C@꣔\樉䖞IbC꣈nsssGHCAwꠁv\

		lsp SP_CG,":a;cg\vamp_v2.png",-30,-10
print 15
dwave_auto "sound\fera6.wav"
zSC֏$p_nameIAsܓCz◹NI\

h_efct_w 1, ":a;cg\vamp_v2.png"
gosub *meswin_set

Ĕ鉺zIB$p_nameJnB\

݋zSI鏈A[CXAB\


		lsp SP_CG,":a;cg\vamp_v3.png",-30,-10
print 15
dwave_auto "sound\fera.wav"
yzSz
uTCaccꟁCsBĉ[_ccv\


		lsp SP_CG,":a;cg\vamp_v2.png",-30,-10
print 15

zSpwAJȓI鏈C$p_nameI_B\ICċzsϓB\

npىACA̗͑QQsxB㓪I쒀QϓxɁcc\


		lsp SP_CG,":a;cg\vamp_v1.png",-30,-10
print 15
dwave_auto "sound\h_zutyu.wav"
yzSz
ucc^CLxꝁBߖvꔖ@CAc꣋zꠁv\

h_efct_w 2, ":a;cg\vamp_v2.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_v2.png",-30,-10
print 15

zSIBߐ|ٗAחz؎isIB\

$p_nameIg̖{\nBō@N͟Cnz⒅zSI鏈B\
dwave_auto "sound\lick2.wav"

		lsp SP_CG,":a;cg\vamp_v3.png",-30,-10
print 15

yzSz
uTIccC嫑RsCAߌoӗBߛCAꡁv\


		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
dwave_auto "sound\fera3.wav"
zS܏Z$p_nameIAsCXp͒nҒnzI\

;ː
h_efct_w 3, ":a;cg\vamp_v4.png"
gosub *meswin_set

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
print 15

瞔C͟VBoؓsݔzSDB\


		lsp SP_CG,":a;cg\vamp_v6.png",-30,-10
print 15
dwave_auto "sound\fera5.wav"
yzSz
uTCaCajjccv\

zSIzvL~Btَ~noB\

h_efct_l 4, ":a;cg\vamp_v6.png"

;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
print 15

鉺^IzIB$p_nameوӎnĎzSI鏈Lo㓪B\


		lsp SP_CG,":a;cg\vamp_v8.png",-30,-10
print 15
dwave_auto "sound\lick2.wav"
yzSz
uTIccIv\

Cp厕ZAځBzSIg̖ҒnB\


		lsp SP_CG,":a;cg\vamp_v9.png",-30,-10
print 15

yzSz
uccꟁBTCBȚ꣈ꉺGClށv\

ccŗ˓߉樋zSBtIo~B\

NC嫐zCp{vLE͊BoaʓIːvYʁccH\


		lsp SP_CG,":a;cg\vamp_v8.png",-30,-10
print 15

yzSz
uC_svcI\ꡁBvYC䉉Y߁v\



		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
print 15
dwave_auto "sound\fera5.wav"
yzSz
u꣓IZpCzvn樉䖞s\IB̌́C꣕ɒvCzɌBLzϓvv\

		lsp SP_CG,":a;cg\vamp_v6.png",-30,-10
print 15
dwave_auto "sound\fera4.wav"
zS粑$p_nameC粏oIteٟāccB\

		lsp SP_CG,":a;cg\vamp_v5.png",-30,-10
print 15

yzSz
u嫑RŊJnmz_CAߕߌoҋ꣗BAaʓIːvGv\


		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
dwave_auto "sound\lip.wav"
yzSz
uccb嫔@C꣖˓ꠁBkvꝁHҐC䑾L͗Hccv\

		lsp SP_CG,":a;cg\vamp_v5.png",-30,-10
print 15

yzSz
u嫑RvLD꣓ICA꣖ݗꠁBcxꉺꠁBvC@꣊]IbCApȚGHv\

ޕ\ӐB\

		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15

󒅋zSuyIǵC$p_namexXcc\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+8
if %%temp1 == 1 goto *getskill_pass_10

get_skill 8
zSI̓oҋÍB$p_nameKI\

Z\ΎCI@QBgpvxÍB\
	*getskill_pass_10


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_10


	;==============
	; 2
	;==============
	*h_scene_win_t2_10
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_10
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		

gosub *meswin_set

;N
yzSz
u嫑R񍂗_ccA꣓I͗ʋ͍ꝁHv\

zS粐unΒC粗IRn$p_name|I\

ꢔ@s]ʓI쏊ߘMC]uԏA|ݒnccI\


		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\vamp_v1.png",-30,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		

ߕiC틭s\㗈BUXÏʁccB\

yzSz
uCҋLꝁHȑOݐgCp̈꣌n┯Iv\

ŒzSnL]nߘMAsIqC$p_name}ٗǵB\

yzSz
uߕI\CҐ^UlIBcc樉DDp꣓Iꠁv\

h_efct_w 1, ":a;cg\vamp_v2.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_v2.png",-30,-10
print 15
dwave_auto "sound\fera6.wav"
zSI㓪ɊএAsCCK$p_nameI_C粌yynN厕ZI\

嫑RosɁCAyInpJnƖB$p_name珫hOI鏊B\




;

$p_nameYn݋zSI鏊㓪Csf[CqQq_B\
dwave_auto "sound\fera5.wav"
Rpٖ@ŗzSIċzߑtCIAsϓzzccB\

		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
yzSz
uꣁccݘꝁHv\

		lsp SP_CG,":a;cg\vamp_v5.png",-30,-10
print 15

dwave_auto "sound\h_mizu1.wav"
zSnCpwAJȓI鏊CXٓ\n$p_nameI_B\

h_efct_w 2, ":a;cg\vamp_v5.png"
gosub *meswin_set

zShCߔZ蓾ߐlÍCċzQϓNccB\

$p_name嫑RnCA㓪I쒀Qϓxݗcc\

dwave_auto "sound\fera3.wav"
CzSI둥ݐynX$p_nameI_B\

		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
yzSz
uxݓIccC꣈Ȉ׉ĎꝁHv\

zvӎnhCpїI჎esB\

h_efct_w 1, ":a;cg\vamp_v4.png"
gosub *meswin_set

@CߑїLӖIaߐlZIZC$p_name◹I\

		lsp SP_CG,":a;cg\vamp_v5.png",-30,-10
print 15

dwave_auto "sound\fera.wav"
zSI𒀑QϓB\

ߐח$p_nameːCsєCËIcccB\

		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
yzSz
ucc@ʐ^CߊҐ^ߐl]B꣔|XI`ҁCA樉|snzꠁccv\

dwave_auto "sound\lip2.wav"
ҎhɔʓIhC₉ߗ$p_nameIҗB\


;]

ʑΔґQQgUJI჊C$p_nameIg̖{\nB\

dwave_auto "sound\lick2.wav"
䝩oō@I͟Cp͋z⒅zSI鏊B\

		lsp SP_CG,":a;cg\vamp_v5.png",-30,-10
print 15
yzSz
u֕sS͖LxꝁB嫐mLiCA樐lSyώ߁ccv\

		lsp SP_CG,":a;cg\vamp_v4.png",-30,-10
print 15
yzSz
uYԌBv\
@A樉DDn꣈ꠁccv\

dwave_auto "sound\fera5.wav"
zSy$p_nameIiUCZߖuIAsCp͋zNI\



;ː
h_efct_w 3, ":a;cg\vamp_v4.png"


		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_v6.png",-30,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\vamp_v6.png",-30,-10
print 15

ʑΔқߋvIhC$p_nameson樐t瞔oB\

ݔًّiIߒCSgI͟œs풊ccB\

$p_nameoLIzSDB\

		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
print 15
֔@C$p_nameˑRىցCzvEZːI\

yzSz
uIccCꟁccEϑߐkJBv꣓Oٖ@TȓI~]v\

dwave_auto "sound\fera2.wav"
zSym΁CĎJnzBE͊șɑSgCːߌoٖ@~ccB\

h_efct_l 4, ":a;cg\vamp_v7.png"
;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_v7.png",-30,-10
print 15
$p_name粊󒅐tَ~OIC粏_[[izSI鏊I\


͕풅zS˓IC$p_namep厕ZꢓIAځB\

dwave_auto "sound\lip3.wav"

		lsp SP_CG,":a;cg\vamp_v8.png",-30,-10
print 15
yzSz
uIccII@ꟁIv\

uԁCzSIǧnꉺB\


;

		lsp SP_CG,":a;cg\vamp_v9.png",-30,-10
print 15
yzSz
uccāB瑊B꣉ȗJClށv\

cczSIoꕛSӑI\$p_nameB\

		lsp SP_CG,":a;cg\vamp_v8.png",-30,-10
print 15
dwave_auto "sound\fera.wav"
yzSz
uccsߘb嫔@Cō@瑊F^nB꣉Yߌoesꠁv\

@zSCݓI$p_nameAꓮwsޕsB\

		lsp SP_CG,":a;cg\vamp_v9.png",-30,-10
print 15
yzSz
ucxꉺCČp꣓Iꠁccv\

zSp_I_$p_nameB\

$p_name]ߋCzSpIolٓI_B\

yzSz
uH׉sgHҔꓮsnKŁccv\

yzSz
uccꣁCI͖ZCzvF׉IlꝁHv\

ŗꢌB$p_nameyyhےCAzSˑRڎnB\

yzSz
uksICIߌosCvŎZccv\

yzSz
us߁C@꣝٘_@s]Ibccv\

ozSIƏuԐ㗹wdIFʁC$p_nameQZNgJnߕcc\

		
		

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_10

	*h_scene_win_end_10

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_10
	yzSz
	u꣉樉sIꠁccHv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^zSxߗi[IB\

;XLoĂȂo鏈
mov %temp1,SKILL_FLG+8
if %%temp1 == 1 goto *getskill_pass_e_10

get_skill 8
I͘zSI̓OB$p_nameKI\

YZ\ΎC喂@QIZ\BgpvՑxÍB\
	*getskill_pass_e_10
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;y@pCÂgV[Fskz
;====================================================
*h_scene_lose_10
	;==============
	; xs
	;==============
	*h_scene_lose_plv_10
		


		zSIU$p_nameI$p_nameۓ|ݒnB\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		u㗹ꟁBv\
		
		zS_َnꡚfBCm|يҎV́B\
		
		yzSz
		u䊴oBݓIꣁCrvL樉zIlB꣓IgCSsIBv\
		
		lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uȗꠁClށB꣕ϋV@Cė`KꠁBv\
		
		zSҒnvNlɁCcÉeVYC$p_name͗NI\
		
		
		dwave_auto "sound\watk.wav"
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		yzSz
		usKSSB`BAc꣑nꠁBv\
		
		KÓI剺C$p_nameoȓIg̐`^cc\
		
		gosub *meswin_erase


		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return
	;==============
	; 1
	;==============
	*h_scene_lose_p1_10
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_10

		bgmvol 50

		dwave_auto "sound\taore.wav"

gosub *meswin_set

݋zSI͗ʖʑOC$p_namexAsZ|ݒnB\

yzSz
u^cc꣉VԎIٗꝁHߛCA꣓IBv\

ߌoARI̗͓srwsI$p_nameC|يҎV͒nzSߕC|ݒnccB\

		


		
		goto *h_scene_lose_half_10
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_10
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_10

		bgmvol 50

		dwave_auto "sound\taore.wav"

gosub *meswin_set

yzSz
uƎccAlޓIƎꝁBv\

݋zSߏ_xI̎goI^I͗ʖʑOC$p_nameG|nB\

yzSz
u~꣔xI͗ʁccs\ՓIBs߁CҐDDpIGHv\

ś̗CrARIӎusߑrI$p_nameCzSsߕC|ݗnccB\




	
		goto *h_scene_lose_half_10

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_10
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		zSIlɕ咅C$p_nameRI͐픍Dwscc\
		
		lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uccvC׎~AɌꠁBv\
		
		dwave 1,"sound\mant.wav"
		
		zSˑR≺C$p_namelɒoB\
		
		lsp SP_MONSTER,":a;cg\vamp_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uvċzC꣓Ig̉AsZIByˈהplCdD|ŁBv\
		
		RzSߋ|IbCvL`BD_uI$p_nameB]CWWIInzSϋ߁B\
		
		lsp SP_MONSTER,":a;cg\vamp_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yzSz
		uߌoߕsBvꔖ@C\sc꣑񋎗Bv\
		

		dwave_auto "sound\watk.wav"
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		zSߕoIKÕ᳗$p_nameIǵBӎQ͌ЁCoȐ`^B\
		
		yzSz
		uҐcbꉺėꠁBݓIꣁCAzIlsvLBv\
		
		$p_name粙ߒzSIbC粎ӎcc\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		gosub *csp_all
		bg black,0
		print 11
	
		return


	;==============
	; I1
	;==============
	*h_scene_lose_s1_10
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_10
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

݋zSIlɒCCsfzC$p_nameI͖璀Qrcc\

smsoԁC$p_name߈ϐgzSCrARIӎusB\

yzSz
ucc蜗ꝁBߛCAvJGBv\

zS|ٖ@RI$p_nameCIߕCRIgcc\





		
		goto *h_scene_lose_half_10
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_10
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_10

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

yzSz
u^sꌂꟁccv\

ݎKIlɒC׉ICsfzC$p_nameI͖琏V}rcc\

yzSz
uϐgC^K×Z׈ꠁccv\

smsoԁC$p_name߈ϐgzSCrARIӎusrB\

yzSz
ucc_ߌoS拎UBŗOyߌok[ꡁv\

zS$p_nameIg̉牺CIߕC󉷏_nZcc\
		



		goto *h_scene_lose_half_10

	;==============
	; {点
	;==============
	*h_scene_lose_a_10
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_10
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_10


	; Ԓn_
	*h_scene_lose_half_10
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_10
	if %%temp1 <> 0 goto *h_scene_lose_t2_10

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_10

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\vamp_l1.png",-36,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

dwave_auto "sound\pzr_tkk2.wav"
zS{O$p_nameIzCp蔽y_nZIgB\


		lsp SP_CG,":a;cg\vamp_l2.png",-36,0
print 15
yzSz
uߛCJnyꠁBICߕoIv\

		lsp SP_CG,":a;cg\vamp_l1.png",-36,0
print 15
yzSz
u@ʕszzCAR҉ꠁBRCO꣘IbBccv\

		lsp SP_CG,":a;cg\vamp_l3.png",-36,0
print 15

dwave_auto "sound\fera4.wav"
zSI㓪Cun$p_nameIzrB\

͔͋@CߐwwʓI֐NP$p_nameBo͗ʐzsfzcc\

		lsp SP_CG,":a;cg\vamp_l2.png",-36,0
print 15
yzSz
uCHґyKi߁Bv蓮NIbCϐYꡁBccߛCvꝁv\

zS粐e$p_nameIzC粊JnݓIgB\

		lsp SP_CG,":a;cg\vamp_l4.png",-36,0
print 15

h_efct_l 1, ":a;cg\vamp_l4.png"
gosub *meswin_set


@דIwC@ֈʓZㅍݕgBɖpAȕsfIC樉ߐߝB\

		lsp SP_CG,":a;cg\vamp_l3.png",-36,0
print 15
dwave_auto "sound\fera5.wav"
󓞉C$p_names\@o͗ʐʉߋzSI{OzB҉iNP$p_nameB\

DZㅁCvBIgQsfgC$p_nameIӎOۖvB\

		lsp SP_CG,":a;cg\vamp_l2.png",-36,0
print 15
yzSz
u꣓ICBA钼ڌ{ƗLɁcccԞꠁv\

zSI≺B控VICꢓI鏊ًٓ\$p_nameIڏ㖀CNB\

dwave_auto "sound\h_mizu1.wav"
pink_flash 15

		lsp SP_CG,":a;cg\vamp_l5.png",-36,0
print 15
yzSz
uݔC\z搸BAꡁv\

dwave_auto "sound\h_mizu1.wav"
pink_flash 15

zSC鏊C$p_nameswwPՑSgC͗ʖ琏VB\

튴oCAŐqaڏ݊ɊɎːCIB\

dwave_auto "sound\h_mizu1.wav"
pink_flash 15

ACRgvL󓞒ڎhCٖ@B^IːBݓߐwwNICI͕sf풊B\

yzSz
uCkꝁHzˏoꝁHv꣜ÈӐ׉IőC|ȍlS꣚GHv\

ʑ΋zSIUfC$p_nameӎn__CSvӎbI܋`Bߌoٖ@vlCB\

		lsp SP_CG,":a;cg\vamp_l4.png",-36,0
print 15
yzSz
uC忓Iƚcc뗹CA꣉Eꠁv\

zSĎJnݓ$p_nameIgB嫑yIhCAΌݓIߌoꗹB\





;ː
h_efct_l 4, ":a;cg\vamp_l4.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_l6.png",-36,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\vamp_l6.png",-36,0
print 15
ːIC$p_nameo͗ʐȉOIzB\

dwave_auto "sound\fera6.wav"
zAځBsC}^zSڐGILʁC$p_nameso͗ʐ}B\

yzSz
uŗҔ\pꟁccccv\

;Aː
h_efct_l 4, ":a;cg\vamp_l6.png"
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_l7.png",-36,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set

ȒASg㉺sݎːʁB$p_nameSٖ@ĕێBuԁCIӎēِsIKÁB\



		lsp SP_CG,":a;cg\vamp_l7.png",-36,0
print 15
yzSz
uccIBŗm߉Η_Bs߁Cksꡁv\

yzSz
uΗΗCőIAvꠁBΉ䎧CXziאlޓIꡁB}꣐ėzɉccv\

		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13


		
		goto *h_scene_lose_end_10


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_10

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\vamp_l1.png",-36,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

zSg̋ٓ\ߗCwZㅍ$p_nameIAsB\

		lsp SP_CG,":a;cg\vamp_l2.png",-36,0
print 15
yzSz
uCAߌogVꠁv\

h_efct_l 1, ":a;cg\vamp_l2.png"
gosub *meswin_set

zSɖݓ_IC$p_nameIċzϓedC琏VB\

		lsp SP_CG,":a;cg\vamp_l1.png",-36,0
print 15
yzSz
uߌoOD꣒RI͘a̗ꡁBA꣔cSoꠁBccv\

		lsp SP_CG,":a;cg\vamp_l3.png",-36,0
print 15

dwave_auto "sound\fera2.wav"
zSI둜|埈ʁC$p_nameIlB\

ߎߐlSœIC$p_nameIg̔TCoꐺQB\

		lsp SP_CG,":a;cg\vamp_l2.png",-36,0
print 15
yzSz
u\zzlB\Iňccv\

h_efct_l 2, ":a;cg\vamp_l3.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_l3.png",-36,0
print 15
݋zSiMAsI@C$p_nameI__nRocc\

yzSz
uccAZzBHCg̖sߎgꠁBߛCXnݓꉺꠁccv\

		lsp SP_CG,":a;cg\vamp_l4.png",-36,0
print 15
zS粐e$p_nameIzC粊JnnݓAsB\

dwave_auto "sound\lick2.wav"
ROݑ݌C$p_nameIǧGBːI~]uԖc_I\

		lsp SP_CG,":a;cg\vamp_l5.png",-36,0
print 15
yzSz
uDꊍDꊁCҖvɌꠁH꣉Y҉񋟍XIꠁHv\

h_efct_l 3, ":a;cg\vamp_l4.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\vamp_l4.png",-36,0
print 15
$p_nameoȍݒffIⒸsf粉TC͗ʐzSI{OB\

٘_@BHsٍϘIccX[wI$p_namePB\



		lsp SP_CG,":a;cg\vamp_l5.png",-36,0
print 15
yzSz
uݎS󓞓I꣓ICsBLCAXeגniꉺꠁcc@@ꡁHv\

dwave_auto "sound\h_zutyu.wav"
zS≺ݓIB控VICߑ߉ΔMI鏊C$p_nameIڏB\

yzSz
uA樉ԓ_ԁCc꣓IzBAIv\

		lsp SP_CG,":a;cg\vamp_l4.png",-36,0
print 15

h_efct_l 2, ":a;cg\vamp_l4.png"
gosub *meswin_set

zSpSgCrʓ\$p_nameB\

͗ʘCIʔɊɒccB\

ʐzaڏCŐݔɖnːCߐIoccB\

@ʔĔݓAsCmuԏApBBRzSp̈Ӓݒ$p_nameI݌C樑~sI\

		lsp SP_CG,":a;cg\vamp_l5.png",-36,0
print 15
yzSz
uAsfdɖIC꣓I_Oז琥ȓIGccv\

h_efct_l 1, ":a;cg\vamp_l5.png"
gosub *meswin_set

ߗzSIbC$p_namehhBDz_occVOCߌoYsٖ@vlB\

yzSz
uߌoˈ׉IؗꝁBאlޗҒw͓IBccA樉c꣓Ozꠁv\

dwave_auto "sound\pzr_tkk2.wav"
zSJnIՒnݓAsB͋͐Zㅍ݋Tߔ᪎wIGCA$p_nameIg̏uԙKB\

yzSz
uCSgsUolIB쎧oIؐꟁccv\

yzSz
uꠁccˏoꠁIv\


;ː
h_efct_l 4, ":a;cg\vamp_l5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_l6.png",-36,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\vamp_l6.png",-36,0
print 15


$p_nameoCːIC׎~툳}I͗ʐsfzB\

zSڐGILʁC$p_nameIؓsݔ}DccB\

oSgsϐсC픗sfnːB\

;Aː
h_efct_l 4, ":a;cg\vamp_l5.png"
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\vamp_l7.png",-36,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set


$p_nameIǧne{@C֟Ӑgۓn|ݗnB\

		lsp SP_CG,":a;cg\vamp_l7.png",-36,0
print 15
yzSz
uccv肗vC^ZIBv\

yzSz
u٘_sc꣑ŉ񌴌`Bȍ@zzIC}ėccv\


		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_10


	*h_scene_lose_end_10
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_10

	lsp SP_MONSTER,":a;cg\vamp_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yzSz
	uߛCAszccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_namezSOcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_10
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_10
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\fera5.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,4,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-2,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_10
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\fera5.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,4,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-2,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_10
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	*h_animation_w41_10
		vsp SP_CG_ANIM,1
		dwave_auto "sound\fera5.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,6,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,-4,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_10
		add %loop1, 1
	goto *h_animation_w41_10
	
	*h_animation_w22_10
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_10
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-36, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,-10,-2,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,5,1,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_10
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-36, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,-12,-2,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,6,1,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_10
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-36, 0,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,-18,-3,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,12,2,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_10
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-36, 0,100

	;XvCg̃VFCN
	*h_animation_l41_10
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,-18,-3,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,12,2,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_10
		add %loop1, 1
	goto *h_animation_l41_10
	*h_animation_l22_10
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yTLoX̂gV[Fz
;====================================================
*h_scene_win_11
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_11
	if %%temp1 <> 0 goto *h_scene_win_t2_11
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_11
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_11

		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

gosub *meswin_set

yz
uDꇊQccRLݐ㔇ꇊQI`ҁIv\


ʑ$p_nameICobIB\

ꢓI\CNsGlIsÁCXI[V@I[B\

yz
uvzRABґzv꣍XIccccv\



ŒnȎTgIC$p_nameɊɒn__B\


		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\succu_v1.png",0,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12


yz
uv__GccHv\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15

$p_nameJIoڕXJCAsɊɖvߓD^IccB\

		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15

dwave_auto "sound\lori_007.wav"
yz
uTCDꇊQccD_D_v\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15

h_efct_w 2, ":a;cg\succu_v2.png"
gosub *meswin_set

ݖIoxΓICꢓIAǖ琏VkCŌyʋًٓZㅒ$p_nameIAsB\

		lsp SP_CG,":a;cg\succu_v1.png",0,0
print 15
dwave_auto "sound\lori_003.wav"
yz
uIāCėṕcc_ȓIGHv\


Ŏ󖣖IbʁC$p_nameQIB\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15

dwave_auto "sound\lori_009.wav"
yz
uTCꟙIccvoccLoGccv\

h_efct_w 1, ":a;cg\succu_v2.png"
gosub *meswin_set

œꕛussIqC$p_nameSDCiIxB\

		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15
dwave_auto "sound\lori_008.wav"
yz
uށIꇊQccJSsccIČāC狋꣈_cccށv\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15

j$p_nameIiUC樉AǊJnsKI従B\

sǔ@C$p_name|sӒnΒߋɏICꎟnB\

		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15
dwave_auto "sound\lori_005.wav"
yz
uꟁCꟁIꟁIIv\

		lsp SP_CG,":a;cg\succu_v4.png",0,0
print 15
$p_nameʊIiUCJnRNB\

h_efct_w 2, ":a;cg\succu_v4.png"
gosub *meswin_set

AwNCҕŗLِG蘸T꒼঍sIșɗ$p_nameIҗI\

		lsp SP_CG,":a;cg\succu_v5.png",0,0
print 15
dwave_auto "sound\lori_012.wav"
yz
uvAvIvꟁIIv\

		lsp SP_CG,":a;cg\succu_v4.png",0,0
print 15


AݖoiO닩IuԁC$p_nameIAsIBɌB\

		lsp SP_CG,":a;cg\succu_v5.png",0,0
print 15

;ː
h_efct_w 3, ":a;cg\succu_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_v6.png",0,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_v6.png",0,0
print 15


k݋ɏ㖼풆Sʝ肗vCISg㉺s$p_nameItᔒFB\

		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15
yz
uꟙCDꇊQccSs꣓Iccv\
		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15

$p_nameݖIgCnbeB\



		
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+12
		if %%temp1 == 1 goto *getskill_pass_11
		
		get_skill 12
		ʉߗ^CzV͐QZ$p_nameI̓cc$p_namewVI\
		
		Z\iLʉߓ[IeDΕ͓IʁB\
	*getskill_pass_11

꒼R哱ݐiUCsmYNAꢖ_^|B\

		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15
yz
uaNVꡁHv\

_nL]I\C$p_namepSgIs򌣋ꢈʁCesB\


p_IesI$p_nameB\

		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15
yz
uߌo䓞esInꝁHCvsvďP꣈ꎟꡁHv\

hW⋗NBv펞픽C{ٖ@ҌI\

		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15

dwave_auto "sound\lori_004.wav"
yz
uCːx꣓IBo혮GB\i꣓IꝁHv\

$p_namemȓIB\

		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15
yz
u^DBLZGB]\Čꡁccv\

		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15
C$p_nameOyyꕫC֐Sxnݗʓ[B\
		


		
		


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_11


	;==============
	; 2
	;==============
	*h_scene_win_t2_11
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_11
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		


gosub *meswin_set

dwave_auto "sound\lori_002.wav"
yz
uDꇊQꟁC$p_nameccN㎟C􈤕ϓnIv\


$p_nameICIo˓I_B\

ꢊJSnWJoCojʍgCŒlʁC$p_nameܔMIB\

yz
uR樐lƔC^sȁ􍡓Vv꣓Oꑟˍ݉Iv\


pZʓ[IUf$p_nameCȊɊɒJoځccB\

		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\succu_v1.png",0,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

yz
u]ꣁcc\__ccv\

ŒIqC$p_nameIċz玩RRnϓedNB\

AsݑߓD^sI鏈C_@ziʁCIB\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
dwave_auto "sound\lori_003.wav"
yz
uCIʛߌoSLZ$p_nameAsI`󗹁Cs㎟XGHv\

h_efct_w 2, ":a;cg\succu_v2.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_v1.png",0,0
print 15

@ꢏCAǕŔȑOXnzAsCߎ튴osB\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
ʑcLA\I$p_nameC_nΒCJnyyNB\

		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15
yz
uŁCđcc꣖瓮ꓮvccv\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
חnL]IC$p_nameJnisCꢓI\琏VϓRȁB\

		lsp SP_CG,":a;cg\succu_v4.png",0,0
print 15
dwave_auto "sound\lori_011.wav"
yz
uށCꟁCD_I$p_nameIAsCݐlƓIAʝDyꟁccv\

		lsp SP_CG,":a;cg\succu_v5.png",0,0
print 15
Œϒn^BHI͞C$p_nameUB\

LKndNIAsꎟi̓B\

h_efct_w 2, ":a;cg\succu_v5.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_v4.png",0,0
print 15
dwave_auto "sound\lori_007.wav"
yz
uTCꟙCDꇊQcc嫑RDꇊQCACccvcg_]v\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
_nΒCz$p_nameICLߑtnٗA[B\

AsBŐ[C[Ih֓`ՋTC$p_nameIg̑QQϓƖB\
		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15
yz
u꣔n\Cō@S񉞓꣎ȐgIGcc֔@C꣖sꠁHBv\

ΒCp$p_nameIiUB\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
R^C$p_nameIgJnxzB|snsfn`AsccB\

		lsp SP_CG,":a;cg\succu_v3.png",0,0
print 15

h_efct_w 1, ":a;cg\succu_v3.png"
a|JC_cIˋNAAߘMCnяXufnZrccB\

		lsp SP_CG,":a;cg\succu_v2.png",0,0
print 15
ŏAvːccA$p_nameJnNI\\\

		lsp SP_CG,":a;cg\succu_v4.png",0,0
print 15
dwave_auto "sound\lori_012.wav"
yz
uꟁCꟙCˑRccDLoccvAvIvꟁIIv\

		lsp SP_CG,":a;cg\succu_v5.png",0,0
print 15
ӐgTCRǵB\

ŒꢍI͞C$p_nameÐÒn}ɌccB\


;ː
h_efct_w 3, ":a;cg\succu_v5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_v6.png",0,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_v6.png",0,0
print 15

		lsp SP_CG,":a;cg\succu_v6.png",0,0
print 15

AsˑR[[nݑ̓C$p_nameAsϒnːB\

AoItCIgFB\


		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15
dwave_auto "sound\lori_006.wav"
yz
uΕsNꡁC拎cc꣓I_^I_CvEZccv\

嫑Rݎ{ⒸCA$p_nameҐΖIb[ȈבRnddB\

		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15
ʑRa㎟CYL哱ݐiUCrpϓٖ@UB\

AI͗ꠁccB\

		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15

dwave_auto "sound\lori_003.wav"
yz
uŗ$p_namekꡁHv\

󗹑ʓItCIoI΁B\


ꢓIyyn㗹$p_nameI_jB\

		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15
yz
u꣗vӉIǵC꒼ݔaȚGHv\

ʑΖߍĎNIAŔ\樐lZʓIUfC$p_namesRzvgSstꢁccB\

RuԁCpJ$p_nameIǵB\



		lsp SP_CG,":a;cg\succu_v7.png",0,0
print 15
yz
us߉ʑRҐs`sBߞAvӎvBʓICv樉䊴XGccv\

		lsp SP_CG,":a;cg\succu_v8.png",0,0
print 15
C$p_nameOyꉺC@֐Sxnʓ[CgeB\





		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_11

	*h_scene_win_end_11

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_11

dwave_auto "sound\hp02.wav"
	yz
	uccv樉sGHv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^xߗi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+12
	if %%temp1 == 1 goto *getskill_pass_e_11
	get_skill 12
	ʉߗ^ICzV͒QZ$p_nameIǵcc$p_nameKVI\
	
	Z\Iʎʉߓ[IeDΎÍB\
	*getskill_pass_e_11
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yTLoX̂gV[Fskz
;====================================================
*h_scene_lose_11
	;==============
	; xs
	;==============
	*h_scene_lose_plv_11
		


		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		


		
		gosub *csp_all
		bg black,0
		print 11

		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1




		
		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_11
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_11

		bgmvol 50

		dwave_auto "sound\taore.wav"



		
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15



		
		lsp SP_MONSTER,":a;cg\succu_sta3.png",%mons_pos_x,%mons_pos_y
		print 15


		
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15


		
		goto *h_scene_lose_half_11
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_11
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_11

		bgmvol 50

		dwave_auto "sound\taore.wav"



		
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15



	
		goto *h_scene_lose_half_11

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_11
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		ݖsfIC$p_nameIRӎuߊSrB\
		
		lsp SP_MONSTER,":a;cg\succu_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uCŗߌoARssꡁBߛCAc꣓Occ嫑Rkzꊁ\\v\
		
		yz
		uݓIꣁCvvzGBAIRssCIsDBAZ떂C琥LIꡁBv\

		dwave_auto "sound\pzr_tkk_once.wav"
		pink_flash 15
		
		yy$p_nameIǵB͔͋@A樑vɌCAݗՖrCpJB\
		
		
		lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yz
		uss`GBs꣋ꡁBzIbCꠁBϋ_ĉߗCDꝁHv\

		dwave_auto "sound\lip.wav"
		pink_flash 15
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		$p_nameOyꉺB͔͋@CAێӎIō@N͖zꊱāB\
		
		yz
		uӈB쉺Čꠁccv\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		


		gosub *csp_all
		bg black,0
		print 11
	
		return
	;==============
	; I1
	;==============
	*h_scene_lose_s1_11
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_11
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50


dwave_auto "sound\hp03.wav"
yz
uzےҗvw͈_ꡁccBv\

݉ӓsI$p_nameCAꢓIOE|ݒnB\

ӐgI͟Ŕ풊CʐrCAwsდٖ@eccB\

yz
uߛCқߋvIYԓGv\



׍ݓesI$p_namegCpd㋓I@Jn̑ISgB\

yz
uꟙCIݓC꣏AɋnBHccesIbCX[niSgeꠁHv\

햣wcߓInBBɔʒnCg̐vNIccB\


yz
uށChH@ʕsc艺C꣉ߚIꠁ`ccv\

dwave_auto "sound\hp05.wav"
yz
uCAZߚُꠁB樉ߙ꣓ߔIvB_C__v\

JǕIxhCSڒ񏡕qxIZIC$p_nameI_]uԏAcNB\


yz
u^smՓIlꡁccRҁccv\

ꢓIw͋͐yyCߋTC$p_nameAV_nӐgTNCoIB\

yz
usXꣁC꣓IӎOZ׎~ccv\

$p_nameÒn鍐@CɊɝNC@דIwZ㗹ߍI_B\


yz
uCAJ]ccv\





		
		goto *h_scene_lose_half_11
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_11
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_11

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50


dwave_auto "sound\hp01.wav"
yz
usVOϋ_ꝁccBv\

$p_nameIg̝ٖ@E󖣖XIӘMCSg㉺sOZA݉VB\

yz
u֔@C҉vLB\Չ߉IxꡁB꣊Ґ^ꟁccv\

ʑ㵐JIbC$p_namez{Cpymn̋NIԁB\

ߐlIC͋͐햣_nGqC$p_nameIg̏AوȕIccB\

yz
uVvDDߘM꣈ԁccv\



ًٕZƖI$p_nameCAێ⋎pCp菶ISgB\

yz
uv꣑zNOwq꣘ߓIGv\

IwJn_nM$p_nameIB\

dwave_auto "sound\hp04.wav"
yz
u@accҗLC粖kqꠁ`Hv\

II@CuԏAJnZ$p_nameIgSccI\

yz
uꟙCI꣘sꠁHLߌoc꣒kOꗹꡁccv\

퉷_nMA흚C$p_namesȔEnfobB\

w@IoɊɕZ$p_nameCꎟꎟndy_IB\

@דIwyՋn팸$p_nameIϗ́ccB\


yz
uvʓIiԁC꣕ϓqꡁcc@ʉ䓮^iIbCsbEGHv\

dwave_auto "sound\hp02.wav"
yz
uCkꠁ@ωIwAϓ嗹ccv\

p슈I@ߘM$p_nameIǵB\

ڒҗpb$p_nameIԉ_nNB\

yz
uDꊁCS꣗v\

IbZTCōݗ判ߛߌoϓI_B\

yz
usHoJHҐcckuH꣉ϓXzIb\ꠁv\

RIbZㅍݓ_Cr$p_nameoIStccB\

ʑΓߎߐlŋ}IhC$p_namekyՒnAMɋB\

yz
uߛCsYccv\

Βċz}I$p_nameÐÒn鍐B\

ꢐ|𗧌nI$p_nameC]yڕWʊɊɒn㋎ccB\

yz
upIAC_nc꣓OZ{ccv\



		goto *h_scene_lose_half_11

	;==============
	; {点
	;==============
	*h_scene_lose_a_11
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_11
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_11


	; Ԓn_
	*h_scene_lose_half_11
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_11
	if %%temp1 <> 0 goto *h_scene_lose_t2_11

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_11

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\succu_l1.png",-10,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_l1.png",-10,-10
print 15

$p_name݉ӐgƖCnŒȓI_QvI鏊B\

dwave_auto "sound\h_zutyu.wav"

yz
uřށCO[nAvSiG`Hv\

dwave_auto "sound\h_zutyu.wav"

݋TߗZʓIMxIuԁC$p_nameIҒneNI\


		lsp SP_CG,":a;cg\succu_l2.png",-10,-10
print 15
yz
uHHC^sBs߁CvqIbCSvIsAށHv\

dwave_auto "sound\pzr_tkk2.wav"
Î$p_nameI_CɊɏ_ۓA[B\

ܔMʓIgUJC$p_name݉ɋnBHB\

ِڒCAݓ_ISv̓Iuԁcc\

		lsp SP_CG,":a;cg\succu_l3.png",-10,-10
print 15
yz
uvꣁccV{Gccv\

IAJn_nXN$p_nameI_I\





;ːI
;hsEEEEEDDDDDII\
h_efct_l 4, ":a;cg\succu_l3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set






		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
ucc搥ꔯccv\


a|JC\I݊OIqʔ펼MْvIzZㅁB\

dwave_auto "sound\lick2.wav"
rݐtfoIuԁCAߔ펠nz⒅CTONww@濔ʓIhB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uRDoꡁccsߊҔ\poIꠁHv\

]]ΒCoA$p_nameICyyR@B\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

dwave_auto "sound\h_zutyu.wav"
{AݓC햣I펀ZI_CݚaݚaI[VhoߖB\
dwave_auto "sound\pzr_tkk2.wav"
ʑ΍݉ߓxGI$p_nameCߑ粌yꡚfB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15

yesno_window "yTLoXz\û܂܍ĂȁccHv"
				if %sub_temp1 == 1 goto *succu_drain_no1
*succu_drain_check1
yesno_window "yTLoXz\u{ɂ́H\@xPɂȂ܂ŋzsꂿႤ񂾂ccHv"
				if %sub_temp1 == 1 goto *succu_drain_no1
	goto *h_scene_lose_x1_11


*succu_drain_no1

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15

yz
u^`Cz樉≺H^vӎvccv\

ŒhI$p_nameCuIB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uAꡁC꣖vLIBAIsICA樉ėDDbꉺꠁBv\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
{pkN΁C$p_nameg㗥NB\

h_efct_l 2, ":a;cg\succu_l5.png"
gosub *meswin_set

Aǔ䍄˝kXفCꢑO@EnRC樓_OStB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uv樉ItiCc꣔ϐ䍄ˍXeՍIqccv\

ߓbC$p_namezcߊJCo]󒍗SgI͗ʁcc\

h_efct_l 3, ":a;cg\succu_l6.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uޙCߐYށH{_͟svLvIv\

$p_name{ٖ@j~INƁI\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uʘوIRC_ctfoꠁBꠁCsߎ튴ovO㗈ccHv\

dwave_auto "sound\pzr_tkk2.wav"
I@ʖҒnkCٗ$p_nameBٖ@EߎhC_JnnNI\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uC񔯁cc|sqnSGHv\

ZTC従AǁCגvnߘM$p_nameI_\\AsnсB\

ō݉A햣isʁC$p_nameŏI}񎟎ːB\



;ːII
;hsbI@hsEEEDDD```II\
h_efct_l 4, ":a;cg\succu_l7.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uꟙCD_D_Iv\

ʑΕsTGI$p_nameCnZB\

$p_name{ٖ@INPC\ݔΓIgBHB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

foN|sꔯʓIt@C$p_nameݔ햣׍IpRӎB\



		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uށCsߋccHv\

p菶n{$p_nameI_jC@ٓޔʏddnQB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
u^ꡁBϋ_ėDꠁBsǑs򔆓Iccv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15

		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		

		
		goto *h_scene_lose_end_11


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_11

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\succu_l1.png",-10,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set



dwave_auto "sound\pzr_tkk2.wav"


Ŏ֍ݐې^ʁC$p_nameIAsԒԔ햝nۖvccB\

h_efct_l 2, ":a;cg\succu_l1.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l2.png",-10,-10
print 15
yz
uC^wqccz樉c꣓ߔM`I}SzꠁHv\

Aًي܏ZTCݓߌƖAōݔ[[ʓIC$p_nameRgBHI\

		lsp SP_CG,":a;cg\succu_l1.png",-10,-10
print 15
yz
u꣓I[CdGccĉԍXԖ꣝JIv\

T[ACA閝IIn]NB\

		lsp SP_CG,":a;cg\succu_l2.png",-10,-10
print 15
yz
u[`[I{{CDDn٘Gv\

h_efct_l 1, ":a;cg\succu_l2.png"
gosub *meswin_set

ȒAݔwߘMTʁC$p_nameI̍݉__nϓƓٗ́ccB\

		lsp SP_CG,":a;cg\succu_l3.png",-10,-10
print 15
yz
uōDcc꣓Iؐ@Oۚ{Iqv\

ɊɈ̏dCAsꑓ얞SftIA[ccB\

dwave_auto "sound\h_zutyu.wav"
		lsp SP_CG,":a;cg\succu_l1.png",-10,-10
print 15
IC_햣IASߊlB\

		lsp SP_CG,":a;cg\succu_l2.png",-10,-10
print 15
yz
uߌoɌꠁHˏoꠁccv\

ݐÐÔΒI̓CAsIkhMI\

		lsp SP_CG,":a;cg\succu_l3.png",-10,-10
print 15

SvLC͙~AǓI従A$p_nameNⒸI\



;ːI
h_efct_l 4, ":a;cg\succu_l3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uCҖvߗAM˗ꡁHv\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yՋA$p_nameotCIoxL]I΁B\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uHsnCSzGccv\

dwave_auto "sound\fera.wav"
pw׋NݎȐgItCyyٗꉺB\


		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
u䍄ˍX[ccz樉c꣘MˍXꝁHv\

yz
uDߌo㔇{{ꡁBv\

粐ޏΒC粐L$p_nameICyyRꉺB\

h_efct_l 3, ":a;cg\succu_l5.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u꣍Xٖ@UIccv\

I펀ZZߊlIAsC|sCsf\X[wIC隤gSO樑I\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

ʑ΍ݒPʔ{IÔBHI$p_nameCߑ粌y׌B\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15

yesno_window "yTLoXz\û܂܍ĂȁccHv"
				if %sub_temp1 == 1 goto *succu_drain_no2
*succu_drain_check2
yesno_window "yTLoXz\u{ɂ́H\@xPɂȂ܂ŋzsႤ񂾂ccHv"
				if %sub_temp1 == 1 goto *succu_drain_no2
	goto *h_scene_lose_x2_11
*succu_drain_no2


		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uz樉≺ꝁH^vpꟁccv\

Œ$p_namehIqCpy̓I_뎋B\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uAאA˗A_ϐsvLI{{C꣍ˉAIꠁHv\

ʑΖ|sIwEC$p_nameٌȑ΁B\

h_efct_l 1, ":a;cg\succu_l4.png"
gosub *meswin_set

؎A_sÓI$p_nameCĎɊɝNB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
u肓dCS]h{C^FFI{{ccv\

͋͐ꢍ݉A_nhWCߎ樐lsRQI֏uԐșɗ$p_nameISgB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
䉺ӎnLzv̖ߒɓI[Cpꢌyyn蝛JB\

yz
u꣔IjCRoȐ֖̉IꝁHv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
ˑRCJnnNI\

h_efct_l 2, ":a;cg\succu_l7.png"
gosub *meswin_set

yz
uqIR|وӋ`IGB꣓Iߓ_SC䌻ݏAOccv\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15

dwave_auto "sound\lick2.wav"
@e`ʓZㅏ㗈CӎSٖ@WB$p_name{sII\

yz
uꉺqAN⋫ꡁBg̊Ґ^cc@ډA݉Ac\꣈ꉺꠁBv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
{pNꖕ΁CgߕsfAsI픯oݚaݚaIBTI[^_ܔMIZccB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uꟁ`ꟁCIq{ZꡁBA[`[nsߘMC꣓I{{Oϐ✒`ꠁBv\

h_efct_l 3, ":a;cg\succu_l8.png"
gosub *meswin_set

Iq{nCȔEIIhCsfn$p_nameIAsI\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uCBH琥kJIGBASDcc񎟖SIGHv\

dwave_auto "sound\pzr_tkk2.wav"
従AǁCAݗp㓪uЌВnrTCOnߘM$p_nameIAsB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
$p_namezEρCAzInϊiUCsfToI_B\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uDꊁCAEEE܁v\

vGIAsvꌂʁCuVnB\



;ː
;hsbI@hsEEEDDD```II\
h_efct_l 4, ":a;cg\succu_l5.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15

ٖ@E󖣖oIÔhC$p_nameIg̕sfnYzʓIgB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
^CȑOꢐNƓILhC$p_nameIOꎸTCAAːI\

h_efct_l 3, ":a;cg\succu_l8.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uꟙCҍݕꡁccRccAߛ슽ꝁH䔇AIߘMBv\

dwave_auto "sound\pzr_tkk2.wav"

ŋNkJSCژARD{Bݓߗd㋓IʑOC$p_nameߌoOYLEρB\



		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uˊ҈ꕛPIqCʌݍDߌo䗹ꡁccv\

݊ň꘢ى~IlK$p_nameCSnىAC㉺hWNǵB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uꠁcc꣊슽ꠁHv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
őSgIؓsvߖIzʁC$p_nameIEQϓЎKccB\

h_efct_l 2, ":a;cg\succu_l4.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
ugSsƎ㗹ꡁB꣕ϓX_Cė꣊ꠁccsǑsc꣋zICLėQGv\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15



		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_11


	;==============
	; zs1
	;==============
	*h_scene_lose_x1_11


		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
u`C^IȒژ􉺋ꟁccv\

ʑΒsf_I$p_nameCIouI΁B\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uߛC@꣏Áccc꣓OzIBv\

dwave_auto "sound\pzr_tkk2.wav"
粕̒$p_nameIǵC粎nٗAI\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
ߌoUfI$p_nameIAsCݓߎhĎdxB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
u񎟗CRҔ_ccc꣒XAXqIg̚GBv\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
݉Asfzߕϓd@SIAsCp_I@sߘM$p_nameB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uCXXꠁv\

h_efct_l 3, ":a;cg\succu_l6.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
wyyGqC֔@^ʗOBʑΖߖʓIZIC$p_name\ɋꖔn㐺bB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
ua꣌DIJnCAߌo@occ꣘JnAkz䔇ΑҁCꠁHv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uzvIZsߘMC݉AfoʓItcccjwqISOꝔʝ{CꠁHv\

Ő[wSI$p_nameC]ߌgIoƁB\

C׏YccH\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u݊׏YmꝁHCߐRccȑOߘa꣗L_I`ҁBv\

yz
uȉ@ÁC樑Onݓ߉Zccv\

yz
uz׎~LIoC樑ISgꑐZ݉yVCgΉߋvzItCIؓsZwsccv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uRCҋ{ߎ樑Ėٖ@DIAɓ_IfccBv\

ߊꢓIԘbC$p_nameˑRҔwyB\

^CΎȈחCRv׎~Iw͘aoSOI忍saB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
u꣖z픇ΑꠁHzvskC䘸g̓ONƁCꠁHv\

$p_namezvے薣IbB\

h_efct_l 1, ":a;cg\succu_l4.png"
gosub *meswin_set

RAݓ߈uԁC퍢ݖ헢IAsCJnɊɓowÓ[I჊B\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uzNƓIꠁHv\

햣ӝٓIAӝzC$p_nameIAsO[sfoIB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uA꣔Ö]ꠁccv\
dwave_auto "sound\pzr_tkk2.wav"
ғI錾C$p_nameIAs׎x_CJnRN@B\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
ꢗpȓIoCȋߌIpԐisRʁC$p_nameRIS쒀Q㏃IB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
unA񎟎ːꡁccDDn꣐is\ʋzIBv\

ߓg\ʋzhC$p_name蜓NBRC֑]݋Cg̋pߌoiːIyԁB\

h_efct_l 2, ":a;cg\succu_l8.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uccꠁC픇ΑқߌoEsZꠁHSfIg̗ꠁv\

ߑO@AїLz⊴ICQ$p_namecI㗝B\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uAًْnZCR@Jn従Iccv\

dwave_auto "sound\lick2.wav"
AݓߍII]ψ׍I㉺kC҉IduԊѐ$p_nameIwҁB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uCō@ꌂꡁccv\

Aݓߑ@דIyIn暢RIuԁC$p_nameNwҁCOꔚI\


;ːI
h_efct_l 4, ":a;cg\succu_l7.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u^cc꣓ߕMI؁CsfiIg̗ꡁccv\

$p_nameSgTCʓIt򌣓IAVB\

ŒʐFgIꢁC䊴odvI̓sfcc\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uҗv꣕򌣏oXXGHv\

dwave_auto "sound\lick2.wav"
ڒC˓ߎ흲I@ĎdB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uvDD\\꣓_ŕqInꡁv\

Ő$p_nameѓICyn]yA_ŗeՎYICӎ{hB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uꠁCJn꒵꒵Iꡁccv\

h_efct_l 1, ":a;cg\succu_l6.png"
gosub *meswin_set

Ӌٗ$p_nameňאƎInсC݈粖|MTIC樐As󒅊CQʓIB\

ݓߗߐl˓IkÑC$p_nameIΊۖҒnُkB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
u_SsŌGHvsvVꎟꡁccHHv\

dwave_auto "sound\lick2.wav"
@ꢏCߗd㋓IJnCːIo@ʘ$p_nameIg̐[O㗈B\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
ucSzIBꠁccv\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
Ŕ햣ߐIbꏊC$p_nameĎo؁cc\




;AːIII
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15

yz
uICOBv~ꡁHꟁCߌoՕs䗹Gccv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
A$p_namebܙܒnːCp݉AouVICp従B\

dwave_auto "sound\pzr_tkk2.wav"
ϓɓxqI_󒅟|sIXcc\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
ِڒC]u։dxI$p_nameCAߞ@oQn햣s̓I؁cc\




;AːIIII
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uꟁClcc䍄ˊҗvꠁHډCϓzzIGv\

$p_nameIOJnQKÏU㫁B\

@דIg̍ݎȏC݋͔\ʉߓߍdI_󓞎ȊҊB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

A$p_name̓I^t}IuԁCOIEIO蜓KÁB\




;AːIIIII
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u܎ccӎҍꝁ`Hv\

SgnGCrAɋsC$p_nameAÐÒnӎcc\

	gosub *level_crash
	goto *h_scene_lose_end_11



	;==============
	; zs2
	;==============
	*h_scene_lose_x2_11

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uz哮ꝁHsߌo䗹HRC߉A|snc꣍ꠁccv\

ʑΔ_I$p_nameCIoxI΁B\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
u㎟җvGCDSyꠁBs꣏AyՍߋccv\

dwave_auto "sound\h_nutya.wav"

_$p_nameCÐÒnݑȓfMB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uc꣐eiIccv\

AݕҔ@WWʍʓI[uԁC$p_nameIӎOꉓB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uAeC꘢isIꠁccv\

$p_nameȓ˓I_]p_꒲ꒅIB\

dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u\ϓksvB嫑RzIf@ϐ琥vꔖ@Iꊁv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"
粍݉Az$p_nameߊS}I_C粗pw띆MIB\

h_efct_l 3, ":a;cg\succu_l7.png"
gosub *meswin_set

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
r펀ZI$p_nameCg̐גvnߐXIZcc\

yz
u꣔ƚC㎟琥z哮AIꠁHJnAz䑨MCȍ˖ol񗈓IꠁHv\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uAZh`s`sBߌo꣓Ig̗ŉccvCAĖՕsIsvcI@Gv\

K$p_nameCIoوؓIΛᐺꒅB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
usx꣓IGB꣛ߌoՕs䗹B@Cisccv\

h_efct_l 2, ":a;cg\succu_l6.png"
gosub *meswin_set

yz
u٘_꣐ϗݗoCszğēIGHv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
gzvےߔԘbCg̖sߎgBSsoCzvߊJݐgII͟B\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uHg̓sꠁH꣎rIRSs݉I藢ꡁv\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uډCvD꣓ISBِnꣁC꣕ϓX鮁ccv\

ߗIbC$p_nameIҔwwB\

׎ȍ݉IUfC׎~Iw͘aos򌣋OI忍s׎fȁB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
u樉IZ꣓IwCc꣕ϐC䑀cIlGccv\

$p_name撅ō@_͟Czv▣IbB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uށCzWӎRꝁHAssGBcShxjccv\

ݖIod㋔ΓIuԁCߖIJnωB\

dwave_auto "sound\lick2.wav"

v_n֓I_ʁCAJn[rI従B\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
uꠁCAVGHđꑓMi_ꠁccv\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
dwave_auto "sound\lick2.wav"
ݖӝkIAǓIC$p_nameߘMߓ_O[ӊIB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
u^ƎꡁccRȒPAI蒆v\

ђÐÓI΁C$p_nameI_׎x_CJnR@B\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

h_efct_l 3, ":a;cg\succu_l7.png"
gosub *meswin_set
ꢐrpȓIoCȔYIԐisRʁCN|s$p_nameɋCsfnAI̓B\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uŁCnAv}񎟎ːꡁcc꣘_usnis\ʋzIv\

ߓ\ʋzC$p_name{\nBHzv蒆EB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
A^]ICIg̋pꖜbːDB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
dwave_auto "sound\lori_003.wav"
yz
uccCsvEρCSfoꠁBHsnSIccv\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
IcoꓹRȓIʁBߐsшNҗ]A׋$p_nameїIB\

$p_name͑I_琏VׁB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
II]ψ׍I㉺^C$p_nameIwoIB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uo꣛ߌoEksCA݉ʑOvpIccvJn\ߍVÖӖvqI_Gv\

h_efct_l 1, ":a;cg\succu_l8.png"
gosub *meswin_set

oA$p_nameICd㋒nΒB@דIRCÑːB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"
ʑΓߑv㗈ʓIC$p_name嫑R}g̎Rcc\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uřށCsvoGHvoGHC꣛ߌoɌꡁccccv\

dwave_auto "sound\pzr_tkk2.wav"
IbōÖpʁC__iI]CB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
u꣔ይISCApڕ樛ꠁv\

ˑR뉺gCpyyr$p_nameI{OI\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
ݔ[IˏPCْIuԕfC$p_nameI}ɌB\


;ːII
h_efct_l 4, ":a;cg\succu_l8.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
yz
uTCcc꣓߉gICsfniI̓ccv\

ݔUoIis\ʋzIC$p_nameIg̐nTB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"
햣AZI_ߖʐkCzIs͐tCҗLX׏dvIB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
yz
uґJnGB꣐gInCSsvDv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
Ő$p_nameѓICJnWUA_ŗeՊoIʁB\

ꢊҗpbCyyM$p_name|ٖhIB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uAғIELoꠁccsXSgsϐꡁv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
dwave_auto "sound\lick2.wav"
Ӌ$p_nameI_\\AsnсCݖ|JaIC樉AǑgQ門CsB\

ݘKIkÑC$p_nameIΊۖҒnkB\

b_nZߑΊہcc\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uח樏{{XeՕˏoC_nU꣓IvQIccv\
dwave_auto "sound\lick2.wav"
ߔ@wʗ슈IbC|snX$p_nameB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
ʐΊ۔흆CґzvːItg̐[|OoccB\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
yz
usYBĎAꠁccv\

ʑΔіߌIC$p_nameٖ@RCĎꢌoȓI؁ccB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15




;AːIII
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uꟁ`ꟁCˏoꡁBߌo{Hv~CsߛߌoُꠁccHv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
A$p_namebܙ܁AݎːIrCˑR݉AݚaݚaIs従B\
dwave_auto "sound\pzr_tkk2.wav"
ݓߒxɎȒIC$p_name蜓ᆋIB\

|snݛߌoϓߓxqI_ccB\

		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
yz
uccߌosꡁHv\
dwave_auto "sound\pzr_tkk2.wav"
R@p˓I酁CdVdxI$p_nameїB\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uꠁCsYylcc꣎˘ɉIGv\

		lsp SP_CG,":a;cg\succu_l4.png",-10,-10
print 15
NʍWC$p_nameI_AsTncNB\

		lsp SP_CG,":a;cg\succu_l5.png",-10,-10
print 15
dwave_auto "sound\hp04.wav"
yz
uoꝁH@CŁIŉŉꟁ`IIv\

@דIg̍$p_namegCsfnB\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
MdI_픽zwsCrs򋖔B\

		lsp SP_CG,":a;cg\succu_l6.png",-10,-10
print 15
yz
uT^Cݔp͝Ib``ccJnꒊꒊIBA鋎ꝁH@vꡁBv\

		lsp SP_CG,":a;cg\succu_l7.png",-10,-10
print 15
ڒC$p_name̓^펖}IuԁCOIϓKЁB\




;AːIIIII
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set



		lsp SP_CG,":a;cg\succu_l8.png",-10,-10
print 15
dwave_auto "sound\hp01.wav"
yz
uIcc^ccv\

yz
uډ܎ccҖvɌꠁHv\

햣ًٕCɋ֊CݓߔV@$p_name픽旹؁ccB\

	
	gosub *level_crash
	goto *h_scene_lose_end_11


	*h_scene_lose_end_11
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_11

	lsp SP_MONSTER,":a;cg\succu_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yz
	uccc꣋zIGv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name햣Occ\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_11
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_11
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,-10,-2,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,5,1,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_11
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,-12,-2,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,6,1,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_11
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,0,0,100

	;XvCg̃VFCN
	*h_animation_w41_11
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,-18,-3,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,12,2,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_11
		add %loop1, 1
	goto *h_animation_w41_11
	
	*h_animation_w22_11
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_11
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_11
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston1.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_11
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston3.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_11
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10, -10,100

	;XvCg̃VFCN
	*h_animation_l41_11
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_piston3.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_11
		add %loop1, 1
	goto *h_animation_l41_11
	*h_animation_l22_11
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;====================================================
;yE{X̂gV[Fz
;====================================================
*h_scene_win_12
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_12
	if %%temp1 <> 0 goto *h_scene_win_t2_12
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_12
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_12


		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

			gosub *meswin_set


dwave_auto "sound\uro02.wav"
yGgzz
uccsvBvzR\樉䔇ccv\

GgzxnꡚfCˑR$p_nameLobI\

ʕsyhI$p_name|ْRV́CbًٓZZI\

Ggzpb$p_name苗ߗCIߕC_nCB\


		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\urob_v1.png",-24,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		


		lsp SP_CG,":a;cg\urob_v2.png",-24,0
print 15
yGgzz
uʓߛxBz꣋ї߁B꣗cc樉CXLoDꝁccHv\

GgzIbꒆvL茾B$p_nameꢓI[LoB\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15
yGgzz
uvccDꝁHv\
dwave_auto "sound\h_zutyu.wav"
GgzZ$p_nameB$p_nameI_CꢓIۖvcc\



;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v3.png"
			gosub *meswin_set



$p_nameA_nsGgzI[B\

		lsp SP_CG,":a;cg\urob_v4.png",-24,0
print 15
yGgzz
uTccDnBC痹v\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15

dwave_auto "sound\pzr_tkk2.wav"
GgzI֐g$p_nameIǵCis^B\




;Gb`iGtFNg
h_efct_w 2, ":a;cg\urob_v3.png"
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_v2.png",-24,0
print 15
dwave_auto "sound\pzr_tkk2.wav"
GgzIACŐUֈʁCZㅁAkݓ_B\

$p_nameח΍RC畏MNGgzIBeMAs]B\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15

		dwave_auto "sound\h_piston2.wav"
yGgzz
uꟁccߗCDccv\
dwave_auto "sound\pzr_tkk2.wav"
GgzIg̈TB^C֐gѓI^B\




;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v3.png"
			gosub *meswin_set



		lsp SP_CG,":a;cg\urob_v4.png",-24,0
print 15
dwave_auto "sound\pzr_tkk2.wav"
GgzIAC@ÛYnʎZZ_BߌovEϓɌB\




;ː
h_efct_w 3, ":a;cg\urob_v4.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_v5.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\urob_v5.png",-24,0
print 15
yGgzz
uIccˏoꡁBs߁CҔ\pꠁHv\

uߐRBvŎZ׎~v$p_namep͝SZGgzIB\




;Gb`iGtFNg
h_efct_w 2, ":a;cg\urob_v5.png"
			gosub *meswin_set



		dwave_auto "sound\h_piston2.wav"
ڒCʉߏꢓIfȁC֔֐gCҐNOˎhI\

		lsp SP_CG,":a;cg\urob_v6.png",-24,0
print 15
yGgzz
uꟁccߘCDꇊQccIv\
		dwave_auto "sound\h_piston2.wav"
$p_nameASTICisǉ^B\




;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v6.png"
			gosub *meswin_set



smsoԁC֐gϐݕ㏕$p_nameʓIzB\

		lsp SP_CG,":a;cg\urob_v7.png",-24,0
print 15
yGgzz
u樉CXݑxꠁccv\

dwave_auto "sound\pzr_tkk2.wav"
ȒlʁC$p_nameaGgzċzvnB\

lIsfލICꓯtⒸccI\






;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_v8.png",-24,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_v8.png",-24,0
print 15
dwave_auto "sound\pzr_tkk2.wav"

yGgzz
uIccccIv\

$p_nameĎːICGgzBB\

GgzbeCΒ$p_nameIo΁B\

		lsp SP_CG,":a;cg\urob_v9.png",-24,0
print 15
yGgzz
uDށccӎӁBcc\樉ĈێXqꝁHv\

ΒGgzIb__CyynZꢁBc̗ꉺꢓICꢘIoLI_B\


		lsp SP_CG,":a;cg\urob_v10.png",-24,0
print 15
yGgzz
u^Icc꣔ΑғIbCA^Iv꣗ꟁv\

		lsp SP_CG,":a;cg\urob_v9.png",-24,0
print 15


;=====XLK===
		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+13
		if %%temp1 == 1 goto *getskill_pass_12
		
		get_skill 13
		GgzI֐gCҔ@ʊI͗̓ccB$p_nameK~GzI\
		
		Z\ȒʉߕRȋԓI@C]Ύ虔]̗͗^͓IB\
	*getskill_pass_12
;===================

;=====ACe擾===
GgzڗX@CˑRzYCLԔVB\

uԁCGgz蒆oꖇ`AŗR~GzgIwB\


		lsp SP_CG,":a;cg\urob_v9.png",-24,0
print 15
yGgzz
uב꣓IӁCcꣁBAcCvDDɚGHv\

GgzpΔMI_$p_nameB\

@ʔcՍݝٖwIbcc]CˑRMߔϑzCAosJߏΏA\rIC◯ݐڝ畨IxB\

		lsp SP_CG,":a;cg\urob_v6.png",-24,0
print 15
cc_߈MߓI⊶_CIoꝁH\

		lsp SP_CG,":a;cg\urob_v7.png",-24,0
print 15
dwave_auto "sound\coin.wav"
l~GzwI\
get_acce 9

;==========================

		lsp SP_CG,":a;cg\urob_v10.png",-24,0
print 15
yGgzz
uccDꊁC嫑RLˈ˕sqCAs\꒼鉺ꡁv\

GgzbIJB\

		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		csp SP_CG
		print 1
		
print 15
yGgzz
uVCcߕҋꣁBC\v\

yGgzz
uߛccډC었ꠁv\



		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_12


	;==============
	; 2
	;==============
	*h_scene_win_t2_12
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_12
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
			gosub *meswin_set

yGgzz
ucc\IvBR\Ď樉Y튴occv\

dwave_auto "sound\lip.wav"
GgznꓹCˑRΒ$p_nameyyꕫI\

PI$p_nameuԙKZBᒅ󞃁CbvZㅗ㗈I\

Ggzpb$p_nameif߁C粉_nٕC粒E{Iߕcc\


		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\urob_v1.png",-24,0
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

yGgzz
uߌoEsZcc樉ccꉺꣁccDꝁHv\

		lsp SP_CG,":a;cg\urob_v2.png",-24,0
print 15
GgzpߑMࡕsI_$p_nameB$p_name粊fC粏Lꢓ沖IB\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15
yGgzz
uėp͈_ccHv\
dwave_auto "sound\pzr_tkk2.wav"
Ggz_nZفCAszߑߓD^sI鏈cc\



;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v3.png"
			gosub *meswin_set




󒅓樐lvZʓIAGC$p_name粈RǵC粉_nsGgzI[B\

		lsp SP_CG,":a;cg\urob_v4.png",-24,0
print 15
yGgzz
uTcc꣜k슽ꡁB@k_cc֓䗈cc꣘v\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15

dwave_auto "sound\pzr_tkk2.wav"
GgzI֐gdn従CsђAsis^B\

dwave_auto "sound\pzr_tkk2.wav"


;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v3.png"
			gosub *meswin_set




g̔픇sIxzC$p_nameًٙCZGgzCEsZobB\

ݙ{vꑓMIC$p_namep͝SZOI[CGgz󍂋n鶋NˁB\

		lsp SP_CG,":a;cg\urob_v4.png",-24,0
print 15
yGgzz
u꣖kꡁccC^JSccꟁccߗCD_ccv\

GgzIg̖瑜$p_nameC׉kB\

		lsp SP_CG,":a;cg\urob_v3.png",-24,0
print 15



;Gb`iGtFNg
h_efct_w 2, ":a;cg\urob_v3.png"
			gosub *meswin_set



GgzIAܔMCōÛYni$p_nameIAsBʑΔ[IhCߌovEϕsZB\





;ː
h_efct_w 3, ":a;cg\urob_v3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_v5.png",-24,0
		csp SP_FLASH
		print 12
		
		gosub *meswin_set





		lsp SP_CG,":a;cg\urob_v5.png",-24,0
print 15
yGgzz
uꟁccDꇊQcc˗DꡁBs߁CʊҗLꠁccv\
dwave_auto "sound\pzr_tkk2.wav"
Ggz粎hAsC粝ِ_nZٛ󕏖̒$p_nameIǵB\

		lsp SP_CG,":a;cg\urob_v6.png",-24,0
print 15
DccoA䐮lsGgzϐꍪAsB\

		lsp SP_CG,":a;cg\urob_v5.png",-24,0
print 15
yGgzz
u꣍XIccv\

		lsp SP_CG,":a;cg\urob_v6.png",-24,0
print 15



;Gb`iGtFNg
h_efct_w 2, ":a;cg\urob_v6.png"
			gosub *meswin_set


		dwave_auto "sound\h_piston2.wav"
GgzXٗCAחot[n従NB$p_namesZCp͒NI\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\urob_v7.png",-24,0
print 15
yGgzz
uꟁccߗCDꇊQccIđꓮccITccv\

		lsp SP_CG,":a;cg\urob_v6.png",-24,0
print 15

		dwave_auto "sound\h_piston2.wav"
$p_nameASꢓICTICis^B\
		dwave_auto "sound\h_piston2.wav"


;Gb`iGtFNg
h_efct_w 1, ":a;cg\urob_v6.png"
			gosub *meswin_set




smsoԁC֐gI従ϐݔz㏕$p_nameIB\

		lsp SP_CG,":a;cg\urob_v7.png",-24,0
print 15
yGgzz
uߘcc_ccꟁccv\
		dwave_auto "sound\h_piston2.wav"
ȒAΗlC$p_name^GgzċznB\
dwave_auto "sound\pzr_tkk2.wav"
yGgzz
uđhMꉺccccIv\




;Gb`iGtFNg
h_efct_w 2, ":a;cg\urob_v7.png"
			gosub *meswin_set



oIݑgpCⒸthccI\





		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_v8.png",-24,0
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set





		lsp SP_CG,":a;cg\urob_v8.png",-24,0
print 15
yGgzz
uIccTTCssccIv\

$p_nameĎːICGgzB_B\


dwave_auto "sound\uro03.wav"
yGgzz
ucccc^ccv\

GgzbeC粕̒$p_nameI_jC粘Io΁B\

ߕ͞閣͏\C樐lsRœ_cc\

		lsp SP_CG,":a;cg\urob_v9.png",-24,0
print 15
yGgzz
u혮GccӎӁBcc\樉Ĕ҈ꝁHv\

$p_nameyyGgzCCꢘIoLI_C_j㗹ꖕgB\

		lsp SP_CG,":a;cg\urob_v10.png",-24,0
print 15
yGgzz
u}ccRÈӈ׉nCDJSv\

		lsp SP_CG,":a;cg\urob_v7.png",-24,0
print 15
GgzQ㵒nNB\


		lsp SP_CG,":a;cg\urob_v9.png",-24,0
print 15
yGgzz
ucc嫑RzđوCAs\꒼c꣗ݔꡁv\

I֔JB\

		lsp SP_CG,":a;cg\urob_v10.png",-24,0
print 15
yGgzz
u꣈ߕꠁBC\DBv\


		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_12


	*h_scene_win_end_12

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_12
	yGgzz
	uC樉sꠁccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^Ggzxi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+13
	if %%temp1 == 1 goto *getskill_pass_e_12
	get_skill 13
	GgzI֐gÏoҔ@ʕsvcÍCi$p_name̓cc$p_nameK~GzI\
	
	Z\\ʉߕRȋԓI@C樑Ε]I̗͗^͔]B\
	*getskill_pass_e_12
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;yE{X̂gV[Fskz
;====================================================
*h_scene_lose_12
	;==============
	; xs
	;==============
	*h_scene_lose_plv_12
		
		GgzIU$p_nameC$p_name풼ڐ򗹏oI\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uޙށcc꣖vꠁHv\
		
		GgzSSnm⓹BR$p_nameŋNߌoٖ@oC񓚗B\
		
		yGgzz
		uꟁ\\B꣓I˂PCߌo艺ccʊҐ߉ΗꝁBΕsNGBs߁CȔ퓙ߗC{A꣕sꠁHv\
		
		GgzkLBb񗈁C䓞ݑzYCR펖B\
		
		lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uϋȍ@ėꠁBCDD꣊ߓIv\
		
		
		
		dwave_auto "sound\mebius.wav"
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		GgzӔOꓮC󔯐RȁC$p_nameIg̔`ʏccI\
		
		ݔ`IߒC$p_nameӎBvDDėcc\
		
		gosub *meswin_erase
		
		


		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_12
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_12

		bgmvol 50

		dwave_auto "sound\taore.wav"


ʑΉGgzIUC$p_namexAsZۓ|ݒnI\
		



		
		goto *h_scene_lose_half_12
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_12
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_12

		bgmvol 50

		dwave_auto "sound\taore.wav"

\I݉GgzIUVC$p_names֖YLhaUCl،{B\

yGgzz
uRҗLSvJC^nL]ꡁHv\

GgzvLߔj]C֐g󗭒nZㅏ㗈C$p_nameIg̑ZI\


yGgzz
ussGCDlK{Wӗ́ccs꣍DߌoɌꡁH߉AN꣗ccv\


	
		goto *h_scene_lose_half_12

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_12
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		GgzI֐gZㅈC$p_nameRIӎuߌoOrB\
		
		lsp SP_MONSTER,":a;cg\urob_sta2.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uߌoɌHcc琥Cm蓞Ɍꠁv\
		
		lsp SP_MONSTER,":a;cg\urob_sta3.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yGgzz
		uȔČpIbC꣉{IGv\
		
		GgznΗ΁BCRߓxIC$p_nameIӎߌomՕׁB\

		yGgzz
		uꟁ\\CĔ鉺^IsꡁB񋎍DDxꠁv\
		
		dwave_auto "sound\mebius.wav"
		gosub *csp_all
		bg black,0
		print 11
		gosub *meswin_set
		GgzӔOꓮC󔯐RȁC$p_nameIg̔`^B\
		
		$p_nameߖ{AmՏIӎCݓ`ItCOf◹cc\
		
		gosub *meswin_erase
		bgmfadeout 1000
		bgmstop
		
		gosub *csp_all
		bg black,0
		print 11
	
		return

	;==============
	; I1
	;==============
	*h_scene_lose_s1_12
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_12
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50
$p_nameAGgzZㅒCRӎuQZcc\


		
		goto *h_scene_lose_half_12
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_12
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_12

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50




		goto *h_scene_lose_half_12

	;==============
	; {点
	;==============
	*h_scene_lose_a_12
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_12
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_12


	; Ԓn_
	*h_scene_lose_half_12
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_12
	if %%temp1 <> 0 goto *h_scene_lose_t2_12

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_12

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\urob_l1.png",-30,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set


		lsp SP_CG,":a;cg\urob_l1.png",-30,-10
print 15

yGgzz
uށCߌoɌꝁcc^vꔖ@Bߛccv\

Ggz{$p_nameIߕCp֐g㗈ZI\

dwave_auto "sound\pzr_tkk2.wav"
Ggz沖IoCesI$p_nameIAsݑccI\

		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
yGgzz
uDDu꣈ԓIBDoꠁBccv\




;Gb`iGtFNg
h_efct_l 1, ":a;cg\urob_l3.png"
			gosub *meswin_set





Ggz_n㲒oBZʓI$p_namePB\

		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15
yGgzz
uꟁ``ccv\
		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15

GgzIfIㅍ݋T́B͋͐Ic߁CsُnB\

Ggz粐C粋ɐs_np㉺ݓAsB\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l3.png"
			gosub *meswin_set






		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15
yGgzz
uIācc꣊YszC_xAvVꠁHC꣍XIccv\

		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15

dwave_auto "sound\uro04.wav"
GgzI㓪rTB撅ʁCthB\

		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15
yGgzz
uTccccv\
		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
Ggzp㓪roIOBtCōݍ׍וiB\

^ChAByuɓIѐ$p_nameccI\





;Gb`iGtFNg
h_efct_l 3, ":a;cg\urob_l4.png"
			gosub *meswin_set







		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15


dwave_auto "sound\uro07.wav"
yGgzz
u^VlꡁccsߊҖvGBv꣓Oۉccv\

		lsp SP_CG,":a;cg\urob_l6.png",-30,-10
print 15

GgzI㓪Xn݋T٘MBsmsoԋIߌo~CAs󒅗TIWhB\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l6.png"
			gosub *meswin_set






嫑RICpsȓvːB튴osfnzB\

		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15
yGgzz
uccԍsꠁv\

A$p_namevEϓɌC㓪IJTB\

		lsp SP_CG,":a;cg\urob_l7.png",-30,-10
print 15
yGgzz
uCˏoꠁv\

GgzCpyyٗAsB\








;ː
h_efct_l 4, ":a;cg\urob_l7.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_l8.png",-30,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set






		lsp SP_CG,":a;cg\urob_l8.png",-30,-10
print 15
͋͐꘢CߓBɌI$p_nameIAs֌yՋnotB\

		lsp SP_CG,":a;cg\urob_l9.png",-30,-10
print 15
yGgzz
u˓ꡁBDZIccv\

dwave_auto "sound\pzr_tkk2.wav"
GgzLo㓪CJnِHdoItB\

		lsp SP_CG,":a;cg\urob_l10.png",-30,-10
print 15


dwave_auto "sound\uro01.wav"
yGgzz
uICفCaccCDccv\

GgzI㓪ًzItCϓqIzsҒnTB\

		lsp SP_CG,":a;cg\urob_l11.png",-30,-10
print 15
yGgzz
uāccӊҁB׎`O؁CҒsIGHv\

GgzInٟėLItCIod㋓I΁B\

		lsp SP_CG,":a;cg\urob_l12.png",-30,-10
print 15
yGgzz
uߛCډ`B꣖꒼z픇ΑꠁHv\

dwave_auto "sound\pzr_tkk2.wav"
GgzpZzCJnn㉺MI\



;Gb`iGtFNg
h_efct_l 1, ":a;cg\urob_l12.png"
			gosub *meswin_set




dwave_auto "sound\uro06.wav"
yGgzz
uccĎˈꎟꠁccv\


dwave_auto "sound\pzr_tkk2.wav"
_pzIGB樍ː@Iz{ٖ@B\




		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_l13.png",-30,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_l13.png",-30,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"
yGgzz
uꟙccʊSsꡁBCҍݕsfoBv\
dwave_auto "sound\pzr_tkk2.wav"



;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l13.png"
			gosub *meswin_set





zˑR֍݉GgzIVԁCn󒅉BߊoݑߘCː{sccI\


		lsp SP_CG,":a;cg\urob_l11.png",-30,-10
print 15
yGgzz
uCSꠁBv꣝ߋCAꣁccv\

V@C@GgzC$p_name펝撅tCΉߋcc\




		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		


		
		goto *h_scene_lose_end_12


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_12

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\urob_l1.png",-30,-10
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set

GgzpuI_$p_nameC]ԕ֔IߕB\

		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15
yGgzz
uDDu꣓IBccCvoDߓIGHv\

		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15
Ggzp֐gZZ$p_nameCl㗈I\




;Gb`iGtFNg
h_efct_l 3, ":a;cg\urob_l3.png"
			gosub *meswin_set




Ggz]yesI$p_nameIzCp沖Io嗹iccI\

		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15

yGgzz
u꣖v@푖H׎~B꣏ADoꠁBccv\
dwave_auto "sound\pzr_tkk2.wav"
Ggz粔WǵC粉_npBIʓIP$p_nameB\

		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15
yGgzz
u蜓ᆋIccā``ccv\

GgzMIfU㫒TBꖜIc߁C樐lُ혮B\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l3.png"
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15
yGgzz
uřށCϓzz㗹Gccv\
dwave_auto "sound\pzr_tkk2.wav"
Ggz粐C粋ɐs_npMzB\

		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15
g̔OꑩCzӊߘMїIJ$p_namezvRccAC\


		lsp SP_CG,":a;cg\urob_l2.png",-30,-10
print 15

dwave_auto "sound\pzr_tkk2.wav"
yGgzz
uIccꟁCėꎟccā```ccv\

fїIŐSCQQZ$p_nameISB\




;Gb`iGtFNg
h_efct_l 1, ":a;cg\urob_l2.png"
			gosub *meswin_set






		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15
ڒGgzI݋T٘MC撅th՗O[B\


dwave_auto "sound\uro01.wav"
yGgzz
uTccccosꠁB\XR_CsBH^ȚGHv\

		lsp SP_CG,":a;cg\urob_l3.png",-30,-10
print 15
GgzI㓪iʁCًoIOBtB\

		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15

dwave_auto "sound\uro04.wav"
yGgzz
u[I`toꡁccvsvđ\꣈ꉺꡁ``Hv\




;Gb`iGtFNg

h_efct_l 3, ":a;cg\urob_l4.png"
			gosub *meswin_set





		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15
ˑRChAByɑ^Iѐ$p_nameccI\

		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
yGgzz
uTccґꡁBđBHꉺꠁBC_n꣓Iccv\

		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15
dwave_auto "sound\pzr_tkk2.wav"
GgzI㓪Xn٘MTBsmsoԁCIߌo~CL΋TIhݙtAsB\




;Gb`iGtFNg
h_efct_l 1, ":a;cg\urob_l5.png"
			gosub *meswin_set





		lsp SP_CG,":a;cg\urob_l4.png",-30,-10
print 15
sIɑ^^y_I֐isCٖ@BːIɖhݕsfdB\


		lsp SP_CG,":a;cg\urob_l6.png",-30,-10
print 15
yGgzz
uccߌoz˗ꝁHEsZꝁHv\

ʑΗp[mIGgzC$p_namen_B\

		lsp SP_CG,":a;cg\urob_l5.png",-30,-10
print 15
yGgzz
uߊŗs󗹁Bv\

		lsp SP_CG,":a;cg\urob_l6.png",-30,-10
print 15

dwave_auto "sound\lip.wav"
$p_nameEϕsZJ@CGgzIIJTB\

		lsp SP_CG,":a;cg\urob_l7.png",-30,-10
print 15
yGgzz
uzv䋋꣍ō@ꌂꠁHccˏoꠁBv\

dwave_auto "sound\bust.wav"
Ggz粐C粗pyyٗAsB$p_nameהқߋvImhӊዶI\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l7.png"
			gosub *meswin_set




͙~꘢CߓBɌI$p_nameIAs֌yՋnfotI\



;ː
h_efct_l 4, ":a;cg\urob_l7.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_l8.png",-30,-10
		csp SP_FLASH
		print 12
		
		gosub *meswin_set






		lsp SP_CG,":a;cg\urob_l8.png",-30,-10
print 15
yGgzz
uR˗cccꉺDށBv\


		lsp SP_CG,":a;cg\urob_l9.png",-30,-10
print 15


dwave_auto "sound\fera.wav"
Ggzyy$p_nameLoCJnrdoItB\

		lsp SP_CG,":a;cg\urob_l10.png",-30,-10
print 15


dwave_auto "sound\fera5.wav"
yGgzz
uTCICaccSh{IccC^Dccv\
dwave_auto "sound\fera4.wav"
e_I㓪ًAsItCϓqIAsAwwTB\
dwave_auto "sound\fera6.wav"
		lsp SP_CG,":a;cg\urob_l11.png",-30,-10
print 15
yGgzz
uāccꔯB꣉YߌoLZIꠁHv\

Ggz樐㓪Zㅍ݉AsCÎ$p_nameIodI΁B\


		lsp SP_CG,":a;cg\urob_l12.png",-30,-10
print 15
yGgzz
uߛCډIːYB䍄ˍXnN꣓Iccv\




;Gb`iGtFNg
h_efct_l 2, ":a;cg\urob_l12.png"
			gosub *meswin_set




GgzpZAsCJnn㉺MNI\
dwave_auto "sound\pzr_tkk2.wav"
_^ZAsC$p_name蜓ᆋBhΘˊIAs{ٖ@B\

		lsp SP_CG,":a;cg\urob_l11.png",-30,-10
print 15
yGgzz
u\Cn㖔vˏoꠁHv\
dwave_auto "sound\pzr_tkk2.wav"
@ꢏC$p_nameIg̐sfϓKdI\

		lsp SP_CG,":a;cg\urob_l12.png",-30,-10
print 15
yGgzz
uĎ꣋zIBˏoꠁBv\





;Aː
		gosub *meswin_erase
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\urob_l13.png",-30,-10
		csp SP_FLASH
		print 12
		
		wait 1000
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_l13.png",-30,-10
print 15
yGgzz
uC^voccosv˘s◹sꝁHv\
dwave_auto "sound\pzr_tkk2.wav"
AsˑR퍢݉GgzICڎ󒅉IBߐGݑC樎ː{ٖ@~ccI\



;Gb`iGtFNg
h_efct_l 3, ":a;cg\urob_l3.png"
			gosub *meswin_set




		lsp SP_CG,":a;cg\urob_l14.png",-30,-10
print 15
yGgzz
uc꣑S@ĕ꣓IBߘC꣉\ߌoߋꠁccv\

V@C@GgzC$p_name펝tΉߋcc\

		
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_12


	*h_scene_lose_end_12
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_12

	lsp SP_MONSTER,":a;cg\urob_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uߛCAJ]ccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_nameGgzOtcc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_12
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 1
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston1.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 10
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,2,2,0,-20
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 300
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_12
	csp SP_MESS_MENU
	mov %loop1, 0
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	*h_animation_w21_12
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			click_wait 40
		next
		click_wait 100
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_12
		add %loop1, 1
		goto *h_animation_w21_12
	*h_animation_w22_12
		mov %click_tim_f, 0
	
		;XvCg̏
		csp2 SP2_CG_ANIM
		csp2 SP2_FLASH
	
		mov %click_tim_f, 0
return


;==============================
; gV[pAj[VS
;==============================
*h_animation_w4_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp2 SP2_CG_ANIM,$str_h_anim_pic,424,300,100,100,0,200

	;XvCg̊g
	for %loop1=0 to 3
		amsp2 SP2_CG_ANIM,424,300,100,100,0,200
		dwave_auto "sound\h_piston3.wav"
		lsp2 SP2_FLASH,":a;cg\pinkflash.png",400,300,100,100,0,255
		for %loop2=1 to 5
			msp2 SP2_FLASH,0,0,0,0,0,-80
			msp2 SP2_CG_ANIM,0,0,4,4,0,-40
			print 1
			wait 40
;			click_wait 40
		next
		click_wait 100
	next
	
	;XvCg̏
	csp2 SP2_CG_ANIM
	csp2 SP2_FLASH

return

;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_zutyu.wav"
		vsp SP_CG_ANIM,0
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 10
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 25
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_zutyu.wav"
		click_wait 100
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_12
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	for %loop1=0 to 4
		dwave_auto "sound\pzr_tkk_once.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_zutyu.wav"
		click_wait 50
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_12
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-30,-10,100

	;XvCg̃VFCN
	*h_animation_l41_12
		vsp SP_CG_ANIM,1
		dwave_auto "sound\pzr_tkk_once.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 5
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 20
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_zutyu.wav"
		click_wait 50
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l42_12
		add %loop1, 1
		goto *h_animation_l41_12
	*h_animation_l42_12
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return
;====================================================
;y~~bN̂gV[Fz
;====================================================
*h_scene_win_13
	bgmfadeout 1000
	bgmstop
	
	;PڂƂQڂŕ
	mov %temp1,MONS_WIN_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_win_t1_13
	if %%temp1 <> 0 goto *h_scene_win_t2_13
	
	;==============
	; 1
	;==============
	*h_scene_win_t1_13
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_13


		
		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		gosub *meswin_set

dwave_auto "sound\punch.wav"
yčz
ucAꟁIHv\

;N
$p_namesӐg͓ٗIč|ݕ󔠏B\


		dwave 1,"sound\undress.wav"
		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\mimic_v1.png",-10,-15
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		


yčz
uꣁA꣗vYCٗVkIҕsJgIv\

嫐ꢚ{|s`lCAŋNߌosđŎZgpߎkٓI@pB\

č{嫑R⒅Cp哮Aݕ󔠏CUfʑΒ$p_nameNB\

		lsp SP_CG,":a;cg\mimic_v2.png",-10,-15
print 15
yčz
uccAZL|IЖ~Փ꣐gCgsǗGIv\

č_ʍgCʐBŗꢊ{Lߎ퐏o^Sz@SIbIXcc\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
yčz
uvAvꔖ@ccR꣓ߛzgIbCss\꣔@ÚGHv\


dwave_auto "sound\h_zutyu.wav"
ח񉞓ꏊҁC$p_nameEߕCJčIޏCiB\



;Gb`iGtFNg

h_efct_w 1, ":a;cg\mimic_v3.png"
		gosub *meswin_set


;

$p_namepAsɊɖCčI鏊C樈tcꉺC@֗p͒𓮍iB\

		lsp SP_CG,":a;cg\mimic_v4.png",-10,-15
print 15

dwave_auto "sound\h_piston2.wav"
yčz
uTꟁccҁAҎZꠁv\




;Gb`iGtFNg
h_efct_w 2, ":a;cg\mimic_v4.png"
		gosub *meswin_set


ח樚Ič{C$p_nameQIB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15

dwave_auto "sound\h_piston2.wav"
yčz
uꟁAށAߗccv\




;Gb`iGtFNg
h_efct_w 1, ":a;cg\mimic_v3.png"
		gosub *meswin_set



$p_nameIߎO\CčIo^O\IgbB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
yčz
ujCꟁCcCꟁAꟁv\

חߓߑѓ_㓪Ig稐C$p_namei[iB\

		lsp SP_CG,":a;cg\mimic_v2.png",-10,-15
print 15
yčz
ucCĉ__ccꟁIccICIJꟁIIv\

čsߗCՊp[dB\

$p_nameΒώ@ꢓ߈ꕛ͞B\

;]

		lsp SP_CG,":a;cg\mimic_v4.png",-10,-15
print 15
yčz
uAsCȗccv\




;Gb`iGtFNg
h_efct_w 2, ":a;cg\mimic_v4.png"
		gosub *meswin_set



čʒ$p_nameBspC$p_name瓞ɌB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
݋A󝆝sIAsCō݋zv_˓č̓B\

		lsp SP_CG,":a;cg\mimic_v2.png",-10,-15
print 15
yčz
uhccꠁcc\Ȗ}lVCjjjIlgIꏍKIIv\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
yčz
uꟁCꟁ```Tv\




;ː
h_efct_w 3, ":a;cg\mimic_v3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
		csp SP_FLASH
		print 12
		
		gosub *meswin_set





		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
print 15
$p_nameiOp͒nA[IuԁCčBⒸB\

^CʓIt˓ACčgTĎ㗹B\


;

		lsp SP_CG,":a;cg\mimic_v6.png",-10,-15
print 15
yčz
uccsIB꣔ƚCҐ^LOrꡁv\

V@Cč$p_nameJSI΁B\

$p_nameo߈ꖋݑCEsZyy̗ꢓIB\

		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
print 15
yčz
uAIsv֖֕̏gIIv\


		lsp SP_CG,":a;cg\mimic_v6.png",-10,-15
print 15
^ߕꟃCč鶋NˁCkB\


		;XLoĂȂo鏈
		mov %temp1,SKILL_FLG+5
		if %%temp1 == 1 goto *getskill_pass_13

		yčz
		uIccLCgA\꣏jꠁB꣉YA\c󔠓Iv\
		
		get_skill 5
		čLC$p_nameIg̔WWI䊕́B$p_namel󔠓ImI\
		
		Z\vwALʁBZ\풓{QI\
	*getskill_pass_13


yčz
uҔ\Čꝁccv\

ŒLsn粓IčC$p_name_nZꢁB\

yčz
uTC꣔ƚCgSӓIBČCv꣑wv\


		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		

čb@CAzqHecc\



		

		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_13


	;==============
	; 2
	;==============
	*h_scene_win_t2_13
		mov %temp1,G_MONS_WIN_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_winpass_13
		


		bgmvol 100
		bgm "music\h_win.ogg"
		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		gosub *meswin_set
		
yčz
uA{ꡁccv\

;N

$p_name⑓Ič|ݕ󔠏B\

yčz
uꣁA꣗vYCٗVkIJgIv\

{Ґ@ns`lCAꢊŋNߌov@gp߉ٓI@pB\

č哮E{ߕCoAݕ󔠏C$p_nameNCōݗUfʁB\

yčz
uICҕs_Iv

ݖčIÑC$p_nameQZE{ߕCю旹@ÏʁB\



		dwave 1,"sound\undress.wav"
		

		
		wait 500
		
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\mimic_v1.png",-10,-15
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12

$p_namepAs㲒čI鏊Cݏ[V@𓮗B\

		lsp SP_CG,":a;cg\mimic_v2.png",-10,-15
print 15
yčz
uTꟁccAʔꠁv\

h_efct_w 1, ":a;cg\mimic_v2.png"
		gosub *meswin_set
$p_nameח樔Ič{CQIB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
yčz
uIcc΁CACkDBCʖIC_NIv\

;20121219C
$p_nameΈ꒼ێݏԓxIčLNC׏I񕜁Cp͒niB\

h_efct_w 2, ":a;cg\mimic_v3.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\mimic_v4.png",-10,-15
print 15
yčz
ujCjꟁCHCꟁCꟁccv\

$p_nameI߂ROCꢏIoO\NIbB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
uށIHꣁA꣘✒`C󗹁IvX__ccjIHv\

h_efct_w 1, ":a;cg\mimic_v3.png"
		gosub *meswin_set

sǖčIԓxkCpkB\

		lsp SP_CG,":a;cg\mimic_v2.png",-10,-15
print 15
$p_namekzߓߗьsIg稐CXp͒n𓮍B\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
yčz
ucCĉ__ccꟁIccICIJꟁIIv\

čsߗCՊp[dB\

$p_nameΒώ@ꢓ߈ꕛ͞B\

h_efct_w 2, ":a;cg\mimic_v3.png"
		gosub *meswin_set


;]

		lsp SP_CG,":a;cg\mimic_v4.png",-10,-15
print 15
yčz
uAsCȗccv\

čʒ$p_nameBspC$p_name瓞ɌB\

		lsp SP_CG,":a;cg\mimic_v3.png",-10,-15
print 15
݋IA흩I_Cō݋z_˓č̓B\

		lsp SP_CG,":a;cg\mimic_v4.png",-10,-15
print 15
yčz
uhKccꠁccȖ}lVCjjC\LKtgSCIKIIv\




;ː
h_efct_w 3, ":a;cg\mimic_v3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
		csp SP_FLASH
		print 12
		
		gosub *meswin_set



		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
print 15
yčz
uꟁCꟁ``Tv\

$p_nameiOp͒nA[IuԁCčBⒸB\

h_efct_w 2, ":a;cg\mimic_v5.png"
		gosub *meswin_set


^Cʐt݉A[BčgTCĎ蜓ⒸB\


;

		lsp SP_CG,":a;cg\mimic_v6.png",-10,-15
print 15
yčz
u^IC꣔ƚ^sc_݊ᗢB꣔ٗVkccs߁Cg|s}꣔_Bv\

،V@CčIoJSI΁B\

$p_nameo߈ꖋݑCEsZyy̗ꢓIB\

		lsp SP_CG,":a;cg\mimic_v5.png",-10,-15
print 15
yčz
uAIsv֖֕̏gIIv\

嫑RꟃdCAč鶋NˁCŋNkB\



		lsp SP_CG,":a;cg\mimic_v6.png",-10,-15
print 15
yčz
uҔ\Čꝁccv\

ŒčߕsI_C$p_name_nꢗiB\

yčz
uʖ琿wBœgIOCvڑŊJBsBߍDꝁHv\

				
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

ԔCIb@Cčz󔠈Hecc\





		
		csp SP_CG
		print 1
		csp SP_BLACKOUT
		print 12

		goto *h_scene_win_end_13

	*h_scene_win_end_13

	csp SP_MONSTER
	csp SP_CG
	print 15
return

;==============
; HV[̃pX
;==============
*h_scene_winpass_13
	yčz
	uC꣉樏gJSNIꠁHv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_name^čxߗi[IB\

	;XLoĂȂo鏈
	mov %temp1,SKILL_FLG+5
	if %%temp1 == 1 goto *getskill_pass_e_13
	get_skill 5
	čLC$p_nameIg̔WWI䊕́B$p_name֘󔠓ImI\
	
	Z\vwA\BZ\풓{QI\
	*getskill_pass_e_13
	csp SP_FLASH

	csp SP_MONSTER
	print 15
return

;====================================================
;y~~bN̂gV[Fskz
;====================================================
*h_scene_lose_13
	;==============
	; xs
	;==============
	*h_scene_lose_plv_13
		

		čIU$p_nameC$p_nameۓ|ݒnI\
		
		bgmvol 50
		dwave_auto "sound\hit_p05.wav" 
		quake 8,500
		
		lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		uꟁAꟁC^cc꣔ǵC瑾㗹ꠁccv\
		
		čbܙܒnB狖וPI$p_nameCvꢓIϗ͖瑊ϒᗹB\
		
		lsp SP_MONSTER,":a;cg\mimic_sta8.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		uꗈ{v@DDꣁBށCZCىꠁIv\
		
		č葀󔠁Co$p_naméB`OI\
		
		
		dwave 1,"sound\escape.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		gosub *meswin_set
		`I䊏$p_name񗹒nB\
		
		{ȈדPΓP\ՁCʊҐssꝁB$p_nameQICӎB\
		
		gosub *meswin_erase
		
		


		bgmfadeout 1000
		bgmstop
		csp SP_MESS_MENU
		print 1
	
		csp SP_MONSTER
		return

	;==============
	; 1
	;==============
	*h_scene_lose_p1_13
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_13

		bgmvol 50

		dwave_auto "sound\taore.wav"

RčIUoaÍC$p_nameۓ|ݗnB\


yčz
uYvC^vpccv\

		
		
		goto *h_scene_lose_half_13
	
	
	;==============
	; 2
	;==============
	*h_scene_lose_p2_13
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_13

		bgmvol 50

		dwave_auto "sound\taore.wav"

嫑RS͈ȕnDCAݖčIUC$p_name⑁C|݌nccB\


yčz
uYvC{Ȉוϋ_CʑLxꝁB^vpccv\



	
		goto *h_scene_lose_half_13

	;==============
	; Ixs
	;==============
	*h_scene_lose_slv_13
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50

		čwosIkُCQD$p_nameRIluccB\
		
		lsp SP_MONSTER,":a;cg\mimic_sta6.png",%mons_pos_x,%mons_pos_y
		print 15
		
		yčz
		uāccZꝁBČpIbCgI̗͖AsZccv\
		
		P$p_nameIčC̗͎LPIyCbeB\

		yčz
		u嫑R꣐NIbL_sDӎvCAVA׎~Bgݗv\
		
		lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
		print 15

		yčz
		u풆r~IɋCAIB@ʋz拳PIbCADDiꠁHv\
		
		č葀󔠁Co$p_naméB`OI\
		
		
		dwave 1,"sound\escape.wav"
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		print 12
		gosub *csp_all
		bg black,0
		print 12
		gosub *meswin_set
		`I䊏$p_name񗹒nB\
		
		g̈הrpIBBɁBm\җvB$p_name粔zC粎ӎB\
		
		gosub *meswin_erase
		
		bgmfadeout 1000
		bgmstop
		
		gosub *csp_all
		bg black,0
		print 11
	
		return


	;==============
	; I1
	;==============
	*h_scene_lose_s1_13
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_13
		
		dwave_auto "sound\heartbeat.wav"
		pink_flash 15
		
		bgmvol 50

g̔xzCߌoٖ@⋗B$p_nameAߞɊۓ|݌nB\

		
		
		goto *h_scene_lose_half_13
	
	
	;==============
	; I2
	;==============
	*h_scene_lose_s2_13
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 2 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_13

		dwave_auto "sound\heartbeat.wav"
		pink_flash 15

		bgmvol 50
		
g̔xzCߌoٖ@⋗B$p_nameAߞɊۓ|݌nccB\




		goto *h_scene_lose_half_13

	;==============
	; {点
	;==============
	*h_scene_lose_a_13
		mov %temp1,G_MONS_LOSE_FLG + %enemy_id
		if %%temp1 >= 1 && %h_skip_flg == 1 && %remem_flg == 0 goto *h_scene_losepass_13
		bgmfadeout 3000
		bgmstop
		
		

		goto *h_scene_lose_half_13


	; Ԓn_
	*h_scene_lose_half_13
	mov %temp1,MONS_LOSE_NUM + %enemy_id
	if %%temp1 == 0 goto *h_scene_lose_t1_13
	if %%temp1 <> 0 goto *h_scene_lose_t2_13

	;==============
	; ʕ1
	;==============
	*h_scene_lose_t1_13

	bgmfadeout 1000
	bgmstop


yčz
u^IccR󔠓IO포xCDlZI@snccK{v꣈_ˍsꟁv\

dwave_auto "sound\tornade.wav"
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12
		
		
		gosub *meswin_set
čINC󔠊Jnz͓II$p_nameٖ@RCziccI\
		gosub *meswin_erase

;ԕς܂

		bg black,0

		csp SP_MONSTER
		print 1
		
		wait 1000
		
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
		print 12
		



		gosub *meswin_set
ߐ_C$p_nameȐg꘢KIԁBSgqCݍݔ󒆁B\

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uICIꝁBߛCsYJnv\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15


h_efct_l 1, ":a;cg\mimic_l3.png"
		gosub *meswin_set

dwave_auto "sound\rota.wav"
Җvym⌻C@֓`wkB^CčJnp^IݓNAsI\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
u_z┇ߓI\ꡁBȒPCA꣓Iav\
dwave_auto "sound\pzr_tkk2.wav"
gkٓITC$p_name粔E󒅊IoCUčB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
AčSs݈$p_nameIsCˋꕛݏIqpB\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uCR@Ӓn{iOCו󔠔V_Cgs\ȓIv\
dwave_auto "sound\pzr_tkk2.wav"
󔠔V_ccbs_O\Cꢖ{lcȓ_BݐbԁCčIvL≺B@IkݎB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uvCވC{iOAZC˓ߎZYCߐٗIDlv\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
u{iO\팴ȓICLߍiL\I͓IҁB꣗s㞁BCK{v\v\

h_efct_l 2, ":a;cg\mimic_l2.png"
		gosub *meswin_set

dwave_auto "sound\lick2.wav"
č߉CIB푩SgI$p_name\Pʒn蜓B\

M_IG$p_nameٕNBȒAAIoًٓZㅍ݉AssI\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uCՒnussꠁHv\

čpLYVlI_K$p_nameB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uʁccL퐥󔠔V_IC׍H֌n\MsLIv\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
dwave_auto "sound\lick2.wav"
yčz
uݗpI琥Bwtxaw`xꠁBŋߔIGC^ߐlYv\

čsn$p_namev߉ߓIB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uL@ʕsgpAvLӋ`BCvLgpIΏہBcc񐥔펞ꡁv\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
čIbꒆC$p_name[sIB嫑RsCAꢎvis^l̎B\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15

dwave_auto "sound\rota.wav"
yčz
usߔw`xI߈әXҐ^LBCCA퓮ÁBv\

h_efct_l 3, ":a;cg\mimic_l2.png"
		gosub *meswin_set

č`IJցC@ڎwIkI\

ʑΔ̌ߓIhC$p_nameIg̕sRnTNB\
dwave_auto "sound\rota.wav"
ꖜkJnRCčˑRvuunM蓪Icc\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uCŋNkɋꝁHҐkꡁHcc뗹CpꠁBv\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
yčz
uwtxꝁB\Ҍ\Iccv\

čo꘢ICZIAsBڒCꢊJnҗn㉺MNB\
dwave_auto "sound\pzr_tkk2.wav"
{vːIґR丏$p_nameIҗccI\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uccICŗҌꡁB꣈_IqCsnAvˏoHv\

h_efct_l 1, ":a;cg\mimic_l2.png"
		gosub *meswin_set
dwave_auto "sound\pzr_tkk2.wav"
[SfIt́CAsًٕ咅MCߌ҉Ȓٖ@gCZㅍݗvQccB\

ŒɋBHI$p_nameCčᐺꡚfB\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uNcc@ʍݔԉ[w`xpwtxݓCϐYꡁHv\

ߓԕsIC$p_namesonhCp_ꢏZB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uTCzꎒ≺ꝁHv\

$p_nameΒč_B\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
u˕svꡁv\
dwave_auto "sound\rota.wav"
čђΗe$p_nameBYrCꢈ^JցCڒpߘᆋMNI\
dwave_auto "sound\pzr_tkk2.wav"

h_efct_l 3, ":a;cg\mimic_l3.png"
		gosub *meswin_set

ݍ@IkC|ٖhIAsč蒆IXB\
dwave_auto "sound\pzr_tkk2.wav"
O@񌂁C$p_name蜓ߌᆋIVI\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uCussꠁHv\

Œ푩ZAg̗RBH騍싿I$p_nameCčIoxI΁B\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
yčz
usÐSIbAꟁH꣘sCˍݐڎ󒦔GBv\
dwave_auto "sound\rota.wav"
č樓݉AsIJnxn㉺I\
dwave_auto "sound\pzr_tkk2.wav"
AAkGqITʖ瑘XC$p_nameNːI粉I\
dwave_auto "sound\pzr_tkk2.wav"
		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uށCŗsvꡁBvꔖ@ccAˏoꠁIIv\






;ː
h_efct_l 4, ":a;cg\mimic_l3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
		csp SP_FLASH
		print 12
		
		gosub *meswin_set




		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
print 15

dwave_auto "sound\lick2.wav"
čprIIҍUTC$p_nameI𑄓~ccI\




ʕoIt{sCldCrMčIǵB\

		lsp SP_CG,":a;cg\mimic_l5.png",-5,-5
print 15
yčz
uGށccR˗Bŗm꣘ɓ_ꡁBv\

٘_@CYiꠁBs֏B\

		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
print 15
yčz
uTH꣐sYHˍJnꡁBCœ粁Bv\

čw@B嫑RÊŕs^؁CA鶋Nˎe׊ŋcc\

ߗUʉȏ̔V׈IB팩ICIccB\

		lsp SP_CG,":a;cg\mimic_l5.png",-5,-5
print 15
yčz
uVCSՓIB꣏ADoꠁBccv\

V@C$p_nameIӎOꒆf׎~CčI꒼ݎccB\


		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,150
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 13
		!d300
		dwave_auto "sound\shasei.wav"
		!d100
		csp SP_FLASH
		print 13
		


		
		goto *h_scene_lose_end_13


	;==============
	; ʕ2
	;==============
	*h_scene_lose_t2_13



yčz
u꣊Ґ^vLiꡁccҐC꣑𒆈ӔIHIbAŎZꡁccvCZꊁv\

čݒ粔oMB󔠊Jnz؁ccI\
dwave_auto "sound\heal5.wav"


;ԕς܂

		bgm "music\h_lose.ogg"
		bgmvol 100
		
		gosub *meswin_erase
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
		print 12

		dwave_auto "sound\undress.wav"
		csp SP_MONSTER
		print 1
		csp SP_BLACKOUT
		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
		dwave_auto "sound\h_zutyu.wav"
		pink_flash 12
		
		gosub *meswin_set




$p_nameӎCȘa㎟CqᒅCǓ`CAstZB\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uGCIꝁBߛCAĎJnꠁv\
dwave_auto "sound\rota.wav"
Җv$p_nameJ`CčAŊJ粓IJցBuԁCwkѐ$p_nameIB\

h_efct_l 3, ":a;cg\mimic_l2.png"
		gosub *meswin_set

dwave_auto "sound\pzr_tkk2.wav"
^CčJnptݓNIAsI\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uC_~~IqꡁBsߔskI꣉vLۙrBA꣓IIڍꠁv\

Asas^IxzCݐww⊴C$p_namenUčB\

AčSRs$p_nameIsC粋vuunpӘMC粌pꢓߘIB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uCR@sSn󔠓IOCו󔠔V_Cs\ȁcc^忍ށv\

dwave_auto "sound\pzr_tkk2.wav"
󔠔V_ccbs_O\Cꢖ{lȐ_IBݐbԁCčIꍏvBIkݎB\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uAZވSuCOAZCߐٗIDl񎖁B꣓ꐥϏYݓIށccv\

嫑Rkz_YCA`gsf`IhC$p_name{ٖ@WӎI\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uLiL\OÍCOˉ팴ȁB꣓s㞁BCv\꣒v\

h_efct_l 2, ":a;cg\mimic_l1.png"
		gosub *meswin_set
وߊICčI蕔BSg푩I$p_name\PʒnMBHs~B\
dwave_auto "sound\pzr_tkk2.wav"
M_IG$p_nameN⋫BߎŝAIoًٓZㅒAssI\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
ueeICʑRҐ{ōDpꡁB꣓I琥Ŗ_Iv\

čpLYVlʓI_K$p_nameB\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
u֘ʁcc҉^I򕨁BLvLo㎟XqHv\
dwave_auto "sound\rota.wav"
oꢔC$p_namemoǓ[I҈ٞIMxcc\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uށCspQB嫑Rݑlg㎎߁CsߖAᆈ铖VEIؗ߁ccv\

č|sԒfnq$p_nameɑsړIbB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
yčz
usC򕨐ZxIbC٘_Ysv֌nꠁHv\

$p_nameҒnhhI\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15

h_efct_l 1, ":a;cg\mimic_l1.png"
		gosub *meswin_set

yčz
uRLCsgpAvӋ`BCvl\\pBccAL펞ꡁv\

ߓčIbC$p_name[sIB嫑RMs^CAŗvisl̎B\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
usߔw`xI߈әXҐ^LBvCCA퓮ÁBv\
dwave_auto "sound\rota.wav"
č`IJցC@[ڎ`IkI\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15

yčz
usc_hCAsCҐ^voccv\

čٌʒQBR݈ӁC$p_nameIg̐דߝٖ@KIhTs~B\
dwave_auto "sound\rota.wav"
g$p_nameiskJIRCč_xnpM藢Icc\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uCŋNkɋvHkꝁHҐkH٘_ꖘsDCvpGBv\
dwave_auto "sound\rota.wav"
		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uwtxa㎟IcL_sBҌ̈זIAIGccv\

h_efct_l 2, ":a;cg\mimic_l2.png"
		gosub *meswin_set
čوZtC_n$p_nameI_B@RJnҗn㉺NI\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
yčz
uCʊҐ^ccI꣓I\ȒLRȐcꡁccv\

čpߔ@s@˔ʓIÎ$p_nameI\

ŐsːIꎟꎟt$p_nameIҔwccI\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uccICosBIo_I\Bs߁C꣎vɌꠁHv\
dwave_auto "sound\pzr_tkk2.wav"
q󖞗SfIt́C_ݔIԉsfݓCߎ튴oȌ\CًْnZㅍݗvQʁccB\

ŒɋBHI$p_nameCčᐺꡚfB\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uNcc@ʍݔԉ[w`xpwtxݓCϐYꡁHv\
dwave_auto "sound\rota.wav"
ߓԕsIC$p_namesonhCp_ꢏZB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uTCzꎒ≺ꝁHv\

$p_nameΒč_B\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
u˕svꡁv\
dwave_auto "sound\rota.wav"
čΒ$p_nameBY鍐C@ŊJ^JցCpߘqnݓNI\
dwave_auto "sound\pzr_tkk2.wav"
h_efct_l 3, ":a;cg\mimic_l3.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
dwave_auto "sound\pzr_tkk2.wav"
yčz
uߌoYLꝁHs҉vLlIBv\
dwave_auto "sound\rota.wav"
ݍ@InkC|ٖhI_čݎ蒆IᆋXB\

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
uߌoR粏㗹ꡁBŏŏŏ`v\

qʔO@񌂁C$p_nameᆗ݋ɒvIBHI\

		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15
yčz
uCsꠁHv\
dwave_auto "sound\pzr_tkk2.wav"
Œ푩ZAg̗RBH騍싿I$p_nameCčIoxI΁B\

h_efct_l 2, ":a;cg\mimic_l3.png"
		gosub *meswin_set

		lsp SP_CG,":a;cg\mimic_l1.png",-5,-5
print 15
yčz
usÐSIbAꟁH꣘sCˍݐڎ󒦔GBv\
dwave_auto "sound\lick2.wav"
č樓݉AsIJnxn㉺I\

rAVOGqITʖhC$p_nameNːI粉I\

		lsp SP_CG,":a;cg\mimic_l2.png",-5,-5
print 15
yčz
uޙށC鉺o꣉ᆝ{ꡁBvꔖ@ccAˏoꠁIIv\
		lsp SP_CG,":a;cg\mimic_l3.png",-5,-5
print 15






;ː
h_efct_l 4, ":a;cg\mimic_l3.png"

		gosub *meswin_erase
;		pink_flash 16
;		pink_flash 16
;		pink_flash 16
		
		lsp SP_FLASH,":a;cg\whiteflash.png",0,0
		dwave_auto "sound\shasei.wav"
		print 12
		!d500
		dwave_auto "sound\shasei.wav"
		!d100
		dwave_auto "sound\shasei.wav"
		
		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
		csp SP_FLASH
		print 12
		
		gosub *meswin_set







		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
print 15

dwave_auto "sound\lick2.wav"

č슈nTrhTC$p_name]ԏAtfoccI\




ʕoItoqIɌCҗndJCrMčIǵB\

		lsp SP_CG,":a;cg\mimic_l5.png",-5,-5
print 15
yčz
uGcc˗ꡁBŗ꣔풆ӔꟁBv\

VCIIڍZiꝁBs֏B\

		lsp SP_CG,":a;cg\mimic_l4.png",-5,-5
print 15
yčz
uTH꣊YsȈ׌ꠁHݍ˗vJnꡁBCœ粁Bv\

čpww@B嫑RÊŕs^CAe׈Łcc\

ߗ͕㎟җvʓIB׏YϑꟁccB\

		lsp SP_CG,":a;cg\mimic_l5.png",-5,-5
print 15
yčz
uח꣓ӐiIݚGBSnꠁBvSꡁBccv\

dwave_auto "sound\lick2.wav"
V@C$p_nameIӎOꒆf׎~CčIl̎꒼ccB\


		
		lsp SP_BLACKOUT,":a;cg\blackout.png",0,0,200
		print 13
		


		goto *h_scene_lose_end_13


	*h_scene_lose_end_13
		bgmfadeout 1000
		bgmstop
		bg black,0
		gosub *csp_all
		print 11
return



;==============
; skHV[̃pX
;==============
*h_scene_losepass_13

	lsp SP_MONSTER,":a;cg\mimic_sta4.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yčz
	uߛCK{v\ꡁccv\

	lsp SP_FLASH,":a;cg\blackout.png",0,0
	print 12

	$p_namečOOncc\

	csp SP_FLASH
	csp SP_MONSTER
	goto *h_scene_lose_end_13
return



;==============================
; gV[pAj[VP
;==============================
*h_animation_w1_13
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-15,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,10,0,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-5,0,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_zutyu.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return



;==============================
; gV[pAj[VQ
;==============================
*h_animation_w2_13
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-15,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_piston1.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,12,0,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,-6,0,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_zutyu.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V3
;==============================
*h_animation_w3_13
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-10,-15,100

	;XvCg̃VFCN
	*h_animation_w41_13
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_piston3.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,18,0,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,-12,0,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_zutyu.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_w22_13
		add %loop1, 1
	goto *h_animation_w41_13
	
	*h_animation_w22_13
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return


;==============================
; gV[pAj[VP
;==============================
*h_animation_l1_13
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-5, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 1
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 4
			msp SP_CG_ANIM,0,10,0
			print 1
			click_wait 20
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 8
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-5,0
			print 1
			click_wait 40
		next
		dwave_auto "sound\h_nutya.wav"
		vsp SP_CG_ANIM,0
		click_wait 800
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1


return


;==============================
; gV[pAj[VQ
;==============================
*h_animation_l2_13
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-5, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 2
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 3
			msp SP_CG_ANIM,0,12,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 6
			msp SP_FLASH,0,0,-80
			msp SP_CG_ANIM,0,-6,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 400
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return


;==============================
; gV[pAj[V3
;==============================
*h_animation_l3_13
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-5, -5,100

	;XvCg̃VFCN
	for %loop1=0 to 3
		dwave_auto "sound\h_nutya2.wav"
		vsp SP_CG_ANIM,1
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
	next
	
	;XvCg̏
	csp SP_CG_ANIM

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; gV[pAj[V4
;==============================
*h_animation_l4_13
	mov %click_tim_f, 0
	csp SP_MESS_MENU
	;XvCg̕\
	lsp SP_CG_ANIM,$str_h_anim_pic,-5, -5,100

	;XvCg̃VFCN
	*h_animation_l41_13
		vsp SP_CG_ANIM,1
		dwave_auto "sound\h_nutya2.wav"
		for %loop2=1 to 2
			msp SP_CG_ANIM,0,18,0
			print 1
			click_wait 15
		next
		lsp SP_FLASH,":a;cg\pinkflash.png",0,0,255
		for %loop2=1 to 3
			msp SP_FLASH,0,0,-150
			msp SP_CG_ANIM,0,-12,0
			print 1
			click_wait 30
		next
		vsp SP_CG_ANIM,0
		dwave_auto "sound\h_nutya.wav"
		click_wait 200
		if %loop1 <= 1 mov %click_tim_f, 0
		if %click_tim_f == 1 && %loop1 >= 4 goto *h_animation_l22_13
		add %loop1, 1
	goto *h_animation_l41_13
	*h_animation_l22_13
	
	;XvCg̏
	csp SP_CG_ANIM

	print 1
return
;==============================================
; Kwω[`
;==============================================

;=========================
; floor1
;=========================
*floor1_end
	if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
	mov %sub_temp1,ARMOR_FLG + 19
	if %last_atk == 0 && %%sub_temp1 != 1 goto *floor1_getitem
	goto *floor1_end2
	
	*floor1_getitem
	lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	yDmz
	us߁CR\pI͗樉C^sNB튴oCkvvĽBv\
	
	DmACpJSnΒBŗCR\ϕUoCꢗӗVOIB\
	
	mCLߓZbœss\핁ʍUIqB|s@CΎȔ\ŐXbB\
	
	yDmz
	uޙށC^樉o𗹈ԕsǏBK{DD꣍ˍsBv\
	
	csp SP_MONSTER
	print 15
	
	dwave 1,"sound\equip.wav" 
	
	lsp SP_MONSTER,":a;cg\fight_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	
	DmC[Ԑ[\^BccaDmIIZbH\
	
	yDmz
	u嫑RߓIݗL_߈ӕsCAd^ZbB@꣐eg̉ߓIߞChIGBv\
	
	hꟁCccBVCAssnB\
	
	Zb㎗ҎcDmgIBvCSnLB\
	
	lsp SP_MONSTER,":a;cg\fight_sta7.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yDmz
	uccsAsYIGIs\IꟁIHv\
	get_armor 19
	
*floor1_end2
	if %story_prog >= 2 goto *floor1_end3
	
	lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yDmz
	uߛC꣔V@mvpOiIꠁBTC@ʐ꣓IbYvBv\

	yDmz
	u嫐@CO򌻍ݐݎ{HBȓ꣑ꉺߘHB꣊œ粓IୁBv\
	
	䏇wŌ୕ǁCʎʒYBzccuvH\
	
	yDmz
	uΑ΁CAߘBPꉺߓgୁBv\
	
	LBUOVޓIꝁHƒꢐIPꉺ୕ǁB\
	
	dwave 1,"sound\punch.wav" 
	!d1000
	dwave 1,"sound\bomb.wav" 
	
	bgmfadeout 1000
	bgmstop
	
	ccrJ꘢B\
	
	dwave 1,"sound\fall.wav" 
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
	csp SP_MONSTER
	gosub *clear_dungeon_statmenu
	
	bg black,0
	csp SP_BLACKOUT
	print 1

	yDmz
	uTCߏAߘHB嫑RLHCAsvㅉHBv\
	
	AݒėOIuԁC䖔ŗ୏ʓIBu@{H@ӁIv\
	
	YߘHꟁC{APIݎ{HꠁI\
	
	yDmz
	uꟁCҗLC{V@ߗypI@wBIȗpBvp߈ꎟCA\ړ`ߗBv\
	
	!d1000
	
	dwave 1,"sound\stone.wav" 
	
	mov %step_num,0
	mov %floor_num,2
	mov %encount_chk, -20
	bg "cg\dungeon2.png",18
	bgm "music\floor2.ogg"
	
	ccZB꘢OwBoI͘aVOIOwsB\
	
	soӊԉ񓪊ŋCœ꘢ގ@wIBYADmߓIp@wꠁB\
	
	ccv\yOpI@wADB\
	
	mov %story_prog, 2
	goto *dungeon_menu_top
	
*floor1_end3
	
	lsp SP_MONSTER,":a;cg\fight_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yDmz
	uߛCsǑOiꠁI꣉YIꠁCAߓg୚GIv\

	ʑRvLʓIHꟁCꉓIB`꣘ٓHCꉺꠁcc\

	dwave 1,"sound\punch.wav" 
	!d1000
	dwave 1,"sound\bomb.wav" 
	
	bgmfadeout 1000
	bgmstop
	
	dwave 1,"sound\fall.wav" 
	lsp SP_BLACKOUT,":a;cg\blackout.png",0,0
	csp SP_MONSTER
	gosub *clear_dungeon_statmenu
	
	bg black,0
	csp SP_BLACKOUT
	print 1

	!d1000
	
	dwave 1,"sound\stone.wav" 
	
	mov %step_num,0
	mov %floor_num,2
	mov %encount_chk, -20
	bg "cg\dungeon2.png",18
	bgm "music\floor2.ogg"
	goto *dungeon_menu_top
	
;==============================================
; Kwω[`
;==============================================

;=========================
; floor2
;=========================
*floor2_end
	if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
	mov %sub_temp1,WEAPON_FLG + 19
	if %last_atk == 1 && %%sub_temp1 != 1 goto *floor2_getitem
	goto *floor2_end2
	
	*floor2_getitem
	lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	ub񗈁CR\ݖ@Չ߉BFFC꣓I͊Ȓslꡁv\
	
	嫑RTݚCA䎌ߋN樐lonJSsNB\

	y仛Gz
	uRFFxÍCs\pHICcꉺGv\
	
	csp SP_MONSTER
	print 15
	
	dwave 1,"sound\equip.wav" 
	
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	仛GC[Ԋp\YBŋNꍪ[鈛ƒgFΓIZB\
	
	y仛Gz
	uUUBeIZGBIAw仛GVxIv\
	
	y仛Gz
	uZꇊQInݘC搧UGpIosӈҐˏPVޜk^ꠁIv\
	
	y仛Gz
	uo튴okEꡁI^樐lꟁCEҁv\

	˓IPoΔEғIꝁccIDҐ^樐lMsꉁB\
	
	lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uccꟁCSBVCZAFFꊁIv\
	
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uFF琥ꖼDGIEҗB_Iv\
	
	TCoΕsߞB\
	
	get_weapon 19
	if %story_prog >= 3 goto *floor2_end3
	goto *floor2_end2x
	
*floor2_end2
	if %story_prog >= 3 goto *floor2_end3

	lsp SP_MONSTER,":a;cg\lilim_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uI\\FF^ꇊQꡁBSAv\

	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	u^IzzzvFFBCvsv׉IlHv\
	
	Adn◹BNmꢜΑҁB\
	
	lsp SP_MONSTER,":a;cg\lilim_sta3.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	u؁BsߚvCˑFFBDꊁCHHIv\

*floor2_end2x
	lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uI\\FFʑRҐvOꠁHv\

	RBccACVqŋN琥HB\

	y仛Gz
	u߉Ass꣑јHꡁB嫐јHCAv\
	
	仛GwnBn撅꘢ގ͓Icc\
	
	y仛Gz
	uߐ͏A\[I`@wGB嫑RsIbsIv\
	
	lsp SP_MONSTER,":a;cg\lilim_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uߛ\\⋓BSꠁCsMu꣓IGv\
	
	׏Yꢉ\ߛJSꟁccDB\
	
	dwave 1,"sound\step.wav"
	!d1000

	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	y仛Gz
	uߛCv]I꣋Ő[ԁv\
	
	dwave 1,"sound\blast.wav" 
	lsp SP_BLACKOUT,":a;cg\whiteflash.png",0,0
	csp SP_MONSTER
	gosub *clear_dungeon_statmenu
	csp SP_BLACKOUT
	bg black,0
	print 15

	ҖvJgꉺhC͕֒́C`@B\
	
	!d1000
	
	mov %step_num,0
	mov %floor_num,3
	mov %encount_chk, -20
	bg "cg\dungeon3.png",18
	bgm "music\floor3.ogg"
	
	ccŞqB꘢OwB@仛GI^ICAŐ[ꠁB\
	
	OЗ舓ICŕs㉺CAr\؎󓞒nIGBŗݔ\sB\
	
	g@ғ\SnݗL꘢EopI@wBŗs\񋎁B\
	
	mov %story_prog, 3
	goto *dungeon_menu_top
	
*floor2_end3
	
	lsp SP_MONSTER,":a;cg\lilim_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	y仛Gz
	uߛCR䗈꣈ꠁBvnʉGHv\

	嫑RVqCAwq樐lLsBꢖ@oIsˌ̈ӔIC^樐lB\

	
	dwave 1,"sound\blast.wav" 
	lsp SP_BLACKOUT,":a;cg\whiteflash.png",0,0
	csp SP_MONSTER
	gosub *clear_dungeon_statmenu
	csp SP_BLACKOUT
	bg black,0
	print 15
	
	mov %step_num,0
	mov %floor_num,3
	mov %encount_chk, -20
	bg "cg\dungeon3.png",18
	bgm "music\floor3.ogg"
	goto *dungeon_menu_top
	
;==============================================
; Kwω[`
;==============================================

;=========================
; floor3
;=========================
*floor3_end
	if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
	
	if %story_prog >= 4 goto *floor3_end3
	
	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15


	yGgzz
	u꣊Ґ^ꇊQꡁBFACFAꊁv\
	
	GgzCꟃҗL]́Bŗꢍ˕sB\

	yGgzz
	uށC꣐H꣍ݐYꡁCccv\
	
	yGgzz
	uNߘBƖCAi꣉IړIꠁv\
	
*floor3_end_fromH
	if %p_heat == 1 csp SP_PINKFOG : mov %p_heat, 0 : print 13
	if %story_prog >= 4 goto *floor3_end3

	bgmvol 100
	bgm "music\boss.ogg"
	
	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uCAINꠁB싏ZIEccAIECA꣘쏊EIwʁv\
	
	yGgzz
	uCŋߖEϓLiccȈחmۋZԎgԎCAsSAʓv\

	yGgzz
	u嫑R\׍ϔYCAŏIюI@^ƓIlisv\

	yGgzz
	uIʐCR񋟖EIBƓIlӎUz`z`ҁBȍ׏C^퓯v\

	yGgzz
	uWI`ҎvBꐥsEQvLGӓIΎB񐥑Θl푰vL}v\
	
	yGgzz
	uA鏢WI`ҘCݔ{o𗹜I`cc꣉Y\[L̉ꠁv\

	嫑RvL댯CAA{s햂ccꝁBꢘ었LYDH\

	lsp SP_MONSTER,":a;cg\urob_sta7.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uߓRcWIה}CEȏIlccv\
	
	dwave 1,"sound\equip.wav"
	DCחEaC䌻ݏAꢘɉꠁB\

	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	u}ꊁCJߏΓICJߏ΁Cv^zߛGΓIbCJnAsMYv\

	moBꢘg㊮SsCӓIB\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uvCAeQVꊁv\

	bgmvol 80
	bgm "music\drago_sub.ogg"
	
	ccH\

	lsp SP_MONSTER,":a;cg\urob_sta2.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uߛCݒBڏWݔ{ILY_Hv\
	
	\ccs^CΐlޖvLӁH\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	u{mĉg\^lތ󗯉qkI푰hCߏAv\
	
	^lތccB\

	lsp SP_MONSTER,":a;cg\urob_sta9.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uvCAߛ񎖁BꢘqQ@ӘYNːvړIGv\
	
	yGgzz
	us߁CטAIlޔ@ʕsꋭ吥ssIBۑIbCg̉RtsIٖ@aqkBAZCɒ[nΌv\
	
	yGgzz
	uߞIbCݖ^Ӌ`AԐڗ^lޓGΗBL팸lލ@IʁBx펋׊ᒆB󑘓Iv\
	
	yGgzz
	uRsvCRzaꠁHȁCvK{I`ҁBA꣔Iccꡁv\
	
	yGgzz
	uOCgsClޓIזIB嫑RKsAv\

	lsp SP_MONSTER,":a;cg\urob_sta8.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uCLŒIwqꝁHv꣊JCIySIG`Hv\
	
	ccꡁBʑΔ嫑R[p_I^Cs֎Y틕Ecc\
	
	CAZvC䌻ݖvŎZ`Uꡁcc\

	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uccꟁBґzp`ꝁBR@Cs\ꡁv\

	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	us߁C꣉ʏœߍwqIs͚GH@ʐ^I푊Cs꣓I`rGHv\

	ߊҐ^cc𖃔ϓIB\

	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uҗLC@꣗vp`IbCLݗrZ`ꉺ{I`BLvlI҉sꡁv\
	
	ccTHCsi䔇`I߈ʘVlcc䎎Ggz`qVlIB\

	lsp SP_MONSTER,":a;cg\urob_sta6.png",%mons_pos_x,%mons_pos_y
	print 15

	yGgzz
	uꟁ\CLLIߘlCsIꡁB썪{ٖ@ߐgCA푼菓v\

	yGgzz
	u嫑RvCApn񗹈wvlꉺΕINꟁxBLߌoʘVꗹꡁccv\

	yGgzz
	uō@C`ZUz`C@C꣐oЍ˗Iꟁv\

	yGgzz
	uNVCIXV琥BݏkIC꘢\^䊩ƓIGv\

	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	us߁CݗvE񋟓IʁC񗹑ՍIvꡁcclޓIҘCSssNIlꡁv\
	
	䎒B搶ccʑΖ|sꝁBҗLCoˋIߗlōDҐOrDB\
	
	yGgzz
	uccށCSBVC^A񎖁BvLYnIUC^ΕsNꡁHv\

	lsp SP_MONSTER,":a;cg\urob_sta5.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uߛCA꣉nʗBOCIClꉺꠁB@꣜ÈӓIbCΏېȚGBIČāv\

	ߒGgzIC$p_name`񗹒nʁcc\
	
	mov %story_prog, 4
	csp SP_MONSTER
	dwave 1,"sound\escape.wav"
	goto *dungeon_exit
	
*floor3_end3
	
	lsp SP_MONSTER,":a;cg\urob_sta1.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uT\CʑRkoFꡁBv\꣔IlADccv\

	v\꣓IҁC^]B\
	
	lsp SP_MONSTER,":a;cg\urob_sta3.png",%mons_pos_x,%mons_pos_y
	print 15
	
	yGgzz
	uvCsIvꔖ@B߉A꣉nꠁv\
	
	csp SP_MONSTER

	dwave 1,"sound\escape.wav"
	goto *dungeon_exit
	

*start
;====================================================
;
;====================================================
lookbackoff
windoweffect 10,100	;eLXgEBhȄA0.1b̃NXtF[hɐݒ
erasetextwindow 0

lsph SP_CURSOL,":l/2,400,2;cg\cursor1.bmp",388,580		;y[W҂J[\
lsph SP_HEART+0,":l;cg\heart.png",-100,-100
lsph SP_HEART+1,":l;cg\heart.png",-100,-100
lsph SP_HEART+2,":l;cg\heart.png",-100,-100
lsph SP_HEART+3,":l;cg\heart.png",-100,-100
lsph SP_HEART+4,":l;cg\heart.png",-100,-100
lsph SP_HEART+5,":l;cg\heart.png",-100,-100
lsph SP_HEART+6,":l;cg\heart.png",-100,-100
lsph SP_HEART+7,":l;cg\heart.png",-100,-100
lsph SP_HEART+8,":l;cg\heart.png",-100,-100
lsph SP_HEART+9,":l;cg\heart.png",-100,-100



;eϐ
for %0 = 1 to 599
	mov %%0, 0
next
mov %0, 0

; f[^x[Xǂݍ
gosub *itemdata_read

; p[^̏
;mov %p_hp, 30			;lHP
;mov %p_maxhp, 30		;lőHP	
;mov %p_mp, 30			;lC
;mov %p_maxmp, 30		;lőC	
;mov %p_p_atk, 15		;lU	
;mov %p_m_atk, 10		;l@U	
;mov %p_s_atk, 5			;lIU	
;mov %p_p_def, 15		;lh	
;mov %p_m_def, 10		;l@h	
;mov %p_s_def, 5			;lIh	
;mov %p_p_baseatk, 15	;lU͊bl		
;mov %p_m_baseatk, 10	;l@U͊bl		
;mov %p_s_baseatk, 5		;lIU͊bl		
;mov %p_p_basedef, 15	;lh͊bl		
;mov %p_m_basedef, 10	;l@h͊bl		
;mov %p_s_basedef, 5		;lIh͊bl		
;mov %p_p_eqiatk, 0		;lU͑l	
;mov %p_m_eqiatk, 0		;l@U͑l	
;mov %p_s_eqiatk, 0		;lIU͑l	
;mov %p_p_eqidef, 0		;lh͑l	
;mov %p_m_eqidef, 0		;l@h͑l	
;mov %p_s_eqidef, 0		;lIh͑l	
mov %e_hp, 0			;GHP
mov %e_maxhp, 0			;GőHP	
mov %e_mp, 0			;GC
mov %e_maxmp, 0			;GőC	
mov %e_p_atk, 0			;GU	
mov %e_m_atk, 0			;G@U	
mov %e_s_atk, 0			;GIU	
mov %e_p_def, 0			;Gh	
mov %e_m_def, 0			;G@h	
mov %e_s_def, 0			;GIh	
mov %thief_skill, 0		;V[tXL XLx̗\\
mov %weapon_id, 1		;FV[g\[h
mov %armor_id, 1		;hFZ
mov %acce_id, 0			;ANZFȂ
mov %exp_now, 0			;݂̌ol
;mov %exp_next, 100		;̃xAbv̌ol
mov %money, 0			;z 0
mov %level, 1			;x
mov $p_name,"M"		;
mov %dungeon_flg,0		;_WtO
mov %escape_flg,0		;EotO

gosub *lv_param_get
mov %p_hp, %p_maxhp
mov %p_mp, %p_maxmp
gosub *equip_adjust


get_weapon 0
get_armor 0
get_weapon 1
get_armor 1
get_acce 0

goto *debug_end	;Caution! fobOƂ΂悤

;fobOp̉ł
mov %op_inn_flg, 1
mov %op_bar_flg, 1
mov %op_temple_flg, 1
mov %op_shop_flg, 1
mov %op_dung_flg, 1
mov %level, 22
gosub *lv_param_get
mov %p_hp, %p_maxhp
mov %p_mp, %p_maxmp
get_weapon 0
get_weapon 1
get_weapon 2
get_weapon 3
get_weapon 4
get_weapon 5
get_weapon 6
get_weapon 7
get_weapon 8
get_weapon 9
get_weapon 10
get_weapon 11
get_weapon 12
get_weapon 13
get_weapon 14
get_weapon 15
get_weapon 16
get_weapon 17
get_weapon 18
get_armor 0
get_armor 1
get_armor 2
get_armor 3
get_armor 4
get_armor 5
get_armor 6
get_armor 7
get_armor 8
get_armor 9
get_armor 10
get_armor 11
get_armor 12
get_armor 13
get_armor 14
get_armor 15
get_armor 16
get_armor 17
get_armor 18
get_acce 0
get_acce 1
get_acce 3
get_acce 5
get_acce 6
get_acce 7
get_acce 8
get_acce 9
;get_acce 10
;get_skill 0
;get_skill 1
;get_skill 2
;get_skill 3
;get_skill 4
;get_skill 5
get_skill 6
;get_skill 7
;get_skill 8
;get_skill 9
;get_skill 10
;get_skill 11
;get_skill 12
;get_skill 13
	mov %potion_num,3
	mov %expotion_num,2
	mov %ether_num,3
	mov %hiether_num,1
	mov %frog_num,3
;	mov %ud_wpn_lv1,5
;	mov %ud_wpn_lv2,2
;	mov %ud_wpn_lv6,1
;	mov %ud_amr_lv1,2
;	mov %ud_amr_lv3,1
;	mov %ud_amr_lv5,4
;	mov %ud_acce_lv1,1
;	mov %ud_acce_lv2,2
;	mov %ud_acce_lv3,3
	mov %g_potion_f,1
	mov %g_expotion_f,1
	mov %g_ether_f,1
	mov %g_hiether_f,1
	mov %g_frog_f,1
for %loop1 = 0 to 13
	mov %temp1, G_MONS_ECT_FLG+%loop1
	mov %%temp1,1
	mov %temp1, G_MONS_WIN_FLG+%loop1
	mov %%temp1,1
	mov %temp1, G_MONS_LOSE_FLG+%loop1
	mov %%temp1,1
next
	mov %money,10000
	mov %story_prog,4
	
;

*debug_end


gosub *equip_adjust		;\͓Kp

;spfont "HGnpp߯ߑ",16,16,0,2,0,0
spfont "lr SVbN",16,16,0,2,0,0
;CCiǉڂ
	bg "cg\logo.jpg",10,500

	bg "cg\title.jpg",10,800
;܂20120817
bgmvol 100
bgm "music\title.ogg"

if %g_first_f==1 goto *title
cre_exparam_weapon 10	; EXBTNp̕XvCg̐
cre_exparam_armor 10	; EXBTNp̕XvCg̐
cre_exparam 18			; EXBTNp(ry
mov %g_first_f, 1



;====================================================
;^Cgʂ
;====================================================
*title
;^Cg\[hI


	font "lr SVbN"
	setwindow 32,484,33,4,22,22,0,2,20,0,0,#FFFFFF,22,470,782,594
	textspeed 10
;	textspeeddefault
	textcolor #FFFFFF

;ygV[fobOpz
;mov %enemy_id, 13
;itoa $str_enemy_id, %enemy_id
;mov %temp1,MONS_WIN_NUM + %enemy_id
;mov %temp2,MONS_LOSE_NUM + %enemy_id

;mov %%temp1, 0			; 1ڂȂ0A2ڈȍ~Ȃ1
;goto *battle_s_win_13	; I͂LɁBidƔԍ낦ĉB

;mov %%temp2, 0			; 1ڂȂ0A2ڈȍ~Ȃ1
;goto *battle_p_lose_13	; sk͂LɁBidƔԍ낦ĉB
;goto *battle_s_lose_13	; Isk͂LɁBidƔԍ낦ĉB
;



;goto *TownMenu				; Caution! fobOp

	bg "cg\title.jpg",0
	lsp SP_TITLE_LOGO,":a;cg\logo.png",210,10


	mov %temp1, G_MONS_ECT_FLG
	mov %temp2, G_MONS_ED_FLG
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+12,":a;cg\fairy_op1.png",-30,34		;tFA[
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+12,":a;cg\fairy_op2.png",-30,34		;tFA[
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+5,":a;cg\wolf_op1.png",128,169		;[Et
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+5,":a;cg\wolf_op2.png",128,169		;[Et
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+10,":a;cg\scr_op1.png",76,-30		;\[T[
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+10,":a;cg\scr_op2.png",76,-30		;\[T[
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+1,":a;cg\fight_op1.png",-194,156		;t@C^[
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+1,":a;cg\fight_op2.png",-194,156		;t@C^[
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+7,":a;cg\drago_op1.png",613,137		;hSj[g
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+7,":a;cg\drago_op2.png",613,137		;hSj[g
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+11,":a;cg\harpy_op1.png",544,-97		;n[s[
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+11,":a;cg\harpy_op2.png",544,-97		;n[s[
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+6,":a;cg\slime_op1.png",438,232		;XC
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+6,":a;cg\slime_op2.png",438,232		;XC
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+4,":a;cg\lilim_op1.png",612,250		;
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+4,":a;cg\lilim_op2.png",612,250		;
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+0,":a;cg\angel_op1.png",394,340		;GWF
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+0,":a;cg\angel_op2.png",394,340		;GWF
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+9,":a;cg\vamp_op1.png",204,131		;@pCA
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+9,":a;cg\vamp_op2.png",204,131		;@pCA
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+2,":a;cg\succu_op1.png",174,324		;TLoX
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+2,":a;cg\succu_op2.png",174,324		;TLoX
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+3,":a;cg\urob_op1.png",221,205		;E{X
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+3,":a;cg\urob_op2.png",221,205		;E{X
	add %temp1, 1
	add %temp2, 1
	if %%temp1 == 1 && %%temp2 != 1 lsp SP_TITLE_STATOP+8,":a;cg\mimic_op1.png",486,148		;~~bN
	if %%temp1 == 1 && %%temp2 == 1 lsp SP_TITLE_STATOP+8,":a;cg\mimic_op2.png",486,148		;~~bN

	lsp SP_TITLE_BTN1,":a/2,0,3;cg/start_btn.png",590,490	;Jn
	lsp SP_TITLE_BTN2,":a/2,0,3;cg/cont_btn.png",590,550	;[h
	lsp SP_TITLE_BTN3,":a/2,0,3;cg/dict_btn.png",700,490	;}
	lsp SP_TITLE_BTN4,":a/2,0,3;cg/end_btn.png",700,550	;I

	spbtn SP_TITLE_BTN1,1
	spbtn SP_TITLE_BTN2,2
	spbtn SP_TITLE_BTN3,3
	spbtn SP_TITLE_BTN4,4
	print 12

*title_loop
	btnwait %btnwait

	if %btnwait <= 0 goto *title_loop
	if %btnwait == 1 gosub *title_sp_clear : goto *opening						;Q[X^[g
	if %btnwait == 2 gosub *title_sp_clear : goto *title_load					;[h
	if %btnwait == 3 gosub *title_sp_clear : gosub *zukan_menu : csp SP_MESS_MENU : goto *title	;}
	if %btnwait == 4 gosub *title_sp_clear : end								;I

goto *title_loop


;====================================================
;	[h
;====================================================
*title_load
	mov %save_or_load,1
	gosub *save
	gosub *return
goto *title


;====================================================
;	^CgXvCgނ̏
;====================================================
*title_sp_clear
	for %loop1 = SP_TITLE_STATOP to SP_TITLE_STATOP+19
		csp %loop1
	next
	csp SP_TITLE_BTN1
	csp SP_TITLE_BTN2
	csp SP_TITLE_BTN3
	csp SP_TITLE_BTN4
	csp SP_TITLE_WIN
	csp SP_TITLE_LOGO
return

;==========================================================================
;	VXeJX^}CY
;==========================================================================
*custom

	ispage %isclick_wait						;NbN҂y[W҂擾

	if %isclick_wait = 1	vsp SP_CURSOL,1		;y[W҂̏
	print 1

btndef clear
textbtnwait %0
if %0=0 goto *text_go
if %0=-1 gosub *rclick_check
;if %0=-2 vsp 0,0:vsp 1,0:print 1:systemcall lookback
if %0=-3 goto *text_go

goto *custom


*text_go
	;J[\
	vsp SP_CURSOL,0
	vsp SP_HEART+0,0
	vsp SP_HEART+1,0
	vsp SP_HEART+2,0
	vsp SP_HEART+3,0
	vsp SP_HEART+4,0
	vsp SP_HEART+5,0
	vsp SP_HEART+6,0
	vsp SP_HEART+7,0
	vsp SP_HEART+8,0
	vsp SP_HEART+9,0
	print 1
	mov %heart_num, 0
	texec	;y[W҂ł΃eLXg
	saveon	;textgosubł͎Isaveoffŝsaveonw
return

;=================
*rclick_check
	if %battle_flg == 1 goto *rclick_check_1
	if %hscene_flg == 1 goto *rclick_check_2
	return

	*rclick_check_1
		gosub *clear_dungeon_statmenu
		vsp SP_MESS_MENU,0
		vsp SP_CURSOL,0
		systemcall windowerase
		vsp SP_MESS_MENU,1
		print 1
		gosub *dungeon_stat_view
		gosub *view_enemy_statbar
		return
	*rclick_check_2
		vsp SP_MESS_MENU,0
		vsp SP_CURSOL,0
		systemcall windowerase
		vsp SP_MESS_MENU,1
		return


end
;==============================================
; x
;==============================================
*level_up
	mov %temp1,%level
	*level_up_loop
	if %exp_now >= %exp_next inc %level : gosub *lv_param_get : goto *level_up_loop
	if %temp1 == %level jumpf
	dwave 1,"sound\lvup.wav"
	񏡓%levelI\
	if %temp1 == 1 && %level >= 2 gosub *level2_set
	gosub *equip_adjust
	~
return


*level_down
	dec %level
	if %level == 1 gosub *level2_erase
	if %level < 1 mov %level 1
	gosub *lv_param_get
	gosub *equip_adjust
return

*level_crash
	if %level == 2 return
	gosub *level_down
	goto *level_crash
return


*lv_param_get
	if %level == 1 lv_param_set 30,30,15,10,5,15,10,5,10
	if %level == 2 lv_param_set 50,50,20,15,10,17,11,6,30
	if %level == 3 lv_param_set 75,60,23,17,12,18,12,7,90
	if %level == 4 lv_param_set 90,70,25,18,14,20,14,8,180
	if %level == 5 lv_param_set 105,80,28,20,16,21,15,9,330
	if %level == 6 lv_param_set 120,90,30,21,18,23,16,10,540
	if %level == 7 lv_param_set 135,100,33,23,20,24,18,11,820
	if %level == 8 lv_param_set 150,110,35,24,22,26,19,12,1200
	if %level == 9 lv_param_set 165,120,38,26,24,27,20,13,1600
	if %level == 10 lv_param_set 180,130,40,27,26,29,22,14,2200
	if %level == 11 lv_param_set 195,140,43,29,28,30,23,15,2900
	if %level == 12 lv_param_set 210,150,45,30,30,32,24,16,3700
	if %level == 13 lv_param_set 225,160,48,32,32,33,25,17,4600
	if %level == 14 lv_param_set 240,170,50,33,34,35,27,18,5700
	if %level == 15 lv_param_set 255,180,53,35,36,36,28,19,6900
	if %level == 16 lv_param_set 270,190,55,36,38,38,29,20,8200
	if %level == 17 lv_param_set 285,200,58,38,40,39,31,21,9700
	if %level == 18 lv_param_set 300,210,60,39,42,41,32,22,11400
	if %level == 19 lv_param_set 315,220,63,41,44,42,33,23,13300
	if %level == 20 lv_param_set 330,230,65,42,46,44,35,24,15300
	if %level == 21 lv_param_set 345,240,68,44,48,45,36,25,17600
	if %level == 22 lv_param_set 360,250,70,45,50,47,37,26,20200
	if %level == 23 lv_param_set 375,260,73,47,52,48,38,27,23000
	if %level == 24 lv_param_set 390,275,75,48,54,50,40,28,27000
	if %level == 25 lv_param_set 410,290,78,50,56,51,41,29,32000
	if %level == 26 lv_param_set 430,305,80,51,58,53,42,30,38000
	if %level == 27 lv_param_set 450,320,83,53,60,54,44,32,45000
	if %level == 28 lv_param_set 470,335,85,54,65,56,45,34,53000
	if %level == 29 lv_param_set 500,350,90,60,70,60,50,36,99999
	if %level == 30 lv_param_set 999,700,200,140,160,80,70,60,100000

return




*lv_param_set
	getparam %sub_temp1, %sub_temp2, %sub_temp3, %sub_temp4, %sub_temp5, %sub_temp6, %sub_temp7, %sub_temp8, %sub_temp9
	mov %p_maxhp, %sub_temp1		;ő̗͐ݒ
	mov %p_maxmp, %sub_temp2		;őC͐ݒ
	mov %p_p_baseatk, %sub_temp3	;bUݒ
	mov %p_m_baseatk, %sub_temp4	;b@Uݒ
	mov %p_s_baseatk, %sub_temp5	;bIUݒ
	mov %p_p_basedef, %sub_temp6	;bhݒ
	mov %p_m_basedef, %sub_temp7	;b@hݒ
	mov %p_s_basedef, %sub_temp8	;bIhݒ
	mov %exp_next, %sub_temp9		;̃x̌olݒ
return


*level2_erase
	mov %sub_temp1,SKILL_FLG + 6
	mov %%sub_temp1,0
	Y~Z\I\
return

*level2_set
	w~Z\Igp@Ύ蓊~CCRzB~CΎDisoUB\
	get_skill 6
return
;====================================================
; }
;====================================================
*zukan_monster_top

	csp SP_MESS_MENU
	for %temp1=SP_SUB2_MENU to SP_SUB2_MENU-13 step -1
		csp %temp1
	next
	gosub *erase_rcmain

	lsp SP_MAIN_MENU,":c;cg\zukan.jpg",0,0

*zukan_monster_top2
	dwave 1,"sound\paper.wav"
	for %temp1=1 to 13
		mov $temp1,""
		
		mov %temp3, G_MONS_ECT_FLG+%temp1			;temp3ɑς݃tOԍZbg
		if %%temp3==0 mov $temp1, "" goto *zukan_monster_loopend
		if %temp1==1 mov $temp1,"tFA[" : lsph SP_MESS_MENU-%temp1,":a;cg\fairy_sta1.png",450,70
		if %temp1==2 mov $temp1,"[Et" : lsph SP_MESS_MENU-%temp1,":a;cg\wolf_sta1.png",410,34
		if %temp1==3 mov $temp1,"\[T[" : lsph SP_MESS_MENU-%temp1,":a;cg\scr_sta1.png",420,30
		if %temp1==4 mov $temp1,"t@C^[" : lsph SP_MESS_MENU-%temp1,":a;cg\fight_sta1.png",240,30
		if %temp1==5 mov $temp1,"hSj[g" : lsph SP_MESS_MENU-%temp1,":a;cg\drago_sta1.png",420,30
		if %temp1==6 mov $temp1,"n[s[" : lsph SP_MESS_MENU-%temp1,":a;cg\harpy_sta1.png",420,30
		if %temp1==7 mov $temp1,"XC" : lsph SP_MESS_MENU-%temp1,":a;cg\slime_sta1.png",350,80
		if %temp1==8 mov $temp1,"" : lsph SP_MESS_MENU-%temp1,":a;cg\lilim_sta1.png",450,110
		if %temp1==9 mov $temp1,"GWF" : lsph SP_MESS_MENU-%temp1,":a;cg\angel_sta1.png",400,180
		if %temp1==10 mov $temp1,"@pCA" : lsph SP_MESS_MENU-%temp1,":a;cg\vamp_sta1.png",390,80
		if %temp1==11 mov $temp1,"TLoX" : lsph SP_MESS_MENU-%temp1,":a;cg\succu_sta1.png",400,130
		if %temp1==12 mov $temp1,"E{X" : lsph SP_MESS_MENU-%temp1,":a;cg\urob_sta1.png",290,0
		if %temp1==13 mov $temp1,"~~bN" : lsph SP_MESS_MENU-%temp1,":a;cg\mimic_sta1.png",320,60
		*zukan_monster_loopend
		lsp SP_MAIN_MENU-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,40,60+26*(%temp1-1)
		
	next
	
	lsp SP_MAIN_MENU-41,":s/20,20,1;#000000"+"yX^[}Ӂz",40,34
	print 19
	
	
	
	btndef clear
;	for %temp1=1 to 40
;		spbtn SP_MAIN_MENU-%temp1,%temp1
;	next

	cre_select 13		; I̐

; %btnwaitɁANbN{^ԍB
*zukan_monster_loop
	btnwait %btnwait

	if %btnwait == 0 mov %zukan_page,%btnwait : goto *zukan_monster_loop
	if %btnwait=-1 goto *zukan_exit_mons			;ENbNȂ}ӏI
	if %btnwait == -2 gosub *zukan_clear_mons : goto *zukan_item_top2		;ȂACe}ӂ
	if %btnwait == -3 gosub *zukan_clear_mons : goto *zukan_equip_top2		;Ȃ畐}ӂ
	
	if 1<=%btnwait && %btnwait<=13 mov %zukan_page,%btnwait : goto *m_zukan_page_top

goto *zukan_monster_loop






;====================================================
; }ӂ̒g
;====================================================
*m_zukan_page_top
	mov %zukan_stand,0
	dwave 1,"sound\paper.wav"
	gosub *zukan_clear_mons	; Ƃ肠S\xNA
	print 19

	; G̕\
	if %zukan_page == 1 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta1.png",450,70
	if %zukan_page == 2 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta1.png",410,34
	if %zukan_page == 3 lsp SP_MAIN_MENU-5,":a;cg\scr_sta1.png",420,30	
	if %zukan_page == 4 lsp SP_MAIN_MENU-5,":a;cg\fight_sta1.png",240,30	
	if %zukan_page == 5 lsp SP_MAIN_MENU-5,":a;cg\drago_sta1.png",420,30	
	if %zukan_page == 6 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta1.png",420,30	
	if %zukan_page == 7 lsp SP_MAIN_MENU-5,":a;cg\slime_sta1.png",350,80	
	if %zukan_page == 8 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta1.png",450,110	
	if %zukan_page == 9 lsp SP_MAIN_MENU-5,":a;cg\angel_sta1.png",400,180	
	if %zukan_page == 10 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta1.png",390,80	
	if %zukan_page == 11 lsp SP_MAIN_MENU-5,":a;cg\succu_sta1.png",400,130	
	if %zukan_page == 12 lsp SP_MAIN_MENU-5,":a;cg\urob_sta1.png",290,0	
	if %zukan_page == 13 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta1.png",320,60	
*m_zukan_page_top2	
	; X^[̕\
	if %zukan_page == 1 mov $temp1, "ytFA[z"
	if %zukan_page == 2 mov $temp1, "y[Etz"
	if %zukan_page == 3 mov $temp1, "y\[T[z"
	if %zukan_page == 4 mov $temp1, "yt@C^[z"
	if %zukan_page == 5 mov $temp1, "yhSj[gz"
	if %zukan_page == 6 mov $temp1, "yn[s[z"
	if %zukan_page == 7 mov $temp1, "yXCz"
	if %zukan_page == 8 mov $temp1, "yz"
	if %zukan_page == 9 mov $temp1, "yGWFz"
	if %zukan_page == 10 mov $temp1, "y@pCAz"
	if %zukan_page == 11 mov $temp1, "yTLoXz"
	if %zukan_page == 12 mov $temp1, "yE{Xz"
	if %zukan_page == 13 mov $temp1, "y~~bNz"
	lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+$temp1,40,40
		
	; ̕\
	mov $temp1,"*monster_detail_"
	itoa $temp2,%zukan_page
	add $temp1,$temp2
	gosub $temp1
	strsp SP_MAIN_MENU-2, $temp1,40,70,15,40,20,20,0,2,0,0,#000000

	; CG{^̕\
	mov %temp3, G_MONS_WIN_FLG+%zukan_page			;temp3ɏς݃tOZbg
	if %%temp3 >= 1 lsp SP_MAIN_MENU-3,":a/2,0,3;cg/w_cg_btn.png",50,550
	mov %temp3, G_MONS_LOSE_FLG+%zukan_page			;temp3ɔskς݃tOZbg
	if %%temp3 >= 1 lsp SP_MAIN_MENU-4,":a/2,0,3;cg/l_cg_btn.png",170,550
;	; z{^̕\
;	mov %temp3, G_MONS_WIN_FLG+%zukan_page			;temp3ɏς݃tOZbg
;	if %%temp3 >= 1 lsp SP_MAIN_MENU-6,":a/2,0,3;cg/w_mem_btn.png",100,450
;	mov %temp3, G_MONS_LOSE_FLG+%zukan_page			;temp3ɔskς݃tOZbg
;	if %%temp3 >= 1 lsp SP_MAIN_MENU-7,":a/2,0,3;cg/l_mem_btn.png",220,450

	spbtn SP_MAIN_MENU-3,1
	spbtn SP_MAIN_MENU-4,2
	spbtn SP_MAIN_MENU-5,3
;	spbtn SP_MAIN_MENU-6,4
;	spbtn SP_MAIN_MENU-7,5
	

*m_zukan_page_loop
	btnwait %btnwait

	if %btnwait == 0 goto *m_zukan_page_loop
	if %btnwait=-1 goto *zukan_monster_top2					;ENbNȂ}ӏI
	if %btnwait == -2 goto *goto_m_zukan_back				;ȂÕy[W
	if %btnwait == -3 goto *goto_m_zukan_next				;Ȃ玟̃y[W
	if %btnwait == 1 gosub *win_cg_view : goto *m_zukan_page_top	;bf̕\
	if %btnwait == 2 gosub *lose_cg_view : goto *m_zukan_page_top	;skbf̕\
	if %btnwait == 3 gosub *stand_chg_view : goto *m_zukan_page_top2	;G̐؂ւ
;	if %btnwait == 4 gosub *win_remember : goto *m_zukan_page_top	;z̕\
;	if %btnwait == 5 gosub *lose_remember : goto *m_zukan_page_top	;skz̕\


goto *m_zukan_page_loop

;====================================================
; bf\[`
;====================================================
*win_cg_view
	csp SP_MAIN_MENU-6
	csp SP_MAIN_MENU-7

	if %zukan_page == 1 goto *win_cg_view_1
	if %zukan_page == 2 goto *win_cg_view_2
	if %zukan_page == 3 goto *win_cg_view_3
	if %zukan_page == 4 goto *win_cg_view_4
	if %zukan_page == 5 goto *win_cg_view_5
	if %zukan_page == 6 goto *win_cg_view_6
	if %zukan_page == 7 goto *win_cg_view_7
	if %zukan_page == 8 goto *win_cg_view_8
	if %zukan_page == 9 goto *win_cg_view_9
	if %zukan_page == 10 goto *win_cg_view_10
	if %zukan_page == 11 goto *win_cg_view_11
	if %zukan_page == 12 goto *win_cg_view_12
	if %zukan_page == 13 goto *win_cg_view_13
	return
	
	*win_cg_view_1
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\fairy_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,19
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_2
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\wolf_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-24,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_3
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 4
			mov $temp1,":a;cg\scr_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-4,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_4
		lsp SP_CG_BG,":c;cg\dungeon1_e.jpg",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\fight_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-24,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_5
		lsp SP_CG_BG,":c;cg\dungeon2.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\drago_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,58,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_6
		lsp SP_CG_BG,":c;cg\dungeon2.png",0,0
		for %temp1=1 to 9
			mov $temp1,":a;cg\harpy_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-24,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_7
		lsp SP_CG_BG,":c;cg\slime_back.png",0,0
		;lsp SP_CG_BG,":c;cg\dungeon2.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\slime_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-50
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_8
		lsp SP_CG_BG,":c;cg\dungeon2_e.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\lilim_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-20
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_9
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\angel_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-10,-20
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_10
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 9
			mov $temp1,":a;cg\vamp_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-30,-10
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_11
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\succu_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_12
		lsp SP_CG_BG,":c;cg\dungeon3_e.png",0,0
		for %temp1=1 to 10
			mov $temp1,":a;cg\urob_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-24,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end

	*win_cg_view_13
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 6
			mov $temp1,":a;cg\mimic_v"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-10,-15
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *win_cg_view_end


	*win_cg_view_end
		csp SP_CG_BG
		csp SP_CG
return

;====================================================
; skbf\[`
;====================================================
*lose_cg_view
	csp SP_MAIN_MENU-6
	csp SP_MAIN_MENU-7
	
	if %zukan_page == 1 goto *lose_cg_view_1
	if %zukan_page == 2 goto *lose_cg_view_2
	if %zukan_page == 3 goto *lose_cg_view_3
	if %zukan_page == 4 goto *lose_cg_view_4
	if %zukan_page == 5 goto *lose_cg_view_5
	if %zukan_page == 6 goto *lose_cg_view_6
	if %zukan_page == 7 goto *lose_cg_view_7
	if %zukan_page == 8 goto *lose_cg_view_8
	if %zukan_page == 9 goto *lose_cg_view_9
	if %zukan_page == 10 goto *lose_cg_view_10
	if %zukan_page == 11 goto *lose_cg_view_11
	if %zukan_page == 12 goto *lose_cg_view_12
	if %zukan_page == 13 goto *lose_cg_view_13
	return
	
	*lose_cg_view_1
		lsp SP_CG_BG,":c;cg\fairy_back.png",0,0
		for %temp1=1 to 9
			mov $temp1,":a;cg\fairy_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-40
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next

		goto *lose_cg_view_end

	*lose_cg_view_2
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\wolf_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-24,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end

	*lose_cg_view_3
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 4
			mov $temp1,":a;cg\scr_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end

	*lose_cg_view_4
		lsp SP_CG_BG,":c;cg\dungeon1_e.jpg",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\fight_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-10
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_5
		lsp SP_CG_BG,":c;cg\dungeon2.png",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\drago_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,120,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_6
		lsp SP_CG_BG,":c;cg\dungeon2.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\harpy_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-40,-5
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_7
		lsp SP_CG_BG,":c;cg\slime_back.png",0,0
		for %temp1=1 to 13
			mov $temp1,":a;cg\slime_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-150
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_8
		lsp SP_CG_BG,":c;cg\dungeon2_e.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\lilim_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,0,-20
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_9
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\angel_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-10,-10
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_10
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 7
			mov $temp1,":a;cg\vamp_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-36,0
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_11
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 8
			mov $temp1,":a;cg\succu_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-10,-10
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_12
		lsp SP_CG_BG,":c;cg\dungeon3.png",0,0
		for %temp1=1 to 14
			mov $temp1,":a;cg\urob_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-30,-10
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_13
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		for %temp1=1 to 5
			mov $temp1,":a;cg\mimic_l"
			itoa $temp2,%temp1
			add $temp1,$temp2 + ".png"
			lsp SP_CG,$temp1,-5,-5
			print 13
			lrclick
			getret %temp2
			if %temp2 == 0 break
		next
		goto *lose_cg_view_end


	*lose_cg_view_end
		csp SP_CG_BG
		csp SP_CG
return

;====================================================
; z\[`
;====================================================
*win_remember
	gosub *bgm_mem		;BGM̋L
	csp SP_MAIN_MENU-6
	csp SP_MAIN_MENU-7

	if %zukan_page == 1 goto *win_remem_1
	if %zukan_page == 2 goto *win_remem_2
	if %zukan_page == 3 goto *win_remem_3
	
	return
	
	*win_remem_1
		mov $str_enemy_id, "1"
		select_window "ڂ̉z܂H","","ȍ~"
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0
		lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
		print 1
		if %sub_temp1 == 0 gosub *h_scene_win_t1_1 : goto *win_remem_end	;
		if %sub_temp1 == 1 gosub *h_scene_win_t2_1 : goto *win_remem_end	;ȍ~

		goto *win_remem_end

	*win_remem_2
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0

		goto *win_remem_end

	*win_remem_3
		lsp SP_CG_BG,":c;cg\dungeon1.jpg",0,0

		goto *win_remem_end

	*win_remem_end

	bgmvol 100
	gosub *bgm_mem		;LBGM̍Đ	
return

;====================================================
; skz\[`
;====================================================
*lose_remember
	csp SP_MAIN_MENU-6
	csp SP_MAIN_MENU-7


return

;====================================================
; G̕ύX
;====================================================
*stand_chg_view
	if %zukan_page == 1 goto *stand_chg_view_1
	if %zukan_page == 2 goto *stand_chg_view_2
	if %zukan_page == 3 goto *stand_chg_view_3
	if %zukan_page == 4 goto *stand_chg_view_4
	if %zukan_page == 5 goto *stand_chg_view_5
	if %zukan_page == 6 goto *stand_chg_view_6
	if %zukan_page == 7 goto *stand_chg_view_7
	if %zukan_page == 8 goto *stand_chg_view_8
	if %zukan_page == 9 goto *stand_chg_view_9
	if %zukan_page == 10 goto *stand_chg_view_10
	if %zukan_page == 11 goto *stand_chg_view_11
	if %zukan_page == 12 goto *stand_chg_view_12
	if %zukan_page == 13 goto *stand_chg_view_13
	return

	*stand_chg_view_1
		inc %zukan_stand
		if %zukan_stand >= 7 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta1.png",450,70
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta2.png",450,70
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta3.png",450,70
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta4.png",450,70
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta5.png",450,70
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta6.png",450,70
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\fairy_sta7.png",450,70
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_2
		inc %zukan_stand
		if %zukan_stand >= 5 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta1.png",410,34
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta2.png",410,34
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta3.png",410,34
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta4.png",410,34
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\wolf_sta5.png",410,34
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_3
		inc %zukan_stand
		if %zukan_stand >= 10 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\scr_sta1.png",420,30
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\scr_sta2.png",420,30
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\scr_sta3.png",420,30
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\scr_sta4.png",420,30
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\scr_sta5.png",420,30
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\scr_sta6.png",420,30
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\scr_sta7.png",420,30
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\scr_sta8.png",420,30
		if %zukan_stand==8 lsp SP_MAIN_MENU-5,":a;cg\scr_sta9.png",420,30
		if %zukan_stand==9 lsp SP_MAIN_MENU-5,":a;cg\scr_sta10.png",420,30
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_4
		inc %zukan_stand
		if %zukan_stand >= 8 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\fight_sta1.png",240,30
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\fight_sta2.png",240,30
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\fight_sta3.png",240,30
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\fight_sta4.png",240,30
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\fight_sta5.png",240,30
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\fight_sta6.png",240,30
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\fight_sta7.png",240,30
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\fight_sta8.png",240,30
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_5
		inc %zukan_stand
		if %zukan_stand >= 8 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\drago_sta1.png",420,30
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\drago_sta2.png",420,30
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\drago_sta3.png",420,30
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\drago_sta4.png",420,30
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\drago_sta5.png",420,30
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\drago_sta6.png",420,30
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\drago_sta7.png",420,30
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\drago_sta8.png",420,30
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_6
		inc %zukan_stand
		if %zukan_stand >= 7 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta1.png",420,30
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta2.png",420,30
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta3.png",420,30
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta4.png",420,30
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta5.png",420,30
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta6.png",420,30
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\harpy_sta7.png",420,30
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_7
		inc %zukan_stand
		if %zukan_stand >= 6 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\slime_sta1.png",350,80
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\slime_sta2.png",350,80
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\slime_sta3.png",350,80
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\slime_sta4.png",350,80
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\slime_sta5.png",350,80
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\slime_sta6.png",350,80
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_8
		inc %zukan_stand
		if %zukan_stand >= 8 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta1.png",450,110
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta2.png",450,110
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta3.png",450,110
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta4.png",450,110
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta5.png",450,110
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta6.png",450,110
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta7.png",450,110
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\lilim_sta8.png",450,110
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_9
		inc %zukan_stand
		if %zukan_stand >= 5 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\angel_sta1.png",400,180
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\angel_sta2.png",400,180
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\angel_sta3.png",400,180
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\angel_sta4.png",400,180
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\angel_sta5.png",400,180
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_10
		inc %zukan_stand
		if %zukan_stand >= 6 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta1.png",390,80
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta2.png",390,80
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta3.png",390,80
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta4.png",390,80
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta5.png",390,80
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\vamp_sta6.png",390,80
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_11
		inc %zukan_stand
		if %zukan_stand >= 5 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\succu_sta1.png",400,130
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\succu_sta2.png",400,130
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\succu_sta3.png",400,130
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\succu_sta4.png",400,130
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\succu_sta5.png",400,130
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_12
		inc %zukan_stand
		if %zukan_stand >= 9 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\urob_sta1.png",290,0
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\urob_sta2.png",290,0
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\urob_sta3.png",290,0
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\urob_sta4.png",290,0
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\urob_sta5.png",290,0
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\urob_sta6.png",290,0
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\urob_sta7.png",290,0
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\urob_sta8.png",290,0
		if %zukan_stand==8 lsp SP_MAIN_MENU-5,":a;cg\urob_sta9.png",290,0
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_13
		inc %zukan_stand
		if %zukan_stand >= 8 mov %zukan_stand,0
		if %zukan_stand==0 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta1.png",320,60
		if %zukan_stand==1 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta2.png",320,60
		if %zukan_stand==2 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta3.png",320,60
		if %zukan_stand==3 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta4.png",320,60
		if %zukan_stand==4 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta5.png",320,60
		if %zukan_stand==5 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta6.png",320,60
		if %zukan_stand==6 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta7.png",320,60
		if %zukan_stand==7 lsp SP_MAIN_MENU-5,":a;cg\mimic_sta8.png",320,60
		print 13
		goto *stand_chg_view_end


	*stand_chg_view_end

return

;====================================================
; y[W
;====================================================
*goto_m_zukan_back
	if %zukan_page == 1 goto *m_zukan_page_top2
	mov %temp1, %zukan_page-1
	*goto_m_zukan_back_2
		mov %temp2,G_MONS_ECT_FLG+%temp1
		if %%temp2==1 mov %zukan_page,%temp1 : goto *m_zukan_page_top		;tO
		dec %temp1
		if %temp1 == 0 goto *m_zukan_page_top2
		goto *goto_m_zukan_back_2

*goto_m_zukan_next
	if %zukan_page ==13 goto *m_zukan_page_top2
	mov %temp1, %zukan_page+1
	*goto_m_zukan_next_2
		mov %temp2,G_MONS_ECT_FLG+%temp1
		if %%temp2==1 mov %zukan_page,%temp1 : goto *m_zukan_page_top		;tO
		inc %temp1
		if %temp1 == 14 goto *m_zukan_page_top2
		goto *goto_m_zukan_next_2



;====================================================
; }ӏI[`
;====================================================
*zukan_exit_mons
	csp SP_MAIN_MENU
	gosub *zukan_clear_mons
	print 1
	dwave 1,"sound\close.wav"
return

;====================================================
; }ӕ[`
;====================================================
*zukan_clear_mons
	; }Ӗ{̃j[AoĂ邩ȂSXvCg
	for %temp1=SP_MAIN_MENU-1 to SP_MAIN_MENU-42 step -1
		csp %temp1
	next
	for %temp1=1 to 13
		csp SP_MESS_MENU-%temp1
	next
	btndef clear
return
;#############################################
; }ӂ̏ڍאLڃGA
;#############################################


;====================================================
; 
;====================================================
*weapon_detail_0	;f
mov $temp1,"𑕔ĂȂԁBtU͂͊FAxAbvƋɊbU͂͏㏸ĂBƂ͌A𑕔RB\\E҂ƂEƂɏA҂͑fœG̎邱Ƃ\ƂAʂ̖`҂ɂ͖Ȍ|łB\\ƂAŋ߂͔E҂̑fɂUAʂ̕̕mɎꂽ肵āAufœG̎vƂZ\̏dv͉A͂`|\̂悤ȈɂȂĂƂĂB"
return


*weapon_detail_1	;V[g\[h
mov $temp1,"V[g\[hƂOł͂邪A܂ŃO\[hƋʂ邽߂̖̂łAZƂӖł͂ȂBinɂẮu񂯂vƌĂłꍇ邪j\\̖`҂ɈpėpIȕ킾A䂦eiAЗ͂̕T߂łB\\Ȃ݂ɁAV[g\[hɌ炸Aނ͑SĂx̐IU͂B̕Ȃǂ̓ˋN肭g΁AIȕƂĂgpł̂B"
return

*weapon_detail_2	;
mov $temp1,"̕ϓNȂ؂̏Bꉞ@U͂͏オ邪A񎩑̂ɖ͍͂߂ĂȂB@̂_ɍ̌̂ɁAƏkɁuC̖v肷BA͈ʓIɖ͂jQ̂ŁAʏ̌𑕔Ă͖@₷͎̂łBif̕@U͂Ⴂɓ˂ł͂ȂBuC̖vłj\\\ʂt邱ƂɂA͑LɐIړIƂĎgȂȂB"
return


*weapon_detail_3	;イ
mov $temp1,"S񂪊撣čイɖhƕ\ʉHsȂāAȓƂĎdグȓBR̂悤Ɋeʂ̃obVO󂯂AۂɎgĂl̍D]󂯁AqbgiƂȂB\\ȂA{i̔s㏸ƔႷ悤ɁAHiƂĂ̂イ̔グ͉~BuHׂĂŒɎvoĐH~B̂łイ肪ɂȂvƂBȂB"
return


*weapon_detail_4	;O\[h
mov $temp1,"{̈Ӗ́uɔn퓬ŎgpAV[g\[hvłAĒPȂ钷ł͂Ȃ̂Aŋ߂͒̈ӖŗĂĂ悤łB\\PɃO\[hƂĂsL܂łAŋ܂ŕLJo[ĂBȂ݂ɂ̃O\[h͏ɖтx̎cOdlB͕t^iG`gjĂΘb͕ςĂ̂B"
return


*weapon_detail_5	;d
mov $temp1,"ɌƂ́u{PvBʂ̏ƈႢAƖ͂߂ĂBɂւ炸͕ɂ͌yꂸA\ʓIȓłudvOɂȂ̂͂C̓łł͂B\\@ȖiƂĂ͂̂ƁAčd̂œ݊ƂĂIȓƂĂȂɎgB"
return


*weapon_detail_6	;
mov $temp1,"yYƂĂ悭Ăl`cč`l̂B߂͂Uɕϊ閂@ĂAnɍ\ȈiB̔鏊ɑ}A͉tĈ߂邱ƂŁA傫ȉ^邱Ƃł邾낤B\\A܂ɗǂĒʏ̐sׂsȂȂȂ邱Ƃɂ鏭qЉƂȂAuqvƂڏ̂ŌĂ΂邱Ƃ悤B"
return


*weapon_detail_7	;Oň
mov $temp1,"Ƃ{甭ꂽu񖇐ňvƂ킪B񖇂̐n̍אg̓ǵAЗ͂T߂Ȃ̂̓U̓An`҂Ă΍ŋ̕ƂȂƂB\\̉\𕷂镐J҂uႠOnɂ΂Ɛ񂶂ˁHvƍlAO̐nĂ݂Bɗ~āAꂼ̓gɕA@AIȍU͂tĂ݂BʁAOUǂ납UłȂȂA`҂ɂ͂s]B\ƂIȐnƂ̂܂łBуvCƂccH"
return


*weapon_detail_8	;\[T[h
mov $temp1,"\[T[̎ĂB{ȂU邾Ŗ@炵AcOȂ炻̌ʂ͎Ă悤łBƂ͌A߂ꂽ͖͂{ŁA@Ȗ傫ȏƂȂ邾낤B\\悭ƁA̐[_̕ɔGꂽ悤ȐՂB@ȂƎvA\[T[{lɊmFɍsA^ԂɂޏɁuȁAĂ̎Ă̂A̔nIvƓ{A@@܂ꂽB𕷂̂낤H"
return


*weapon_detail_9	;͓̂イ
mov $temp1,"ɐޖł͓Bイ肪DȂƂŒm푰łA獂iȂイ͔|邱ƂłmĂB\\ɖڂ̂AイȓɉHĔoƁBu͓̍イȂAƋCɈႢȂIvƁA͓炫イdAHsȂB\\u΂ɂ͉͓{邾vƉ\ꂽA͓gXgĂ̂Ŗ肾BAivCƂɎgĂBȓƂĂ̐lC͏XÄꌏŐHiƂĂ̂イ̎v͒nɗƂB"
return


*weapon_detail_10	;O\[h{P
mov $temp1,"͕t^ɂċꂽO\[hBO\[hƕȂA̐؂ꖡ͒ʏ̃O\[hƂ͔וɂȂȂB\\ꂽi͂ĂA̕ǐɁu{񐔁vtĖB̔}̂ƂĎgɂ邪A̋őS\̈قȂiɉ邱ƂBhSXC[Ȃǂ̌AĂ݂΁uO\[h{RvƂłB\\i̖΁A̒|ZłĂhSCƌĂׂ㕨ɂȂ邪A񂵂〈ڂ̊ϓ_A܂ςȂ̂x[Xɂ̂͂߂łȂB"
return


*weapon_detail_11	;qIu_[
mov $temp1,"ڂ͂́ccAƃTCPfbNŃnCZXȐqAsvcȖ͂߂ĂAɂ̂͑傫Ȗ͂ƕsvcȃeNjbN𓾂邱ƂłB\\oiɎ̖͂߂qA͎􂢂̕iŁAΛ𕲁Xɕӂ㏞ɁA҂̖Ɍ܂ōƂ㕨B̊댯A͂ǂ̖{̌EɌdɕ󂳂ĂƂBY^̏̂悤ȓ]ڃACełgȂǍE͔j邱Ƃ͂Ȃ낤B"
return


*weapon_detail_12	;NWi[goCu
mov $temp1,"͒̊JЂNWi[gЁBt[hvZbT[Ȃǂ𐻑ĂA鎞̋C̖Łut[hvZbT[̉]͂낤IvƂ悪オB\Rۂ邩Ǝvꂽ̊͗\zȎ听߁ANWi[gЂ̌ƌ΂قƂǂ̖`҂m镐ƂȂB\\čx͉]͂l̂v悪オAĂї\zȏ̑qbgB̂͂̂AƂȂĂ̓NWi[gЂ̉ЂȂ̂Ăl͏ȂB̂̉Ђ͂ǂɌĂ̂ccB"
return


*weapon_detail_13	;dwb`qhudq
mov $temp1,"H̊tA`̐GNXJo[ɊグBȊ삾́ÄЗ͂̂̂܂łIWiƂقړ\߂ĂB\\̌S҂̎ɓn邱Ƃꂽނ́A炪݌vEzɌĝPK̑ɁAxƔȂ悤Ɍ˂hB邩ɂ񂭂OƂȂAǒŇ𔲂Ƃ͂ȂƂB\\ȌȂ̖{ɓ]Ă͊ƓBĊOÅ삾肷̂mȂB"
return


*weapon_detail_14	;svcȔg
mov $temp1,"ńȂi@ēނƂłB鎞AFɏPꂽ₯ɂȂđ̑i@ƂƂAF̓ZĂrȔgۂƗBv킸킹闼ҁBꔏuċȂ瓦oFBɎcꂽ͓̂̔gBɑĎgĂ݂ƂAGꂽჂ悤ȉ^镐ł邱ƂB\\Ȃ݂ɂ̓Ǎ㒲qɏăANl̎⃉~A̐KȂǁA̎giHjDĉ̂ŁÅFl͑wĂƂB"
return


*weapon_detail_15	;XvN[
mov $temp1,"{͐E҂gtCŁA@ׂlquvɗႦGOȂ̂A{Ŏɓꂽɂ͉疭ȍ׍HĂB\\̕Ɏ{ꂽȍ׍H́Aɐ^邱ƂɓĂAŐӂ߂ꂽ͕ʂ̈Ӗ̐TU炷ƂɂȂ悤B̂͐E҂ȂE҂ł͂Ȃ낤B\\ȂA̕킾ʂĂ邱Ƃɂ薂@̔̂ƂĂ̐\\ŁAڈȏɖ\Ō̂ȂƂȂĂB"
return


*weapon_detail_16	;GbW
mov $temp1,"`̓HABނłグ͂ʖAȏɗdłB̐؂ꖡɖꂽǵAa邱ƂړIƂēU邤悤ɂȂĂ܂ƂB\\ȑ肪ƌĂ闼n̐mBƂ͂܂dȋPAĂƈӎDꂻɂȂ̂́AΑ̖ƌB\ɂĂ̕킪PAnꂽɂ͗OȂKƌĂB"
return


*weapon_detail_17	;Sbhnh
mov $temp1,"̕ɂ͎̂͂ȂAs̃GlM[̂łBEɏhɂA_ɂ͂sg邱Ƃł悤ɂȂB\\̗͂́ASĂłӂłA鐶pAǂȏłC鋆ɂ̐ZAgɂėlXȌ`ŌB\\g̋ZʂɈˑ̂ŒNɂł킯ł͂ȂA҂Ă΍ŋ̕ƂȂ邾낤B"
return


*weapon_detail_18	;ZbNXJo[
mov $temp1,"̗͂𑀂鏗mATLoXł|ׂɎgpƌĂ鐫B̌ŉ^ꂽ҂́AƋɌɖ͂zĂ܂B\\Čɗߍ܂ꂽ͂pĕKEccƂn̖mȂ\mȂAƖȂ̂ŋC͂ɊҌĎgƂɂĂ݂Bϊ͌ėǂ͂ȂAIȏɂĂ͂Ȃ̃Ahoe[W𓾂鎖ł͂B"
return


*weapon_detail_19	;̃bh
mov $temp1,"@ŕLOɃꂽ萻̃bhBޏ̓Ӗ@łX[vkč߂ĂA퓬JnOɈmőIɖ点邱ƂłB\\`[̌Ƃ̕ƂAsӑł΂Ȃ̂ŁuȂȂvƋꌾ悵Ă݂u͖JߌtIvƖ𒣂ĈВĂ܂BJ߂Ă˂IuACTcÕAubV͂njIvƂĂӖȂIΊԈĂÃ̖jW̃C[WI"
return


*weapon_detail_20	;
mov $temp1,""
return



;====================================================
; h
;====================================================
*armor_detail_0	;i
mov $temp1,"u`҂SĊOÅiD͂ǂȂĂ̂Hvƈʐlɕ邱ƂBǂOƑSɂȂƎvĂ炵Aނ͖`҂̏ɊZĂƂłvĂ̂낤H\\P[XȂƂ͌ȂA̖`҂͕ȉɑĂBđOƂđSɂ͂ȂȂB\\ƂA{ɗł邱Ƃőϋv͂オAEΒEقǋȂ肷ϑԂ炵̂ŁAlB͗̏ɑĂ̂mȂB"
return


*armor_detail_1	;U[A[}[
mov $temp1,"̔Ȃ߂̂AZɉHhBȂ߂Ă̂ŁuvZvƕ\L̂B\\͒PȊvZAɍdH́Aeł񂾂́A΂̂ȂǗlXȃoG[VBɂAx[XƂĉ炩̓̔炪gĂ͓̂łB\\h̓Xɉ̔炪ޗĂ݂ƂAނ͎𖾌̕ɌAÂŁu{ɒm肽̂ccHvƐq˂Ă̂ŁAɕȂB̔gĂ񂾂悿傤B"
return


*armor_detail_2	;[u
mov $temp1,"ɐE҂pAƂߕBq|N@̐łB̕ϓNȂ[uł͂邪Aꉞ@łȂɂjĂ̂ŁACx̖@h͂ĂB\\q|N@ƌ΁AɂĂ鋭~Ȏ@ƂC[Wł͂邪Avz͂܂ő̐g̏ɍzłArIǐSIƂ͌BȂƂĂ鑊w҈ĒǂoƂ͂ȂłB"
return


*armor_detail_3	;ӂǂ
mov $temp1,"złłjpŁAҊԂɊ悤ɂĒpB͋߂邱ƂŋCA؂ȕK[h邱ƂłB{̐\ƂĂ̓GiW[hCւ̋͂ȑϐĂ̂ATĂ{ŏPꂽꍇȂSɂ̂ňӖ͂ȂB\\̃GiW[hCϐAgÂƂŏ㏸̂AɊOȂȂƂ_BGiW[hCϐƂAȉ̒NG肽ȂȂ낤B\\Ȃ͑S̏ɂ̑ĂAỉɂĂB"
return


*armor_detail_4	;`FCC
mov $temp1,"ׂ҂ݍōĂ邽߁Aʏ̊Zɔׂď_ɗDAaɑ΂ϐBAՌhˁA@ɂ͂łBIh͂Ȃ}VxB\\_̂ŁAꌩʂ̑̉ɂꂻȂ̂Aڈȏɏd̂ŏd˒͍̂łBAAd˒Ƃ͌Ă̏ɂ̃^Cv̖h𒼐ڂ̂͂߂łȂB₽ɔ܂邵ŎUXłBȉɂ̂ÓȑIƎvB"
return


*armor_detail_5	;@g̃[u
mov $temp1,"郍[u{PB̍ł͐Ȃ@gׂ̈ɁAōĂB܂ƌĂAq|N@̐ɂƋC߂Ė͕t^̘bł͂邪B\\@gƌ΂̂悤ȃ[ũC[W邪A͕ؗsɂ閂͑jQȂǂ̏ɓIȗRŃ[uI΂Ăɉ߂ȂB\dptƂA̔hptƂAƎv̂AƎgp閂p̌ɂȂ肻ŌȋCBVCjOEBU[hƂĂ΂ꂻB"
return


*armor_detail_6	;C
mov $temp1,"q|N@Ƃ͕ʏCh́A֗~MƂC@ŎgpĂCB֗~⏕ׂɁA_𒾐É鍁𕰂߂ĂB\\ȀC@ŋ֗~̉Ă邩͐r^ł͂BтсuɐIȈӖŏP܂vƜ̐𕷂炾B\ꂪ̒nł΁AjƂĖ̂ɂĂƎv鏊Ał͒N[BBɂƂẮA֗~ɗޏCm͂炩邱Ƃ낤B"
return


*armor_detail_7	;S̋
mov $temp1,"lԂ̋}ł鋹d_IɎ邱ƂړIƂhB╠AҊԂ͂󂫂Ȃ̂ŁASƂȂB\\̃^Cv̋Ă̐mgpꍇAǂĂɂȂĂ܂B傫ȋȂ悤ɁA傫󂯂̂BnɂƂĂ͌ȊỎ҂łȂBuA܂Ȃ́HnȂ́Aʂ́HvȂǂƂl̐ǂƂȂĂCB"
return


*armor_detail_8	;t̕
mov $temp1,"[uƂāAȂǂ̗vvɃA[}[tꂽt̐퓬B}gtBƂł̖ẗߕfƂčĂAł@ł킦ėpłB\\肪Ƃ΁AfƂȂł̖t̕]낤B͂߂邠܂A閂t̏ɎoƂʁAϑԈ蒅Ă܂ƂB\\ƂAɋ߂Ƃݐis`łĂĈŁAɖ͂ȂBJāuO~IvƖBɃAv[`̂肩B"
return


*armor_detail_9	;^LV[h
mov $temp1,"amƌĂ΂jBpA̗畞BaḿAǂȑłƃGXR[gȂĂ͂ȂȂB̐S\AȏɂĂDʂɎ^ׂ悤ɂĂ邾낤B\\VNnbgԂKN킦肵Ă낤AŉԂԂ炳肵AϑԂƂ̐amɑςłBlN^CŐ悤ȊB̂ԁB^Ă͂ȂB"
return


*armor_detail_10	;n[hv[g
mov $temp1,"v[gCƂ͖{A̔gݍ킹čẐƂł邪ÅẐ͉̑ɍd̎MgĂB̎M͉炩̍łłĂ炵AƂĂAMCŘcނƂȂAyʁBMƂĂ͍iȂ̂͊mÅZɉĤő̓łB\\ŊZƂĂ̐\ႯΒ߂̂A̍ގZƂĂ̐\̂BĂƂႩƌyȉȂAʂɐH~hĂB"
return

*armor_detail_11	;Gt̍q
mov $temp1,"`FCC{QBGt͂߂邱ƂŁAqɍ@RtꂽhBGt͐X̒𓮂Ȃ|ŉUd|̂{@Ȃ̂ŁAhƂĂ̐\͌yƉhɓĂB\\Gt͑푰ɑ΂xSÂ悤ȖhĂ炤ɂ͒ԂĐM֌WzKv̂A̖{ł͕ʂɗĂ̂Ŋ֌ŴȂbłB\\Gt͔`ŒAړĂɉɍsƊԈႢȂ̂ŋC悤B"
return

*armor_detail_12	;̌
mov $temp1,"閂gɂ܂ƂƂA̐IȌ߁Bdȏ΁A̗ꔭŒD悤ȗd͂邪AȒjɂ͏XȂB\\A̕ɍ߂ꂽ̖͂́A҂Nł낤ƗdȖ͂oĂBIȏsȂ̂ł΁A傫ȏɂȂ邱Ƃ낤B\\A΂ɊXŒĕ͔̂ǂŁBǂȂɖ͂oAςƌ͊ԈႢȂϑԂłB"
return


*armor_detail_13	;uKeB
mov $temp1,"ȃxXgx[XɁA\ׂ̍ȋЂdɂ荇킹čĂAdZɂĂ͔rIՂނɓBƂ{ŏEɊւẮA\ʂɂŉHĂAǂ炩Ƃƃv[gCɋ߂`ĂBʓIɂ̓uK_CƌĂ΂hȂ̂ŁAnɕʎ̖hȂ̂mȂB\\Ah͊mɍ̂Ȃ̖h䐫\Ɏ኱̕scB@̂Zł΁A̕ccH"
return


*armor_detail_14	;v[gC{
mov $temp1,"ʏ̃v[gCɉ񕜂̖@G`ǵBIȖh䐫\͂Ȃ肾A@ɑ΂Ăh䐫\̂iBĉƂɑ̗͂񕜂̂Ōp\͂ɗDĂB\\ʂ̂Ƃ{ł́ÅZ͉łv[gC̒̍ō\̕iAׂ̕ɂuKeB̐\Ă̂ŌȂƂߋB̖{ɂĂ̓uKeBg͗ǂmȂBʖږ@łB"
return


*armor_detail_15	;̃R[g
mov $temp1,"́Al̏tBނ͏Ɉ̖̂AgĂBȂlX͔ނ̂Ƃu̐Fɑҁvƚ}΂B\Aނ̊֌W͐lX̎v悤Ȃ̂ł͂ȂB݂ɏɑzAMBJƂĂׂ̂Aɂ͂B\\̃R[ǵAȒjHDĂR[gBɍ߂ꂽźAƈՂȑgĂ邱Ƃ낤B"
return


*armor_detail_16	;ACVO\E
mov $temp1,"̊Zɍ߂ꂽX̖͂́AX≊̖@g邾ł͂ȂA҂̍₵ĂB\SꂽۂÂɔooAÂUfɑɂȂĂCۂ菕Ă邾낤BɖhƂĂōïiłB\\AKvȂɒĕ̂͂߂łȂB܂ɂÂɂȂ肷āAȊ̋NĂ܂ꂪB̒ɁujnnkɂȂccvȂǂƌĂ댯MłB"
return


*armor_detail_17	;C̃}g
mov $temp1,"̃}g̏́A؂̘c݂₷BR̐ۗɔw@͘c݂ƌȂÃ}g̑Oł͉̌ʂȂ낤B\\c݂ƌȂ͖̂@ł͂ȂA҂̐lΏۂƂȂB̓Iɂ́A]Exł҂́uc񂾐lvƌȂāA邱Ƃ܂B]vȂbłB̈ŁA񓶒񏈏̓Z[tƂ̂悭ȂBƂ肠Â܂ܖ`҂Ă͒ȂȂ邱Ƃ͂ȂB"
return


*armor_detail_18	;jWK[u
mov $temp1,"`̃jWuTXPvB̖͈ÎE҂ƂĂAZ̒BlƂČ݂ɓ`ĂB\\ނ̕񂾑ՂɂĂ͏BHAZ̖{Eł邭mRl𑊎ɐZŏBHȀɔs͂̂́AAꋎꂽm̗Ŏ͂F߂Am̏̃p[gi[Ƃėŕ炵B\\ɂĂAނ݂̋͐Ẑ̂ƂAĐ܂Ȃ̐SƌĂB̍hĂ̂A̕𒅂҂͐S̒ꂩC͂NĂƂB"
return


*armor_detail_19	;wr[A[}[
mov $temp1,"hɐ΂̎MĂt@C^[A̖hłjꂽƂɑ΂܎^̏؂ƂāÅZĂꂽB\\C͊̂A܂ŒĂ̂nƂ̂͂Ȃ̂BLAƂ̂Ƃ͂܂A̎qL̊Â肪ݕtĂAĂƕςȋCɂȂĂ܂B\@hɂSϐȂ̂ŁAgǂ͖wǂȂ悤ȋCBh䂾ȂAǂȍUłeĂ邾낤ccB"
return

*armor_detail_20	;
mov $temp1,""
return





;====================================================
; ANZT
;====================================================
*acce_detail_1	;̎
mov $temp1,"sȂƂɂĕKvȎ̓܁B͖̓ړIɂĕςĂ邪A͕󔠂̊J㩂̉ɓƂȂĂAAjAĂAA^n}[AсAiCtĂB\\Ȃ݂Ƀ_WTɓꍇ́Aړׂ̈̃[vAÈłƂ炷vAƂ㩂`FbNZږ_ȂǂɓĂB\prɊւ炸SčsΗǂƎvmȂA܂葽ƓɂȂ̂Ŗ{]|ƂȂBɂ܂Ƃ߂̂͐l̒mbłB"
return


*acce_detail_2	;A[XeC
mov $temp1,"嗤̂Ƃ镽ɐAA[XƌĂ΂lb̐KB̕ł͕pɂɗ邽߁AA[X͑ϗ悤ɐiBA[X̕\͓dC`̂ŕĂAɗ̒󂯂Ă͕\𗬂AK`đnւƕdB\\̐K؂đAnɐڐG悤ɈĂ΁Ah͈A[XƓ悤ɓdCnɓƂ\ƂȂBnɂĂ͐l邾łȂAdCɎアgN}hƌĂ΂鑕uɂtĂƂB"
return


*acce_detail_3	;܂Ƃ̊ዾ
mov $temp1,"PȂɒBዾƕȂA^j͂߂ꂽ̊ዾ́AႦ肪gƂĂ{̂ƕяオ点A󔠂̊Jł㩂̎dg݂ʂĂB\\ȍ\ȊዾAłĂƉ̂͂̎₽B𕷂ƁÅዾ̐҂C҂̃NfiVŁAFEӂČĂƂ̂ƁBV呞U܂őԂłBȂ݂Ɂu܂ƁvƂ̂͐^̈ӂł͂ȂA҂̖OƂB"
return


*acce_detail_4	;̒e̎
mov $temp1,"ĵ𑀂閂Ƒ΂Ȃ΍ƂĎgB_͓Â𖳌邱Ƃ͂ł̂A肪BaflccƂA͂̉ȂI\\Y񂾒j́Â݂̂ՒfāAʏ̉͒ʂIȎJBX̗D̂̂AcOȂ]ɂȂ邱Ƃ͂ȂB̂𖳌͕͂̉AƂ󋵂܂IׂłB݌ɏi肷̂낤B"
return


*acce_detail_5	;ϖ̗
mov $temp1,"̖pg邽߂̃ANZTccł͂ȂA{͍płBȂ^ȕ̒ŁAΏۂgłȂ悤ɑ̂Œ肵ŁA̗tB͕u邾B\Ȃ̒A邱ƂꂸAPPԂƂv悤ȋɂ̎Ԃꂽ]҂ɂ́A邩邩̂QȂB\\ȕȗȂ̂ŁAi͊OĂ̂łBOȂȂAR[X܂炾B"
return


*acce_detail_6	;\
mov $temp1,"`ɂāA~̏YɎgꂽV{́BłȂ̂V{ɂ̂Ɠ˂݂A̐lX̋F肪W܂ʁA͎̓ۂɐ_ȗ͂𓾂BC[WIɁAYM`ƂȂėǂCB\\ċFΉ񕜖@͖{ȏ̓A[łő͋ċߊȂȂ邱Ƃ낤BMĂ@Ăv炵B̕ӂ͈ӊOƊełB"
return


*acce_detail_7	;\V[tc[
mov $temp1,"ʏ̓̎ɉAhCo[AʂA𔲂ZbgɂȂBłœXLオ̂[lĂ͂ȂB\iCtƂ˂łȂBƋC̖Ȃ̂낤B\\ƂA̎ɔׁA荂i̓ARpNgɔ[܂Ďg₷ȂĂ̂͊mB[Kw̒Tɂ͎čsiłB"
return


*acce_detail_8	;[pt[
mov $temp1,"ǂȏWc̒ɂKl͂A݊̊󔖂ȐlBȐl̓ZCTOIɉ͂Ả邱ƂŁAǍiڂj̍U܂B\\ƂȂȈۂ󂯂ACeAقǊ̉sȊO͌ȂȂD́B̓lԉƂB`ⓐݓɈpĂ͂ȂB\\Am炪ڂ̑OX[ĂĺAȂȂ_ɗ̂B܂AX̍̍肪̂ɐݍŁA{ɂڂɂȂl̂ŒӂKvłB"
return


*acce_detail_9	;rEXO
mov $temp1,"E{XɐIɏLOƂĖwցBƍ̃rEX̊dɑgݍ킳GȌ`ĂBꂼꂪԂƋԁA邢͐_Ǝ̂Ƃ̂\Ă炵Ab͂悭ȂB\\̎wւgɕt҂́AvIȈꌂ󂯂ۂɈʗc߁Aʂ̗vfɃ_[W]邱Ƃœ|̂hƂłB\E{XgĂ鎞͖Ȕ\͂AŎgƂȂƎgɂƂ̂ґȘbB"
return


*acce_detail_10	;m̏
mov $temp1,"̐́AƂnɂĒjԂ̐킢͖\͂ł͂ȂAōsȂĂB҂oƂȂAʂČ݂̐S[m邱ƂłA헝zIȐ킢Ɍ̂AjԂ̔\͍ɂ肪A܂ՂȖ\͂ɑ҂ׁA͗̕j疕邱ƂƂȂB\\̏؂́AȐ̓sȂĂҒB̂ĂŁA킢𐫓IȂ̂ɋ͂߂ĂB̖{ɂāAƂ̈铬𑱂ĂMɂANZTłB"
return





;====================================================
; ACe
;====================================================
*item_detail_1	;|[V
mov $temp1,"ΐF[[̉t́Bނ̂ł͂ȂAɓh肱ŎgpBhƂ납זE̊n܂AuԂɏɂ݂AJ܂łĂB\\X͊OȎppɊJꂽiłǍʂ͊񐶒ɂĂɈ􂩂ꂽ̏oDȂňꎞIɎ~߂قǁBhĂ悵A˂Ă悵̖\łBA퓬Ȃoēĥɂ͖邽߁AcOȂ퓬Ɏgp邱Ƃ͂łȂB"
return


*item_detail_2	;GNX|[V
mov $temp1,"|[V̎ɐ邱Ƃɂăt_NX̓XɕƂAꂪoĂBǂĂ|[V̕ȓ傫{ɂȂ̏iłBɂւ炸i͔{ȏB\\XɕƂuȂ甃ȂĂ񂶂HvƌꂽBݐȏA傫{ɂȂ̏ił֗Ȃ̂͊mBAłႤccI"
return


*item_detail_3	;C͊
mov $temp1,"C̍Ă𕲖ɂĊۂ߂iBނő̂̒ꂩC͂NĂA鐸͍܂̈B\\p@̒ӂƂāu퓬Ɉ܂ȂŉBɌē|܂vƂ̂ŁAcOȂ퓬Ɏgp邱Ƃ͂łȂBē|ĉ܂邱ƑOŕp鍄̎҂悤A̖{łƁAڂo܂ɂ͊ɔƂĂƂAȂ肩˂ȂB"
return


*item_detail_4	;͊
mov $temp1,"GNX|[V́A|[V̑ʔłBȂÅ͊ۂC͊ۂ̑ʔłȂ̂ł́ccƎvȂ珤iĂƁAɏoĂ̂X傪oĂBXHuʔłł͂ȂBɔ{̕iɂȂ悤ɒĂvƂ̂ƁB\\^킵̂ŌޗĂ݂ƂAC͊ۂɂ̓C̍Ă̑ɏƂFXĂccmɔ{̌ʂo悤ɒĂ邯ǁI@ȏłB"
return


*item_detail_5	;Y^̏
mov $temp1,"Ƃ{ɓ]ĂY^Ǝ^̑Bɑz^̑́Aǂ炩Еf邱ƂŁAЕ̑uĂꏊ܂œ]ڂ閂͂ĂB\\dg݂pāAY^͍̏ĂBY^̏f邱ƂŁA̒ɏĂ鎓^̑呜̏܂œ]ڂł̂BʐŶ߂ɏ͎ĝĂɂȂA^Y^ւ̓]ڂs\ɂȂAPȒEoACeƂĂ͔ɗLpłB"
return



;====================================================
; X^[
;====================================================
*monster_detail_1	;tFA[
	mov $temp1,"Ƀ_W̓߂Ō鏬dBDȐiŁAlԍDBł炵Ăi邱ƂB\\lԍDł邪̖̂׋CȂł邪A׋Cł邪̂Ɏ~߂ȂʂBޏ̐IȂ̑ΏۂɂȂ҂́AOIɘM΂邱Ƃo債ȂĂ͂ȂȂB\\̗͂Ă̂ŁAޏ̗͂؂邱ƂłΒT͔IɊyɂȂ邾낤B"
return


*monster_detail_2	;[Et
mov $temp1,"lT̏̎qBƓ{邪A̍s͂ǂǂĂłB̐g̔\͖͂{B\\[EtƂƖƕϐĝԂAޏ̏ꍇ͏ɔlŤ`Ԃŕϐg͂Ȃ炵BĂϐg͂ȂeVُɏオƂB\\킢DŁAIȏ𒧂łŎ󂯂Ă邪A̋̕{BI舂Ɏo΁A邱ƂꂸɔƂĂ܂낤B"
return


*monster_detail_3	;\[T[
mov $temp1,"{̒Ŗ@̌Ă閂@g̏B_WɓĂ`҂𖂖@̎ɂA͂Dĕo肵Ă邪AMSȂœɈӂ͂Ȃ炵B̎זƂ{B\\X͐lԂ̏A@̌ɌX|邠܂ɖ͂̂ɐݕtAlȂ炴鑶݂ւƕωĂ܂BlɂĂ͐]鏊mȂA{ĺu@vƋtɊĂ肷B"
return


*monster_detail_4	;t@C^[
mov $temp1,"{̑w삷ASȂmB̐ΓIȖh͂͂镨U𒵂˕ԂA@U󂯗ĔĂ鋭ҁB\ꌩlԂ̂悤Aq킶Ȃd̑yXƈl͕ʂlԗꂵĂBO͂ɗDꂽ푰̌Ă̂mȂB\\ɂ߂č퓬ZpA̐킢ɂ͈̌^Bꂳ؂΁A͍𕢂Ƃ\H"
return


*monster_detail_5	;hSj[g
mov $temp1,"l̏BhSj[g͐lԂyɒg̔\͂Ɛ퓬ZpAăuX𑀂퓬푰Aޏ͂܂܂Cs̐gBłAgyȑ̂JosŹA̐lԂ̌my|B\\Ȕޏ̉̎́AĐ܂ȂSBႦǂȂɁiIȈӖŁjǂl߂悤ƋCŗB̐S̎́A񌩏Kׂ낤B"
return


*monster_detail_6	;n[s[
mov $temp1,"l̏̎qBꕔn̓`ł́An[s[ƂƕsȖƂĕ`Ă邪Aޏ͂ƂĂꂢDB̂ƂDŁA̕PڎwĂƂǂƂB\\Ȕޏ̉̂ɂ͖͂߂ĂA蕷Ă܂ƐSn悳ɑSgxzAȂȂĂ܂B@̂悤Ȃ̂Ȃ̂ŁAʂɎǂł͊Sɂ͖łȂBʂȎł΂̂B"
return


*monster_detail_7	;XC
mov $temp1,"SgŜō\ꂽB̂т艮AȂƂDB̑̂ŕݍ݁ASgĐDƂ𓾈ӂƂB\\A܂f͂Ȃ̂ŁAϋɓIɏP|Ă͂ȂB_~[ođ҂\A_~[Uݍŕ߂炦̂ޏ̊{@B_~[͐IɍĂA^CɍU邵Ȃ悤Ɍ邪ccH"
return


*monster_detail_8	;
mov $temp1,"{̑w삷閂BȖ͂LĂ邪Aǂ炩ƂƐʂ키͏Ԉُn̖@ő̒R͂D@𓾈ӂƂĂB\\Ȕޏ͉̂E҂ɓĂAǂ炩W߂ĂEҕ̖{ǂ݋ẮAԈmlߍޖB\ȂE҂ƂmꂾƂAڋ͖JߌtȂƂANĂĉB"
return


*monster_detail_9	;GWF
mov $temp1,"{Ő[ɏZ܂VgB炩ȎpƁA̗͂𑀂ĺANC[WVĝ̂łB\AVgƂɂ͉炩̐_̎gȂ̂낤AޏdĂ_̐̂͑SsłB\\ޏ͖{Kꂽ`҂ɑ΂AƂ̑^B̂߂ASn悭ꂽ`҂́A̗̖ړIYđĂ܂Ƃ낤B"
return


*monster_detail_10	;@pCA
mov $temp1,"łɐAe𓝂ׂőAzSBޏ̐H͓R̂Ƃtccł͂ȂAC𒼐ڋz邱ƂHƂĂBޏ̐^ԂȐOztAȉƋɐCzôB̔\͂AzPƂĂ΂ĂB\\ƂA₷_cĂ悤ŁBn͓Ă邩猙ƂAɂɂ͌ƂAɂccH"
return


*monster_detail_11	;TLoX
mov $temp1,"lX̖ɏZ܂BjɈȖAyƋɐCz邱Ƃ𓾈ӂƂĂB̒łȂAEɂĂj̖]ގpŌėUf邱ƂB\\̐AZ͒NɂȂقǂ̘rOBႦǂꂾCς񂾂ƂĂAIȏɂĔޏɐ^ȎiŏƂ͕s\낤BۗɂꂽAʐO܂ō̂I`łB"
return


*monster_detail_12	;E{X
mov $temp1,"{̎ɂĎ҂łAlւ̖B֑͖̎̂̏ےłAgʗ𑀂\͂B\\܂Aޏ͓̓UȊOՒf錋E𒣂邱ƂӂƂĂB͂ȔʁA̐t炵ccB\\̖{Aޏ͉̖ړIŎĂ̂BޏɏAm邱Ƃł邩mȂB"
return


*monster_detail_13	;~~bN
mov $temp1,"{̕󔠂ǗĂA󔠂̐_lA炵B~~bN㩂_ŁA󔠂~~bN̏ZދԂɌqA̎pB\\{̕󔠂̊ǗƋɁA㩂̉Ɏs悤ȏȂ`҂ɔ^邱ƂȂdƂĂB\\ŋ߂̔ޏ̔Ý݂AޏŃ~~bNȂ̂ň݂݂̂Œ蒅邱ƁBbĂŌȂ񂾂ƂB"
return




;====================================================
; }
;====================================================
*zukan_equip_top

	csp SP_MESS_MENU
	for %temp1=SP_SUB2_MENU to SP_SUB2_MENU-13 step -1
		csp %temp1
	next
	gosub *erase_rcmain

	lsp SP_MAIN_MENU,":c;cg\zukan.jpg",0,0

*zukan_equip_top2
	dwave 1,"sound\paper.wav"
	for %temp1=1 to 20
;		itoa2 $temp1,%temp1
;		add $temp1, "D"
;		if %temp1 <= 9 add $temp1,"@"
		mov $temp1,""
		
		mov %temp3, G_WEAPON_FLG+%temp1-1			;temp3ɕ擾tOԍZbg
;		if %%temp3==0 add $temp1, "HHHHH" goto *zukan_weapon_loopend
		if %%temp3==0 mov $temp1, "" goto *zukan_weapon_loopend
		mov %temp4, WEAPON_NAME+%temp1-1
		add $temp1, $%temp4
		*zukan_weapon_loopend
		lsp SP_MAIN_MENU-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,40,60+26*(%temp1-1)
	next
	
	for %temp1=1 to 20
;		itoa2 $temp1,%temp1
;		add $temp1, "D"
;		if %temp1 <= 9 add $temp1,"@"
		mov $temp1,""
		
		mov %temp3, G_ARMOR_FLG+%temp1-1			;temp3ɖh擾tOԍZbg
;		if %%temp3==0 add $temp1, "HHHHH" goto *zukan_armor_loopend
		if %%temp3==0 mov $temp1, "" goto *zukan_armor_loopend
		mov %temp4, ARMOR_NAME+%temp1-1
		add $temp1, $%temp4
		*zukan_armor_loopend
		lsp SP_MAIN_MENU-%temp1-20,":s/20,20,1;#000000#FF0000"+$temp1,430,60+26*(%temp1-1)
	next
	
	lsp SP_MAIN_MENU-41,":s/20,20,1;#000000"+"yz",40,34
	lsp SP_MAIN_MENU-42,":s/20,20,1;#000000"+"yhz",430,34
	print 19
	
	
	btndef clear
	for %temp1=1 to 40
		spbtn SP_MAIN_MENU-%temp1,%temp1
	next

; %btnwaitɁANbN{^ԍB
*zukan_equip_loop
	btnwait %btnwait

	if %btnwait == 0 mov %zukan_page,%btnwait : goto *zukan_equip_loop
	if %btnwait=-1 goto *zukan_exit					;ENbNȂ}ӏI
	if %btnwait == -2 gosub *zukan_clear : goto *zukan_monster_top2			;Ȃ烂X}ӂ
	if %btnwait == -3 gosub *zukan_clear : goto *zukan_item_top2			;ȂACe}ӂ
	
	if 1<=%btnwait && %btnwait<=40 mov %zukan_page,%btnwait : goto *zukan_page_top

goto *zukan_equip_loop




;====================================================
; ACeAANZ}
;====================================================
*zukan_item_top

	csp SP_MESS_MENU
	for %temp1=SP_SUB2_MENU to SP_SUB2_MENU-13 step -1
		csp %temp1
	next
	gosub *erase_rcmain

	lsp SP_MAIN_MENU,":c;cg\zukan.jpg",0,0

*zukan_item_top2

	dwave 1,"sound\paper.wav"
	for %temp1=1 to 10
;		itoa2 $temp1,%temp1
;		add $temp1, "D"
;		if %temp1 <= 9 add $temp1,"@"
		mov $temp1,""
		
		mov %temp3, G_ACCE_FLG+%temp1			;temp3ɃANZ擾tOԍZbg
;		if %%temp3==0 add $temp1, "HHHHH" goto *zukan_acce_loopend
		if %%temp3==0 mov $temp1, "" goto *zukan_acce_loopend
		mov %temp4, ACCE_NAME+%temp1
		add $temp1, $%temp4
		*zukan_acce_loopend
		lsp SP_MAIN_MENU-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,40,60+26*(%temp1-1)
	next
	
	*zukan_item_list_1	;|[V
	mov %temp1,0
	if %g_potion_f != 1 goto *zukan_item_list_2
	mov $temp1,"|[V"
	lsp SP_MAIN_MENU-11-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,440,60+26*(%temp1)
	
	*zukan_item_list_2	;GNX|[V
	inc %temp1
	if %g_expotion_f != 1 goto *zukan_item_list_3
	mov $temp1,"GNX|[V"
	lsp SP_MAIN_MENU-11-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,440,60+26*(%temp1)
	
	
	*zukan_item_list_3	;C͊
	inc %temp1
	if %g_ether_f != 1 goto *zukan_item_list_4
	mov $temp1,"C͊"
	lsp SP_MAIN_MENU-11-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,440,60+26*(%temp1)
	
	
	*zukan_item_list_4	;͊
	inc %temp1
	if %g_hiether_f != 1 goto *zukan_item_list_5
	mov $temp1,"͊"
	lsp SP_MAIN_MENU-11-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,440,60+26*(%temp1)
	
	
	*zukan_item_list_5	;Y^̏
	inc %temp1
	if %g_frog_f != 1 goto *zukan_item_list_end
	mov $temp1,"Y^̏"
	lsp SP_MAIN_MENU-11-%temp1,":s/20,20,1;#000000#FF0000"+$temp1,440,60+26*(%temp1)
	
	*zukan_item_list_end

	lsp SP_MAIN_MENU-16,":s/20,20,1;#000000"+"yANZTz",40,34
	lsp SP_MAIN_MENU-17,":s/20,20,1;#000000"+"yz",430,34
	print 19
	
	
	btndef clear
	for %temp1=1 to 15
		spbtn SP_MAIN_MENU-%temp1,%temp1
	next

; %btnwaitɁANbN{^ԍB
*zukan_item_loop
	btnwait %btnwait

	if %btnwait == 0 goto *zukan_item_loop
	if %btnwait=-1 goto *zukan_exit				;ENbNȂ}ӏI
	if %btnwait == -2 gosub *zukan_clear : goto *zukan_equip_top2	;Ȃ畐}ӂ
	if %btnwait == -3 gosub *zukan_clear : goto *zukan_monster_top2	;Ȃ烂X}ӂ
	
	if 1<=%btnwait && %btnwait<=15 mov %zukan_page,%btnwait+40 : goto *zukan_page_top
;	if 21<=%btnwait && %btnwait<=40 goto *zukan_armor_page
;	savefileexist %15,%btnwait
;	if 1<=%btnwait && %btnwait<=15 && %15=1 goto *dosave

goto *zukan_item_loop





;====================================================
; ACe}ӂ̒g
;====================================================
*zukan_page_top
	dwave 1,"sound\paper.wav"
	gosub *zukan_clear	; Ƃ肠S\xNA
	print 19


*zukan_page_top2	

	;y[W1-20Ȃ畐A21-40ȂhA41-50ȂANZA51,52,53,54,55͊eACe
	if %zukan_page >= 1 && %zukan_page <=20 goto *zukan_page_weapon
	if %zukan_page >= 21 && %zukan_page <=40 goto *zukan_page_armor
	if %zukan_page >= 41 && %zukan_page <=50 goto *zukan_page_acce
	if %zukan_page >= 51 && %zukan_page <=55 goto *zukan_page_item

*zukan_page_weapon
	mov %temp1,%zukan_page-1	; %temp1ɕID

	; 햼̕\
	mov $temp1,"y"
	mov %temp2,WEAPON_NAME+%temp1
	add $temp1,$%temp2
	add $temp1,"z"
	lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+$temp1,40,40
	
	; N̕\(0:- 1-3:E 4-6:D 7-9:C 10-12:B 13-15:A 16-20:S)
	mov $temp1,"ACeNF"
	if %temp1 == 0 add $temp1,"\"
	if %temp1 >= 1 && %temp1 <= 3 add $temp1,"d"
	if %temp1 >= 4 && %temp1 <= 6 add $temp1,"c"
	if %temp1 >= 7 && %temp1 <= 9 add $temp1,"b"
	if %temp1 >= 10 && %temp1 <= 12 add $temp1,"a"
	if %temp1 >= 13 && %temp1 <= 15 add $temp1,"`"
	if %temp1 >= 16 && %temp1 <= 20 add $temp1,"r"
	lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+$temp1,40,80
	
	; 艿̕\
	mov $temp1,"iF"
	mov %temp2,WEAPON_PLICE+%temp1
	itoa2 $temp2,%%temp2
	if %%temp2==0 mov $temp2,"\"
	add $temp1,$temp2
	lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
	
	
	; Xe[^X̕\
	mov $temp1,"ÚF"
	mov %temp2,WEAPON_STATE+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-4,":s/20,20,1;#000000"+$temp1,40,180
	
	mov $temp1,"@ÚF"
	mov %temp2,WEAPON_STATE+1+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-5,":s/20,20,1;#000000"+$temp1,40,210
	
	mov $temp1,"IÚF"
	mov %temp2,WEAPON_STATE+2+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-6,":s/20,20,1;#000000"+$temp1,40,240
	
	; ȈՐ̕\
	mov %temp2, WEAPON_INFO+%temp1
	mov $temp1,$%temp2
	strsp SP_MAIN_MENU-7, $temp1,40,300,16,20,20,20,0,2,0,0,#000000
	
	
	; ̕\
	mov $temp1,"yz"
	lsp SP_MAIN_MENU-8,":s/20,20,1;#000000"+$temp1,440,40
	mov $temp1,"*weapon_detail_"
	itoa $temp2,%temp1
	add $temp1,$temp2
	gosub $temp1
	strsp SP_MAIN_MENU-9, $temp1,440,70,15,40,20,20,0,2,0,0,#000000
	
	; NbN҂[v
	goto *zukan_page_same_loop


*zukan_page_armor
	mov %temp1,%zukan_page-21	; %temp1ɖhID

	; h̕\
	mov $temp1,"y"
	mov %temp2,ARMOR_NAME+%temp1
	add $temp1,$%temp2
	add $temp1,"z"
	lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+$temp1,40,40
	
	; N̕\(0:- 1-3:E 4-6:D 7-9:C 10-12:B 13-15:A 16-20:S)
	mov $temp1,"ACeNF"
	if %temp1 == 0 add $temp1,"\"
	if %temp1 >= 1 && %temp1 <= 3 add $temp1,"d"
	if %temp1 >= 4 && %temp1 <= 6 add $temp1,"c"
	if %temp1 >= 7 && %temp1 <= 9 add $temp1,"b"
	if %temp1 >= 10 && %temp1 <= 12 add $temp1,"a"
	if %temp1 >= 13 && %temp1 <= 15 add $temp1,"`"
	if %temp1 >= 16 && %temp1 <= 20 add $temp1,"r"
	lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+$temp1,40,80
	
	; 艿̕\
	mov $temp1,"iF"
	mov %temp2,ARMOR_PLICE+%temp1
	itoa2 $temp2,%%temp2
	if %%temp2==0 mov $temp2,"\"
	add $temp1,$temp2
	lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
	
	
	; Xe[^X̕\
	mov $temp1,"h́F"
	mov %temp2,ARMOR_STATE+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-4,":s/20,20,1;#000000"+$temp1,40,180
	
	mov $temp1,"@h́F"
	mov %temp2,ARMOR_STATE+1+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-5,":s/20,20,1;#000000"+$temp1,40,210
	
	mov $temp1,"Ih́F"
	mov %temp2,ARMOR_STATE+2+%temp1*3
	itoa2 $temp2,%%temp2
	add $temp1,$temp2
	lsp SP_MAIN_MENU-6,":s/20,20,1;#000000"+$temp1,40,240
	
	; ȈՐ̕\
	mov %temp2, ARMOR_INFO+%temp1
	mov $temp1,$%temp2
	strsp SP_MAIN_MENU-7, $temp1,40,300,16,20,20,20,0,2,0,0,#000000
	
	
	; ̕\
	mov $temp1,"yz"
	lsp SP_MAIN_MENU-8,":s/20,20,1;#000000"+$temp1,440,40
	mov $temp1,"*armor_detail_"
	itoa $temp2,%temp1
	add $temp1,$temp2
	gosub $temp1
	strsp SP_MAIN_MENU-9, $temp1,440,70,15,40,20,20,0,2,0,0,#000000
	
	; NbN҂[v
	goto *zukan_page_same_loop



*zukan_page_acce
	mov %temp1,%zukan_page-40	; %temp1ɃANZTID

	; ANZ̕\
	mov $temp1,"y"
	mov %temp2,ACCE_NAME+%temp1
	add $temp1,$%temp2
	add $temp1,"z"
	lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+$temp1,40,40
	
	; N̕\(0:- 1-3:E 4-6:D 7-9:C 10-12:B 13-15:A 16-20:S)
	mov $temp1,"ACeNF"
	if %temp1 >= 1 && %temp1 <= 2 add $temp1,"c"
	if %temp1 >= 3 && %temp1 <= 5 add $temp1,"a"
	if %temp1 >= 6 && %temp1 <= 8 add $temp1,"`"
	if %temp1 >= 9 && %temp1 <= 10 add $temp1,"r"
	lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+$temp1,40,80
	
	; 艿̕\
	mov $temp1,"iF"
	mov %temp2,ACCE_PLICE+%temp1
	itoa2 $temp2,%%temp2
	if %%temp2==0 mov $temp2,"\"
	add $temp1,$temp2
	lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		
	; ȈՐ̕\
	mov %temp2, ACCE_INFO+%temp1
	mov $temp1,$%temp2
	strsp SP_MAIN_MENU-7, $temp1,40,160,16,20,20,20,0,2,0,0,#000000
	
	
	; ̕\
	mov $temp1,"yz"
	lsp SP_MAIN_MENU-8,":s/20,20,1;#000000"+$temp1,440,40
	mov $temp1,"*acce_detail_"
	itoa $temp2,%temp1
	add $temp1,$temp2
	gosub $temp1
	strsp SP_MAIN_MENU-9, $temp1,440,70,15,40,20,20,0,2,0,0,#000000
	
	; NbN҂[v
	goto *zukan_page_same_loop




*zukan_page_item
	mov %temp1,%zukan_page-50	; %temp1ɃANZTID

	if %temp1 == 1 goto *zukan_page_item_1
	if %temp1 == 2 goto *zukan_page_item_2
	if %temp1 == 3 goto *zukan_page_item_3
	if %temp1 == 4 goto *zukan_page_item_4
	if %temp1 == 5 goto *zukan_page_item_5
	
	*zukan_page_item_1
		lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+"y|[Vz",40,40
		lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+"ACeNFd",40,80
		mov $temp1,"iF"
		itoa2 $temp2,PLICE_POTION
		add $temp1,$temp2
		lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		strsp SP_MAIN_MENU-7, "ő̗͂̂TO񕜂iB",40,160,16,4,20,20,0,2,0,0,#000000
		goto *zukan_page_item_end
	
	*zukan_page_item_2
		lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+"yGNX|[Vz",40,40
		lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+"ACeNFc",40,80
		mov $temp1,"iF"
		itoa2 $temp2,PLICE_EXPOTION
		add $temp1,$temp2
		lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		strsp SP_MAIN_MENU-7, "̗͂S񕜂iB",40,160,16,4,20,20,0,2,0,0,#000000
		goto *zukan_page_item_end


	*zukan_page_item_3
		lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+"yC͊ہz",40,40
		lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+"ACeNFd",40,80
		mov $temp1,"iF"
		itoa2 $temp2,PLICE_ETHER
		add $temp1,$temp2
		lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		strsp SP_MAIN_MENU-7, "őC͂̂TO񕜂ۖB",40,160,16,4,20,20,0,2,0,0,#000000
		goto *zukan_page_item_end

	*zukan_page_item_4
		lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+"y͊ہz",40,40
		lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+"ACeNFc",40,80
		mov $temp1,"iF"
		itoa2 $temp2,PLICE_HIETHER
		add $temp1,$temp2
		lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		strsp SP_MAIN_MENU-7, "C͂S񕜂ۖB",40,160,16,4,20,20,0,2,0,0,#000000
		goto *zukan_page_item_end

	*zukan_page_item_5
		lsp SP_MAIN_MENU-1,":s/20,20,1;#000000"+"yY^̏z",40,40
		lsp SP_MAIN_MENU-2,":s/20,20,1;#000000"+"ACeNFd",40,80
		mov $temp1,"iF"
		itoa2 $temp2,PLICE_FROG
		add $temp1,$temp2
		lsp SP_MAIN_MENU-3,":s/20,20,1;#000000"+$temp1,40,120
		strsp SP_MAIN_MENU-7, "nɒEo閂@߂ꂽ^̏ȑB",40,160,16,4,20,20,0,2,0,0,#000000
		goto *zukan_page_item_end
		
	*zukan_page_item_end


	; ̕\
	mov $temp1,"yz"
	lsp SP_MAIN_MENU-8,":s/20,20,1;#000000"+$temp1,440,40
	mov $temp1,"*item_detail_"
	itoa $temp2,%temp1
	add $temp1,$temp2
	gosub $temp1
	strsp SP_MAIN_MENU-9, $temp1,440,70,15,40,20,20,0,2,0,0,#000000

	; NbN҂[v
	goto *zukan_page_same_loop

*zukan_page_same_loop
	btnwait %btnwait

	if %btnwait == 0 goto *zukan_page_same_loop
	if %btnwait=-1 goto *goto_zukan_top					;ENbNȂ}ӏI
	if %btnwait == -2 goto *goto_zukan_back				;ȂÕy[W
	if %btnwait == -3 goto *goto_zukan_next				;Ȃ玟̃y[W

goto *zukan_page_same_loop



;====================================================
; }Ӑ擪ւ̈ڍs[`
;====================================================
*goto_zukan_top
	if %zukan_page <= 40 goto *zukan_equip_top2
goto *zukan_item_top2


;====================================================
; y[W
;====================================================
*goto_zukan_back
	if %zukan_page == 1 goto *zukan_page_top2
	mov %temp1, %zukan_page-1
	*goto_zukan_back_2
		zukan_page_existcheck %temp1
		if %temp2 == 1 mov %zukan_page,%temp1 : goto *zukan_page_top		;tO
		dec %temp1
		if %temp1 == 0 goto *zukan_page_top2
		goto *goto_zukan_back_2

*goto_zukan_next
	if %zukan_page ==55 goto *zukan_page_top2
	mov %temp1, %zukan_page+1
	*goto_zukan_next_2
		zukan_page_existcheck %temp1
		if %temp2 == 1 mov %zukan_page,%temp1 : goto *zukan_page_top		;tO
		inc %temp1
		if %temp1 == 56 goto *zukan_page_top2
		goto *goto_zukan_next_2


;鎞ɑΏۃy[W邩ǂ
*zukan_page_existcheck
	getparam %sub_temp1
	
	if %sub_temp1 >= 1 && %sub_temp1 <=20 mov %sub_temp2, G_WEAPON_FLG+%sub_temp1-1
	if %sub_temp1 >= 21 && %sub_temp1 <=40 mov %sub_temp2, G_ARMOR_FLG+%sub_temp1-21
	if %sub_temp1 >= 41 && %sub_temp1 <=50 mov %sub_temp2, G_ACCE_FLG+%sub_temp1-40
	if %sub_temp1 == 51 mov %sub_temp2, g_potion_f
	if %sub_temp1 == 52 mov %sub_temp2, g_expotion_f
	if %sub_temp1 == 53 mov %sub_temp2, g_ether_f
	if %sub_temp1 == 54 mov %sub_temp2, g_hiether_f
	if %sub_temp1 == 55 mov %sub_temp2, g_frog_f

	if %%sub_temp2==1 mov %temp2,1 : return
	mov %temp2,0
return
		
return

;====================================================
; }ӏI[`
;====================================================
*zukan_exit
	csp SP_MAIN_MENU
	gosub *zukan_clear
	print 1
	dwave 1,"sound\close.wav"
return


;====================================================
; }ӕ[`
;====================================================
*zukan_clear
	; }Ӗ{̃j[AoĂ邩ȂSXvCg
	for %temp1=SP_MAIN_MENU-1 to SP_MAIN_MENU-42 step -1
		csp %temp1
	next
	btndef clear
return

;****************
;ACej[
;****************
;1 |[V
;2 GNX|[V
;3 C͊
;4 ͊
;5 O[ȅ
;6 HԂikuP`Ǔ̍vj
;7 HڂikuP`Ǔ̍vj
;8 HANZTikuP`Ř̍vj


;====================================================
; ACej[̍쐬B
; ACe1ȏȂ\
;====================================================
*item_menu



	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\SkillWin.png",22,20

*item_menu_disp
	mov %temp1, 0									;temp1ɃJE^Zbg
*item_menu_disp_1
	;y|[Vz
	if %potion_num == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_2
	mov $temp1, "|[V@@@@@"
	itoa2 $temp2, %potion_num	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
	mov $temp1, "y|[Vz\ő̗͂̂TO񕜂iB"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_2
	inc %temp1
	;yGNX|[Vz
	if %expotion_num == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_3
	mov $temp1, "GNX|[V@@"
	itoa2 $temp2, %expotion_num	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
	mov $temp1, "yGNX|[Vz\̗͂S񕜂iB"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	
*item_menu_disp_3
	inc %temp1
	;yC͊ہz
	if %ether_num == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_4
	mov $temp1, "C͊ہ@@@@@@@"
	itoa2 $temp2, %ether_num	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
	mov $temp1, "yC͊ہz\őC͂̂TO񕜂ۖB"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_4
	inc %temp1
	;y͊ہz
	if %hiether_num == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_5
	mov $temp1, "͊ہ@@@@@@@"
	itoa2 $temp2, %hiether_num	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
	mov $temp1, "y͊ہz\C͂S񕜂ۖB"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_5
	inc %temp1
	;yY^̏z
	if %frog_num == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_6
	mov $temp1, "Y^̏@@@@@"
	itoa2 $temp2, %frog_num	; 擾
	add $temp1, $temp2 + ""
	if %dungeon_flg == 0 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
	if %dungeon_flg == 1 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
	mov $temp1, "yY^̏z\nɒEo閂@߂ꂽ^̏ȑB"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_6
	inc %temp1
	mov %temp2, %ud_wpn_lv1 + %ud_wpn_lv2 + %ud_wpn_lv3 + %ud_wpn_lv4 + %ud_wpn_lv5 + %ud_wpn_lv6
	;yHԂz
	if %temp2 == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_7
	mov $temp1, "HԂ@@@@@@@"
	itoa2 $temp2, %temp2	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
	mov $temp1, "yHԂz\Ӓ̕"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_7
	inc %temp1
	mov %temp2, %ud_amr_lv1 + %ud_amr_lv2 + %ud_amr_lv3 + %ud_amr_lv4 + %ud_amr_lv5 + %ud_amr_lv6
	;yHڂz
	if %temp2 == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_8
	mov $temp1, "Hڂ@@@@@@"
	itoa2 $temp2, %temp2	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
	mov $temp1, "yHڂz\Ӓ̖h"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

*item_menu_disp_8
	inc %temp1
	mov %temp2, %ud_acce_lv1 + %ud_acce_lv2 + %ud_acce_lv3
	;yHANZTz
	if %temp2 == 0 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *item_menu_disp_end
	mov $temp1, "HANZT@@@@"
	itoa2 $temp2, %temp2	; 擾
	add $temp1, $temp2 + ""
	lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
	mov $temp1, "yHANZTz\Ӓ̃ANZT"
	strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF



*item_menu_disp_end

	cre_select 8			; I̐



	mov $temp1, "yACez"
	lsp SP_MAIN_MENU-9, ":s/22,22,1;#FFFFFF"+$temp1,36,45

	print 1

	*item_use_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *item_use_Loop
		if %btnwait == -1 goto *item_use_end	; ENbNij[j
		if %btnwait == -2 goto *item_use_Loop
		if %btnwait == -3 goto *item_use_Loop
		
		if %btnwait == 1  goto *potion_use		;|[Vgp
		if %btnwait == 2  goto *expotion_use	;GNX|[Vgp
		if %btnwait == 3  goto *ether_use		;C͊ێgp
		if %btnwait == 4  goto *hiether_use		;͊ێgp
		if %btnwait == 5 && %dungeon_flg == 0  btndef clear: goto *item_menu_disp	;OŏΎgp
		if %btnwait == 5 && %dungeon_flg == 1  goto *frog_use						;Ύgp
		if %btnwait >= 6 && %btnwait <=8  btndef clear: goto *item_menu_disp	;gps\ACe
		

;====================================================
; |[Vgp
;====================================================
*potion_use
if %p_hp == %p_maxhp dwave 1,"sound\cancel.wav" : goto *item_menu_disp
dwave 1,"sound\heal3.wav"
mov %temp1, %p_maxhp / 2
add %p_hp, %temp1
if %p_hp >= %p_maxhp mov %p_hp, %p_maxhp
sub %potion_num, 1
gosub *stat_hpmp_disp
goto *item_menu_disp


;====================================================
; GNX|[Vgp
;====================================================
*expotion_use
if %p_hp == %p_maxhp dwave 1,"sound\cancel.wav" : goto *item_menu_disp
dwave 1,"sound\heal2.wav"
mov %p_hp, %p_maxhp
sub %expotion_num, 1
gosub *stat_hpmp_disp
goto *item_menu_disp


;====================================================
; C͊ێgp
;====================================================
*ether_use
if %p_mp == %p_maxmp dwave 1,"sound\cancel.wav" : goto *item_menu_disp
dwave 1,"sound\heal4.wav"
mov %temp1, %p_maxmp / 2
add %p_mp, %temp1
if %p_mp >= %p_maxmp mov %p_mp, %p_maxmp
sub %ether_num, 1
gosub *stat_hpmp_disp
goto *item_menu_disp


;====================================================
; ͊ێgp
;====================================================
*hiether_use
if %p_mp == %p_maxmp dwave 1,"sound\cancel.wav" : goto *item_menu_disp
dwave 1,"sound\heal5.wav"
mov %p_mp, %p_maxmp
sub %hiether_num, 1
gosub *stat_hpmp_disp
goto *item_menu_disp


;====================================================
; Y^̏gp
;====================================================
*frog_use
	csp SP_MAIN_MENU-8
	csp SP_MAIN_MENU-9
	clear_select 8
	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"͂",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335
	strsp SP_MESS_MENU-1, "_WEo܂H",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 1
	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2

*frog_exit_sel_loop
	btnwait %btnwait
	if %btnwait == 0 goto *frog_exit_sel_loop
	if %btnwait == -1 goto *frog_exit_sel_loop
	if %btnwait == -2 goto *frog_exit_sel_loop
	if %btnwait == -3 goto *frog_exit_sel_loop
	if %btnwait == 1 goto *frog_exit_end	;Eo
	if %btnwait == 2 csp SP_MESS_MENU-1: goto *item_menu	;p
*frog_exit_end
	dwave 1,"sound\escape.wav"
	mov %escape_flg,1
	sub %frog_num,1
	goto *item_use_end
	


;====================================================
; ACej[I
;====================================================
*item_use_end
	csp SP_MAIN_MENU-8
	csp SP_MAIN_MENU-9
	clear_select 8
	
return
;****************
;XLj[
;****************
	ID	
;	0	q[
;	1	GNXq[
;	2	C
;	3	~[W
;	4	쐶̊
;	5	󔠂̒m
;	6	~Q
;	7	\jbN
;	8	uXg
;	9	JE^[
;	10	vA^bN
;	11	X[v
;	12	hCLX
;	13	rEX

;====================================================
; ړXLj[̍쐬
; CEBhEFXL7{؂ւ{^
;====================================================
*normal_skill_menu

	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\SkillWin.png",22,20

*normal_skill_main
	if %skill_page >= 2 mov %skill_page,0			;XLy[W2ȏȂ0ɖ߂
	mov %temp1, 0									;temp1ɃJE^Zbg
	mov %temp3, SKILL_FLG+(%skill_page*7)			;temp3ɃXLtOԍZbg
	if %skill_page == 0 goto *normal_skill_page1
	if %skill_page == 1 goto *normal_skill_page2
*normal_skill_page1
		*normal_skill_page1_1
			;yq[z
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_2
			mov $temp1, "q[@@@@"
			mov %temp4, %p_maxmp * HEAL_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yq[z\őgo̖SO񕜂XyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*normal_skill_page1_2
			; yGNXq[z
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_3
			mov $temp1, "GNXq[@"
			mov %temp4, %p_maxmp * EXHEAL_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yGNXq[z\őgo̖WO񕜂XyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_3
			; yCz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_4
			mov $temp1, "C@@@@@"
			mov %temp4, %p_maxhp * KIAI_BASECOST * (%kiai_count + 1) / 100		; goőgovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			add $temp1, "HP"
			if %p_hp > %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
			if %p_hp <= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yCz\ʂ̗̑͂āAC͂S񕜂XLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_4
			; y~[Wz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_5
			mov $temp1, "~[W@@"
			mov %temp4, %p_maxmp * MIRAGE_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			if %p_mp >= %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$temp1,40,80+32*%temp1
			if %p_mp < %temp4 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			if %mirage_flg == 1 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "y~[Wz\goA̍UXLB\̐퓬ɗLƂȂB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_5
			; y쐶̊z
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_6
			mov $temp1, "쐶̊@@@"
			add $temp1, "\"
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "y쐶̊z\̎ć̗AC͂j悤ɂȂB\āA󔠊J̓XLP㏸B"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*normal_skill_page1_6
			; y󔠂̒mz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_7
			mov $temp1, "󔠂̒m@@"
			add $temp1, "\"
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "y󔠂̒mz\󔠊J̓XLQ㏸B"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_7
			; y~Qz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_pageend
			mov $temp1, "~Q@@@@@"
			add $temp1, "\"
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "y~Qz\~Q邱ƂŁÂȂ܂܂ɂȂB\~Q́A͐UDIɎgp悤ɂȂB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
		
		goto *normal_skill_pageend
	
*normal_skill_page2
		*normal_skill_page1_8
			;y\jbNz
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_9
			mov $temp1, "\jbN@@@"
			mov %temp4, SONIC_COST			; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "y\jbNz\Ռg΂đUXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*normal_skill_page1_9
			; yuXgz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_10
			mov $temp1, "uXg@@@"
			mov %temp4, BLAST_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yuXgz\͔g@đUXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_10
			; yJE^[z
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_11
			mov $temp1, "JE^[@@"
			mov %temp4, COUNTER_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yJE^[z\̕U𖳌AʏÛQ{_[W^XLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_11
			; yvA^bNz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_12
			mov $temp1, "vA^bN@@"
			mov %temp4, %p_maxmp * WATK_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yvA^bNz\̂SđЂ܂ǍɘAU@ރXLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*normal_skill_page1_12
			; yX[vz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_13
			mov $temp1, "X[v@@@"
			mov %temp4, SLEEP_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yX[vz\̈ӎɓAňӎNOƂXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

		*normal_skill_page1_13
			; yhCLXz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_page1_14
			mov $temp1, "hCLX@"
			mov %temp4, DKISS_COST		; lo
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yhCLXz\LXɂđ̋C͂DÂ̂ƂXLB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
			
		*normal_skill_page1_14
			; yrEXz
			inc %temp1
			inc %temp3
			if %%temp3 <> 1 csp SP_MAIN_MENU-1-%temp1 : csp SP_MESS_MENU-1-%temp1 : goto *normal_skill_pageend
			mov $temp1, "rEX@@@"
			mov %temp4, %p_maxmp * MEBIUS_COST / 100		; loőlovZ
			itoa2 $temp2, %temp4
			add $temp1, $temp2
			lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#999999"+$temp1,40,80+32*%temp1
			mov $temp1, "yrEXz\̗̑͂ƋC͂̊ւXyB"
			strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF


*normal_skill_pageend
		
	
	cre_select 8			; I̐


	;y[Wp̑I\
	lsp SP_MAIN_MENU-8,":s/22,22,1;#FFFFFF#FF0000"+"y[Wؑց",210,317
	mov $temp1, $EXBTN_MAIN
	add $temp1, "P"
	itoa $temp2, SP_MAIN_MENU - 8
	add $temp1, $temp2
	add $temp1, ",1"
	exbtn SP_MAIN_MENU - 8, 8, $temp1

	mov $temp1, "yXLi"
	itoa2 $temp2, %skill_page+1
	add $temp1, $temp2
	add $temp1, "^Qjz"
	lsp SP_MAIN_MENU-9, ":s/22,22,1;#FFFFFF"+$temp1,36,45

	print 1

	*skill_equip_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *skill_equip_Loop
		if %btnwait == -1 goto *normal_skill_end	; ENbNij[j
		if %btnwait == -2 goto *skill_equip_Loop
		if %btnwait == -3 goto *skill_equip_Loop
		
		if %btnwait == 1 && %skill_page == 0 goto *normal_heal_use		;q[gp
		if %btnwait == 2 && %skill_page == 0 goto *normal_exheal_use	;GNXq[gp
		if %btnwait == 3 && %skill_page == 0 goto *normal_charge_use	;Cgp
		if %btnwait == 4 && %skill_page == 0 goto *normal_decoy_use		;fRCgp
		if %btnwait >= 5 && %btnwait <= 7 && %skill_page == 0 btndef clear: goto *normal_skill_main	
		if %btnwait >= 1 && %btnwait <= 7 && %skill_page == 1 btndef clear: goto *normal_skill_main	
		if %btnwait == 8 inc %skill_page: btndef clear: goto *normal_skill_main	

;====================================================
; q[̎gp
;====================================================
*normal_heal_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * HEAL_COST / 100
	if %sub_temp1 > %p_mp goto *normal_skill_menu
	if %p_hp == %p_maxhp dwave 1,"sound\cancel.wav" : goto *normal_skill_menu
	sub %p_mp, %sub_temp1
	; 񕜒ľvZ
	dwave 1,"sound\heal.wav"
	rnd2 %temp2,90,110
	if %acce_id != 6 mov %sub_temp1, %p_maxhp * 40 * %temp2 / 10000
	if %acce_id == 6 mov %sub_temp1, %p_maxhp * 60 * %temp2 / 10000
	add %p_hp, %sub_temp1
	if %p_hp >= %p_maxhp : mov %sub_temp1, %sub_temp1 + %p_maxhp - %p_hp : mov %p_hp, %p_maxhp 

	gosub *stat_hpmp_disp
	goto *normal_skill_menu

;====================================================
; GNXq[̎gp
;====================================================
*normal_exheal_use
	; lǒvZ
	mov %sub_temp1, %p_maxmp * EXHEAL_COST / 100
	if %sub_temp1 > %p_mp goto *normal_skill_menu
	if %p_hp == %p_maxhp dwave 1,"sound\cancel.wav" : goto *normal_skill_menu
	sub %p_mp, %sub_temp1
	; 񕜒ľvZ
	dwave 1,"sound\exheal.wav"
	rnd2 %temp2,90,110
	if %acce_id != 6 mov %sub_temp1, %p_maxhp * 80 * %temp2 / 10000
	if %acce_id == 6 mov %sub_temp1, %p_maxhp * 100 * %temp2 / 10000
	add %p_hp, %sub_temp1
	if %p_hp >= %p_maxhp : mov %sub_temp1, %sub_temp1 + %p_maxhp - %p_hp : mov %p_hp, %p_maxhp 

	gosub *stat_hpmp_disp
	goto *normal_skill_menu

;====================================================
; C̎gp
;====================================================
*normal_charge_use
	; HP̌vZ
	mov %sub_temp1, %p_maxhp * KIAI_BASECOST * (%kiai_count + 1) / 100		; goőgovZ
	if %sub_temp1 >= %p_hp goto *normal_skill_menu
	sub %p_hp, %sub_temp1
	add %kiai_count, 1
	
	; 񕜒ľvZ
	dwave 1,"sound\kiai.wav"
	mov %p_mp, %p_maxmp
	gosub *stat_hpmp_disp
	
	goto *normal_skill_menu


;====================================================
; ~[W̎gp
;====================================================
*normal_decoy_use
	mov %sub_temp1, %p_maxmp * MIRAGE_COST / 100
	if %sub_temp1 > %p_mp goto *normal_skill_menu
	if %mirage_flg == 1 goto *normal_skill_menu
	sub %p_mp, %sub_temp1

	dwave 1,"sound\mirage.wav"
	mov %mirage_flg, 1
	gosub *stat_hpmp_disp
	goto *normal_skill_menu



*normal_skill_end
	csp SP_MAIN_MENU-8
	csp SP_MAIN_MENU-9
	clear_select 7

return





;====================================================
; ENbNj[̍쐬
; CEBhEFACeEZE}ӁERtBO
; EBhEFEhEANZTiȏ7EX{^j
; Xe[^XEBhEFeXe[^X
;====================================================
*r_click_menu
	
	;EotOĂAEBhE
	if %escape_flg == 1 goto *r_click_end
	
	;wiÂ
	lsp SP_RCLICK_BACK,":c;cg\B_flash.jpg",0,0,100

	; ENbÑ{^pXvCg̕\
	; ===Cj[
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\MenuWin.png",22,20
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"ACe",40,40
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"XL",40,75
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"}ӂ",40,110
	sub %temp1,1
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+"RtBO",40,145
	sub %temp1,1
	mov %temp2, WEAPON_NAME+%weapon_id
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp2,40,267
	sub %temp1,1
	mov %temp2, ARMOR_NAME+%armor_id
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp2,40,335
	sub %temp1,1
	mov %temp2, ACCE_NAME+%acce_id
	lsp %temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp2,40,403

	; ===EBhE
	mov %temp1,SP_SUB_MENU
	lsp %temp1,":a;cg\EquipWin.png",22,220
	sub %temp1,1
	strsp %temp1,"F\\hF\\ANZTF",40,240,33,15,22,22,0,12,0,0,#FFFFFF

	; ===Xe[^XEBhE
	lsp SP_SUB2_MENU,":a;cg\StatusWin.png",408,20
	strsp SP_SUB2_MENU-1,"\kuF\\̗́F\ĆF\\UF@@@@hF\UF@@@@hF\UF@@@@hF\\dwoF\\F",426,40,33,15,22,22,0,8,0,0,#FFFFFF
	lsp SP_SUB2_MENU-2, ":s/22,22,1;#FFFFFF"+$p_name,426,40			; -02
	itoa2 $stat_lv, %level
	lsp SP_SUB2_MENU-3, ":s/22,22,1;#FFFFFF"+$stat_lv,492,70		; -03
	gosub *stat_hpmp_disp
	itoa2 $stat_exp, %exp_now
	itoa2 $stat_expnext, %exp_next
	add $stat_exp, "^"
	add $stat_exp, $stat_expnext
	lsp SP_SUB2_MENU-5, ":s/22,22,1;#FFFFFF"+$stat_exp,514,340		; -05
	itoa2 $stat_money, %money
	lsp SP_SUB2_MENU-6, ":s/22,22,1;#FFFFFF"+$stat_money,514,400	; -06
	itoa2 $stat_patk, %p_p_atk
	lsp SP_SUB2_MENU-8, ":s/22,22,1;#FFFFFF"+$stat_patk,492,220		; -08
	itoa2 $stat_matk, %p_m_atk
	lsp SP_SUB2_MENU-9, ":s/22,22,1;#FFFFFF"+$stat_matk,492,250		; -09
	itoa2 $stat_satk, %p_s_atk
	lsp SP_SUB2_MENU-10, ":s/22,22,1;#FFFFFF"+$stat_satk,492,280		; -10
	itoa2 $stat_pdef, %p_p_def
	lsp SP_SUB2_MENU-11, ":s/22,22,1;#FFFFFF"+$stat_pdef,646,220		; -11
	itoa2 $stat_mdef, %p_m_def
	lsp SP_SUB2_MENU-12, ":s/22,22,1;#FFFFFF"+$stat_mdef,646,250		; -12
	itoa2 $stat_sdef, %p_s_def
	lsp SP_SUB2_MENU-13, ":s/22,22,1;#FFFFFF"+$stat_sdef,646,280		; -13
	if %mirage_flg == 1 lsp SP_SUB2_MENU-14,":s/20,20,1;#FFFFFF"+"igj",550,70		; -14

	; ===bZ[WEBhE
	mov %temp1,SP_MESS_MENU
	lsp %temp1,":a;cg\MessWin.png",22,470
	sub %temp1,1
	strsph %temp1,"莝̃ACe\Agp܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"KXL\Agp܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"X^[}ӂƃACeT{܂B\ڎŃzC[㉺邱ƂŎސ؂ւA\ey[WŃzC[㉺邱ƂŃy[Wؑւ\łB",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	strsph %temp1,"Q[̐ݒs܂B\bZ[WXs[hl̐ݒs܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	mov %temp2, WEAPON_INFO+%weapon_id
	mov $temp1, $%temp2 + "\"
	mov %temp2, WEAPON_STATE + 3 * %weapon_id
	itoa2 $temp2,%%temp2
	add $temp1,"U"+$temp2+"@"
	mov %temp2, WEAPON_STATE + 3 * %weapon_id + 1
	itoa2 $temp2,%%temp2
	add $temp1,"U"+$temp2+"@"
	mov %temp2, WEAPON_STATE + 3 * %weapon_id + 2
	itoa2 $temp2,%%temp2
	add $temp1,"U"+$temp2
	strsph %temp1,$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
;	strsph %temp1,"̐ł",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	mov %temp2, ARMOR_INFO+%armor_id
	mov $temp1, $%temp2 + "\"
	mov %temp2, ARMOR_STATE + 3 * %armor_id
	itoa2 $temp2,%%temp2
	add $temp1,"h"+$temp2+"@"
	mov %temp2, ARMOR_STATE + 3 * %armor_id + 1
	itoa2 $temp2,%%temp2
	add $temp1,"h"+$temp2+"@"
	mov %temp2, ARMOR_STATE + 3 * %armor_id + 2
	itoa2 $temp2,%%temp2
	add $temp1,"h"+$temp2
	strsph %temp1,$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
;	strsph %temp1,"h̐ł",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	sub %temp1,1
	mov %temp2, ACCE_INFO+%acce_id
	strsph %temp1,$%temp2,32,484,33,4,22,22,0,2,0,0,#FFFFFF
;	strsph %temp1,"ANZT̐ł",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 17
	
	cre_select 7		; I̐
	
	*r_click_Loop
	
	
		btnwait %btnwait
	
		if %btnwait == 0 goto *r_click_Loop
		if %btnwait == -1 goto *r_click_end	; ENbNij[j
		if %btnwait == -2 goto *r_click_Loop
		if %btnwait == -3 goto *r_click_Loop
		
		if %btnwait == 1 gosub *item_menu: goto *r_click_menu			;ACe
		if %btnwait == 2 gosub *normal_skill_menu: goto  *r_click_menu	;XL
		if %btnwait == 3 gosub *zukan_menu: goto *r_click_menu			;}
		if %btnwait == 4 gosub *config_menu : goto *r_click_menu		;RtBO
		if %btnwait == 5 gosub *weapon_equip_menu: goto *r_click_menu	;
		if %btnwait == 6 gosub *armor_equip_menu: goto *r_click_menu	;h
		if %btnwait == 7 gosub *acce_equip_menu: goto *r_click_menu		;ANZ

*r_click_end
	; EBhEXvCg̏
	csp SP_MAIN_MENU
	csp SP_SUB_MENU
	csp SP_MESS_MENU
	csp SP_RCLICK_BACK
	for %temp1=SP_SUB2_MENU to SP_SUB2_MENU-14 step -1
		csp %temp1
	next
	csp SP_SUB_MENU-1
	csp SP_SUB2_MENU-1
	clear_select 7

return

;====================================================
; }Ӄj[̍쐬
;====================================================
*zukan_menu

	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\MenuWin.png",22,20
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"T",40,40
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"T",40,75
	lsp SP_MAIN_MENU-3,":s/22,22,1;#FFFFFF#FF0000"+"}",40,110
	lsp SP_MAIN_MENU-4,":s/22,22,1;#FFFFFF#FF0000"+"߂",40,145

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	strsph SP_MESS_MENU-1,"Ɩh̏ڍׂꂽT{܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-2,"ANZTƓ̏ڍׂꂽT{܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-3,"̏ڍׂꂽ}ӂ{܂B\GNbNƕ\ω܂B\Ƃ̂bf{ł܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-4,"j[ɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF

	print 17
	
	cre_select 4		; I̐
*zukan_menu_Loop


	btnwait %btnwait

	if %btnwait == 0 goto *zukan_menu_Loop
	if %btnwait == -1 goto *zukan_menu_end	; ENbNij[j
	if %btnwait == -2 goto *zukan_menu_Loop
	if %btnwait == -3 goto *zukan_menu_Loop
	
	if %btnwait == 1 gosub *zukan_equip_top: goto *zukan_menu		;}
	if %btnwait == 2 gosub *zukan_item_top: goto  *zukan_menu		;}
	if %btnwait == 3 gosub *zukan_monster_top: goto *zukan_menu	;}
	if %btnwait == 4 goto *zukan_menu_end	;RtBO

*zukan_menu_end
	clear_select 4
return







;====================================================
; RtBOj[̍쐬
;====================================================
*config_menu

	;Cj[̏
	csp SP_MESS_MENU
	for %temp1=SP_SUB2_MENU to SP_SUB2_MENU-13 step -1
		csp %temp1
	next
	gosub *erase_rcmain		
	

	;CEBhE̕\
	lsp SP_MAIN_MENU,":a;cg\ConfigWindow.png",22,20
	if %mes_spd_n == 2 lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"ᑬ",70,75
	if %mes_spd_n <> 2 lsp SP_MAIN_MENU-1,":s/22,22,1;#999999#FF0000"+"ᑬ",70,75
	if %mes_spd_n == 0 lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"ʏ",140,75
	if %mes_spd_n <> 0 lsp SP_MAIN_MENU-2,":s/22,22,1;#999999#FF0000"+"ʏ",140,75
	if %mes_spd_n == 1 lsp SP_MAIN_MENU-3,":s/22,22,1;#FFFFFF#FF0000"+"u",210,75
	if %mes_spd_n <> 1 lsp SP_MAIN_MENU-3,":s/22,22,1;#999999#FF0000"+"u",210,75
	if %mes_spd_b == 2 lsp SP_MAIN_MENU-4,":s/22,22,1;#FFFFFF#FF0000"+"ᑬ",70,145
	if %mes_spd_b <> 2 lsp SP_MAIN_MENU-4,":s/22,22,1;#999999#FF0000"+"ᑬ",70,145
	if %mes_spd_b == 0 lsp SP_MAIN_MENU-5,":s/22,22,1;#FFFFFF#FF0000"+"ʏ",140,145
	if %mes_spd_b <> 0 lsp SP_MAIN_MENU-5,":s/22,22,1;#999999#FF0000"+"ʏ",140,145
	if %mes_spd_b == 1 lsp SP_MAIN_MENU-6,":s/22,22,1;#FFFFFF#FF0000"+"u",210,145
	if %mes_spd_b <> 1 lsp SP_MAIN_MENU-6,":s/22,22,1;#999999#FF0000"+"u",210,145

	if %h_skip_flg == 0 lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF#FF0000"+"",70,215
	if %h_skip_flg <> 0 lsp SP_MAIN_MENU-11,":s/22,22,1;#999999#FF0000"+"",70,215
	if %h_skip_flg == 1 lsp SP_MAIN_MENU-12,":s/22,22,1;#FFFFFF#FF0000"+"Ȃ",140,215
	if %h_skip_flg <> 1 lsp SP_MAIN_MENU-12,":s/22,22,1;#999999#FF0000"+"Ȃ",140,215
	
	if %no_slide_flg == 0 lsp SP_MAIN_MENU-13,":s/22,22,1;#FFFFFF#FF0000"+"",70,285
	if %no_slide_flg <> 0 lsp SP_MAIN_MENU-13,":s/22,22,1;#999999#FF0000"+"",70,285
	if %no_slide_flg == 1 lsp SP_MAIN_MENU-14,":s/22,22,1;#FFFFFF#FF0000"+"Ȃ",140,285
	if %no_slide_flg <> 1 lsp SP_MAIN_MENU-14,":s/22,22,1;#999999#FF0000"+"Ȃ",140,285
	
	lsp SP_MAIN_MENU-7,":s/22,22,1;#FFFFFF#FF0000"+"l̖OύX",40,320
	lsp SP_MAIN_MENU-8,":s/22,22,1;#FFFFFF#FF0000"+"[h",40,355
	lsp SP_MAIN_MENU-9,":s/22,22,1;#FFFFFF#FF0000"+"^Cgɖ߂",40,390
	lsp SP_MAIN_MENU-10,":s/22,22,1;#FFFFFF#FF0000"+"RtBOI",40,425

	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	mov $temp1, "\i݂"
	if %mes_spd_n == 0 add $temp1, "ʏj"
	if %mes_spd_n == 1 add $temp1, "uԁj"
	if %mes_spd_n == 2 add $temp1, "ᑬj"
	lsp SP_MAIN_MENU-15, ":s/22,22,1;#FFFFFF"+$temp1,40,40
	strsph SP_MESS_MENU-1,"ʏ펞̃bZ[WxᑬɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-2,"ʏ펞̃bZ[Wxʏ푬xɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-3,"ʏ펞̃bZ[Wxuԕ\ɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	mov $temp1, "\i݂"
	if %mes_spd_b == 0 add $temp1, "ʏj"
	if %mes_spd_b == 1 add $temp1, "uԁj"
	if %mes_spd_b == 2 add $temp1, "ᑬj"
	lsp SP_MAIN_MENU-16, ":s/22,22,1;#FFFFFF"+$temp1,40,110
	strsph SP_MESS_MENU-4,"퓬̃bZ[WxᑬɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-5,"퓬̃bZ[Wxʏ푬xɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-6,"퓬̃bZ[Wxuԕ\ɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-7,"l̖OύX܂BiSpU܂Łj",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-8,"Z[ut@C̃[hsȂ܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-9,"^Cgʂɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-10,"RtBOIAj[ɖ߂܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF
	mov $temp1, "\i݂̐ݒ"
	if %h_skip_flg == 1 add $temp1, "uȂvj"
	if %h_skip_flg == 0 add $temp1, "uvj"
	lsp SP_MAIN_MENU-17, ":s/22,22,1;#FFFFFF"+$temp1,40,40
	strsph SP_MESS_MENU-11,"ǂ̂gV[ȂݒɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-12,"ǂ̂gV[ݒɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	mov $temp1, "\i݂̐ݒ"
	if %no_slide_flg == 0 add $temp1, "uvj"
	if %no_slide_flg == 1 add $temp1, "uȂvj"
	lsp SP_MAIN_MENU-18, ":s/22,22,1;#FFFFFF"+$temp1,40,40
	strsph SP_MESS_MENU-13,"gV[ł̃XChoݒɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	strsph SP_MESS_MENU-14,"gV[ł̃XChoȂݒɕύX܂B"+$temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF

	lsp SP_MAIN_MENU-15, ":s/22,22,1;#FFFFFF"+"ʏ펞̃bZ[Wx",40,40
	lsp SP_MAIN_MENU-16, ":s/22,22,1;#FFFFFF"+"퓬̃bZ[Wx",40,110
	lsp SP_MAIN_MENU-17, ":s/22,22,1;#FFFFFF"+"ǂ̂gV[̐ݒ",40,180
	lsp SP_MAIN_MENU-18, ":s/22,22,1;#FFFFFF"+"gV[ł̃XCho",40,250

	print 17
	
	cre_select 14		; I̐
*config_menu_Loop


	btnwait %btnwait

	if %btnwait == 0 goto *config_menu_Loop
	if %btnwait == -1 goto *config_menu_end	; ENbNij[j
	if %btnwait == -2 goto *config_menu_Loop
	if %btnwait == -3 goto *config_menu_Loop
	
	if %btnwait == 1 mov %mes_spd_n, 2 : gosub *mes_spd_chg_n: goto *config_menu	;ʏ탁bZ[WXs[hύX
	if %btnwait == 2 mov %mes_spd_n, 0 : gosub *mes_spd_chg_n: goto *config_menu	;
	if %btnwait == 3 mov %mes_spd_n, 1 : gosub *mes_spd_chg_n: goto *config_menu	;
	if %btnwait == 4 mov %mes_spd_b, 2 : gosub *mes_spd_chg_b: goto *config_menu	;퓬bZ[WXs[hύX
	if %btnwait == 5 mov %mes_spd_b, 0 : gosub *mes_spd_chg_b: goto *config_menu	;
	if %btnwait == 6 mov %mes_spd_b, 1 : gosub *mes_spd_chg_b: goto *config_menu	;
	if %btnwait == 7 gosub *name_chg: goto  *config_menu		;OύX
	if %btnwait == 8 csp SP_MESS_MENU : gosub *config_menu_end: goto *config_load	;[h
	if %btnwait == 9 gosub *config_menu_end: goto *config_title: ;^Cgɖ߂
	if %btnwait == 10 goto *config_menu_end
	if %btnwait == 11 mov %h_skip_flg, 0 : goto *config_menu
	if %btnwait == 12 mov %h_skip_flg, 1 : goto *config_menu
	if %btnwait == 13 mov %no_slide_flg, 0 : goto *config_menu
	if %btnwait == 14 mov %no_slide_flg, 1 : goto *config_menu

*config_menu_end
	clear_select 14
	csp SP_MAIN_MENU-15
	csp SP_MAIN_MENU-16
	csp SP_MAIN_MENU-17
	csp SP_MAIN_MENU-18
return

;====================================================
;O̕ύX
;====================================================
*name_chg
	input $p_name,"l̖O͂ĉiSp̂݁BőUj",$p_name,12,1
return


;====================================================
;[hʕ\
;====================================================
*config_load
	mov %save_or_load,1
	gosub *save
	gosub *return
goto *config_menu

;====================================================
;^Cgɖ߂
;====================================================
*config_title



	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"͂",40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335
	strsp SP_MESS_MENU-1, "Q[Iă^Cgɖ߂܂B\낵łH",32,484,33,4,22,22,0,2,0,0,#FFFFFF
;	print 1

	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2

*config_title_loop


	btnwait %btnwait

	if %btnwait == 0 goto *config_title_loop
	if %btnwait == -1 goto *config_menu
	if %btnwait == -2 goto *config_title_loop
	if %btnwait == -3 goto *config_title_loop
	if %btnwait == 1 goto *goto_title	;^Cg
	if %btnwait == 2 csp SP_MESS_MENU-1: goto *config_menu	;p
	goto *config_title_loop

*goto_title
	gosub *csp_all
	goto *start

return

;====================================================
; ʏ탁bZ[Wx̕ύX
;====================================================
*mes_spd_chg_n
	if %mes_spd_n == 0 textspeeddefault
	if %mes_spd_n == 1 textspeed 0
	if %mes_spd_n == 2 textspeed 20
return

;====================================================
; 퓬bZ[Wx̕ύX
;====================================================
*mes_spd_chg_b
	if %mes_spd_b == 0 textspeeddefault
	if %mes_spd_b == 1 textspeed 0
	if %mes_spd_b == 2 textspeed 20
return

;====================================================
; 탁j[̍쐬
; CEBhEF10{؂ւ{^
;====================================================
*weapon_equip_menu

	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\StatusWin.png",22,20


*weapon_equip_main
	if %weapon_page >= 2 mov %weapon_page,0
	;10JԂBĂ鑕ȂXvCg\
	for %temp1=0 to 9
	
		mov %temp2, %temp1+(%weapon_page*10)		;temp2ɕIDA
		mov %temp3, WEAPON_FLG+%temp2			;temp3ɕ폊tOԍZbg
		if %%temp3==0 goto *nohave_weapon
		
		;햼̗
		mov %temp4, WEAPON_NAME+%temp2
		lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4,40,80+32*%temp1
		if %temp2==0 lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"O",40,80: skip 2
		if %weapon_id == %temp2 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4+"idj",40,80+32*%temp1


		;̗
		mov %temp4, WEAPON_INFO+%temp2
		mov $temp1, $%temp4 + "\"
		mov %temp4, WEAPON_STATE + 3 * %temp2
		itoa2 $temp2,%%temp4
		add $temp1,"U"+$temp2+"@"
		mov %temp4, WEAPON_STATE + 3 * %temp2 + 1
		itoa2 $temp2,%%temp4
		add $temp1,"U"+$temp2+"@"
		mov %temp4, WEAPON_STATE + 3 * %temp2 + 2
		itoa2 $temp2,%%temp4
		add $temp1,"U"+$temp2
		
		strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
		if %temp2==0 strsph SP_MESS_MENU-1-%temp1, "Ă镐O܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF

		;Xe[^X̗񋓁iSP_SUB2_MENU - 14 - 3*%temp1 3Xe[^XɁj
		mov %temp4, WEAPON_STATE + 3 * %temp2
		; 
		mov %temp5, %%temp4
		add %temp5, %p_p_baseatk
		itoa2 $temp1, %temp5
		if %p_p_atk > %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,492,220
		if %p_p_atk = %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,492,220
		if %p_p_atk < %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,492,220
		; @
		inc %temp4
		mov %temp5, %%temp4
		add %temp5, %p_m_baseatk
		itoa2 $temp1, %temp5
		if %p_m_atk > %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,492,250
		if %p_m_atk = %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,492,250
		if %p_m_atk < %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,492,250
		; 
		inc %temp4
		mov %temp5, %%temp4
		add %temp5, %p_s_baseatk
		itoa2 $temp1, %temp5
		if %p_s_atk > %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,492,280
		if %p_s_atk = %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,492,280
		if %p_s_atk < %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,492,280
		goto *weapon_setend
		
		*nohave_weapon
		csp SP_MAIN_MENU-1-%temp1
		csp SP_MESS_MENU-1-%temp1
		csp SP_SUB2_MENU - 14 - 3*%temp1
		csp SP_SUB2_MENU - 15 - 3*%temp1
		csp SP_SUB2_MENU - 16 - 3*%temp1
		
		
		*weapon_setend
	next

	
;	cre_exparam_weapon 10	; EXBTNp̕XvCg̐
	cre_select_weapon 10			; I̐


	;y[Wp̑I\
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF#FF0000"+"y[Wؑց",210,410
	mov $temp1, $EXBTN_MAIN
	add $temp1, "P"
	itoa $temp2, SP_MAIN_MENU - 11
	add $temp1, $temp2
	add $temp1, ",1"
	exbtn SP_MAIN_MENU - 11, 11, $temp1

	mov $temp1, "yi"
	itoa2 $temp2, %weapon_page+1
	add $temp1, $temp2
	add $temp1, "^Qjz"
	lsp SP_MAIN_MENU-12, ":s/22,22,1;#FFFFFF"+$temp1,36,45

	print 1

	*weapon_equip_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *weapon_equip_Loop
		if %btnwait == -1 goto *weapon_equip_end	; ENbNij[j
		if %btnwait == -2 goto *weapon_equip_Loop
		if %btnwait == -3 goto *weapon_equip_Loop
		
		if %btnwait >= 1 && %btnwait <= 10 goto *weapon_equip_set	;wID̕𑕔
		if %btnwait == 11 inc %weapon_page: btndef clear: goto *weapon_equip_main	

*weapon_equip_set
	;IID̕𑕔
	mov %weapon_id, %btnwait + %weapon_page*10 - 1
	dwave 1,"sound\equip.wav"
	gosub *equip_adjust
	
*weapon_equip_end


	;Xe[^X̏
	itoa2 $stat_patk, %p_p_atk
	lsp SP_SUB2_MENU-8, ":s/22,22,1;#FFFFFF"+$stat_patk,492,220
	itoa2 $stat_matk, %p_m_atk
	lsp SP_SUB2_MENU-9, ":s/22,22,1;#FFFFFF"+$stat_matk,492,250
	itoa2 $stat_satk, %p_s_atk
	lsp SP_SUB2_MENU-10, ":s/22,22,1;#FFFFFF"+$stat_satk,492,280
	for %temp1=0 to 9
		csp SP_SUB2_MENU - 14 - 3*%temp1
		csp SP_SUB2_MENU - 15 - 3*%temp1
		csp SP_SUB2_MENU - 16 - 3*%temp1
	next
	csp SP_MAIN_MENU-11
	csp SP_MAIN_MENU-12
	clear_select 10

return

;====================================================
; hj[̍쐬
; CEBhEF10{؂ւ{^
;====================================================
*armor_equip_menu

	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\StatusWin.png",22,20

*armor_equip_main
	if %armor_page >= 2 mov %armor_page,0
	;10JԂBĂ鑕ȂXvCg\
	for %temp1=0 to 9
	
		mov %temp2, %temp1+(%armor_page*10)		;temp2ɖhIDA
		mov %temp3, ARMOR_FLG+%temp2			;temp3ɖhtOԍZbg
		if %%temp3==0 goto *nohave_armor
		
		;h̗
		mov %temp4, ARMOR_NAME+%temp2
		lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4,40,80+32*%temp1
		if %temp2==0 lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"O",40,80: skip 2
		if %armor_id == %temp2 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4+"idj",40,80+32*%temp1


		;̗
		mov %temp4, ARMOR_INFO+%temp2
		mov $temp1, $%temp4 + "\"
		mov %temp4, ARMOR_STATE + 3 * %temp2
		itoa2 $temp2,%%temp4
		add $temp1,"h"+$temp2+"@"
		mov %temp4, ARMOR_STATE + 3 * %temp2 + 1
		itoa2 $temp2,%%temp4
		add $temp1,"h"+$temp2+"@"
		mov %temp4, ARMOR_STATE + 3 * %temp2 + 2
		itoa2 $temp2,%%temp4
		add $temp1,"h"+$temp2
		strsph SP_MESS_MENU-1-%temp1, $temp1,32,484,33,4,22,22,0,2,0,0,#FFFFFF
		if %temp2==0 strsph SP_MESS_MENU-1-%temp1, "ĂhO܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF



		;Xe[^X̗񋓁iSP_SUB2_MENU - 14 - 3*%temp1 3Xe[^XɁj
		mov %temp4, ARMOR_STATE + 3 * %temp2
		; 
		mov %temp5, %%temp4
		add %temp5, %p_p_basedef
		itoa2 $temp1, %temp5
		if %p_p_def > %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,646,220
		if %p_p_def = %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,646,220
		if %p_p_def < %temp5 lsph SP_SUB2_MENU - 14 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,646,220
		; @
		inc %temp4
		mov %temp5, %%temp4
		add %temp5, %p_m_basedef
		itoa2 $temp1, %temp5
		if %p_m_def > %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,646,250
		if %p_m_def = %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,646,250
		if %p_m_def < %temp5 lsph SP_SUB2_MENU - 15 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,646,250
		; 
		inc %temp4
		mov %temp5, %%temp4
		add %temp5, %p_s_basedef
		itoa2 $temp1, %temp5
		if %p_s_def > %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#0000FF"+$temp1,646,280
		if %p_s_def = %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#FFFFFF"+$temp1,646,280
		if %p_s_def < %temp5 lsph SP_SUB2_MENU - 16 - 3*%temp1, ":s/22,22,1;#FFFF00"+$temp1,646,280
		goto *armor_setend
		
		*nohave_armor
		csp SP_MAIN_MENU-1-%temp1
		csp SP_MESS_MENU-1-%temp1
		csp SP_SUB2_MENU - 14 - 3*%temp1
		csp SP_SUB2_MENU - 15 - 3*%temp1
		csp SP_SUB2_MENU - 16 - 3*%temp1
		
		
		*armor_setend
	next

	
;	cre_exparam_armor 10	; EXBTNp̕XvCg̐
	cre_select_armor 10			; I̐

	;y[Wp̑I\
	lsp SP_MAIN_MENU-11,":s/22,22,1;#FFFFFF#FF0000"+"y[Wؑց",210,410
	mov $temp1, $EXBTN_MAIN
	add $temp1, "P"
	itoa $temp2, SP_MAIN_MENU - 11
	add $temp1, $temp2
	add $temp1, ",1"
	exbtn SP_MAIN_MENU - 11, 11, $temp1

	mov $temp1, "yhi"
	itoa2 $temp2, %armor_page+1
	add $temp1, $temp2
	add $temp1, "^Qjz"
	lsp SP_MAIN_MENU-12, ":s/22,22,1;#FFFFFF"+$temp1,36,45

	print 1

	*armor_equip_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *armor_equip_Loop
		if %btnwait == -1 goto *armor_equip_end	; ENbNij[j
		if %btnwait == -2 goto *armor_equip_Loop
		if %btnwait == -3 goto *armor_equip_Loop
		
		if %btnwait >= 1 && %btnwait <= 10 goto *armor_equip_set	;wID̖h𑕔
		if %btnwait == 11 inc %armor_page: btndef clear: goto *armor_equip_main	

*armor_equip_set
	;IID̖h𑕔
	mov %armor_id, %btnwait + %armor_page*10 - 1
	dwave 1,"sound\equip.wav"
	gosub *equip_adjust
	
*armor_equip_end


	;Xe[^X̏
	itoa2 $stat_pdef, %p_p_def
	lsp SP_SUB2_MENU-11, ":s/22,22,1;#FFFFFF"+$stat_pdef,646,220
	itoa2 $stat_mdef, %p_m_def
	lsp SP_SUB2_MENU-12, ":s/22,22,1;#FFFFFF"+$stat_mdef,646,250
	itoa2 $stat_sdef, %p_s_def
	lsp SP_SUB2_MENU-13, ":s/22,22,1;#FFFFFF"+$stat_sdef,646,280
	for %temp1=0 to 9
		csp SP_SUB2_MENU - 14 - 3*%temp1
		csp SP_SUB2_MENU - 15 - 3*%temp1
		csp SP_SUB2_MENU - 16 - 3*%temp1
	next
	csp SP_MAIN_MENU-11
	csp SP_MAIN_MENU-12
	clear_select 10

return



;====================================================
; ANZTj[̍쐬
; CEBhEF10
;====================================================
*acce_equip_menu

	gosub *erase_rcmain		;Cj[̏
	

	;CEBhE̕\
	mov %temp1,SP_MAIN_MENU
	lsp %temp1,":a;cg\StatusWin.png",22,20

*acce_equip_main
	;10JԂBĂ鑕ȂXvCg\
	for %temp1=0 to 10
		mov %temp2, %temp1						;temp2ɃANZIDA
		mov %temp3, ACCE_FLG+%temp2			;temp3ɃANZtOԍZbg
		if %%temp3==0 goto *nohave_acce
		
		;ANZ̗
		mov %temp4, ACCE_NAME+%temp2
		lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4,40,80+32*%temp1
		if %temp2==0 lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+"O",40,80: skip 2
		if %acce_id == %temp2 lsp SP_MAIN_MENU-1-%temp1,":s/22,22,1;#FFFFFF#FF0000"+$%temp4+"idj",40,80+32*%temp1

		;̗
		mov %temp4, ACCE_INFO+%temp2
		strsph SP_MESS_MENU-1-%temp1, $%temp4,32,484,33,4,22,22,0,2,0,0,#FFFFFF
		if %temp2==0 strsph SP_MESS_MENU-1-%temp1, "ĂANZTO܂B",32,484,33,4,22,22,0,2,0,0,#FFFFFF

		goto *acce_setend
		
		*nohave_acce
		csp SP_MAIN_MENU-1-%temp1
		csp SP_MESS_MENU-1-%temp1
		
		
		*acce_setend
	next
	cre_select 11			; I̐


	mov $temp1, "yANZTz"
	lsp SP_MAIN_MENU-12, ":s/22,22,1;#FFFFFF"+$temp1,36,45

	print 1

	*acce_equip_Loop

		btnwait %btnwait
	
		if %btnwait == 0 goto *acce_equip_Loop
		if %btnwait == -1 goto *acce_equip_end	; ENbNij[j
		if %btnwait == -2 goto *acce_equip_Loop
		if %btnwait == -3 goto *acce_equip_Loop
		
		if %btnwait >= 1 && %btnwait <= 11 goto *acce_equip_set	;wID̃ANZ𑕔
		if %btnwait == 12 inc %acce_page: btndef clear: goto *acce_equip_main	

*acce_equip_set
	;IID̃ANZ𑕔
	mov %acce_id, %btnwait - 1
	dwave 1,"sound\equip.wav"
	
*acce_equip_end
	;̏
	csp SP_MAIN_MENU-11
	csp SP_MAIN_MENU-12
	clear_select 10

return

;====================================================
; ʗpexbtn쐬֐
; ƂĐ^邱ƂŁA
; w{Pexbtn쐬܂B
; (SP_MAIN_MENU - 1)  1ԂɌ炵XvCgƁA
; (SP_MESS_MENU - 1)  1ԂɌ炵XvCgƁA
; (SP_SUB2_MENU - 14) 1ԂɌ炵XvCg(3Zbg)Ώۂł
;
; EXBTN_WPN	{^O̔
; EXBTN_WPN+1	{^P̔
;	F
; EXBTN_WPN+N	{^m̔
;====================================================
*cre_exparam_weapon
	getparam %exbtn_size
	
	; {^O̔̐̕
	mov $EXBTN_WPN,""
	; P129,0P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
		add $EXBTN_WPN,"P"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_WPN,$temp1			; w蕶ɉZ
		add $EXBTN_WPN,",0"			; SXvCg̕\0Ԃɂ
	next
	; C159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
		; SXvCg\Ȃ悤ɐݒ肷
		add $EXBTN_WPN,"C"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_WPN,$temp1			; w蕶ɉZ
	next
	; C486C485C484...C457 ̂悤ɁATuTuEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_SUB2_MENU - 14) to (SP_SUB2_MENU - 13 - %exbtn_size * 3) step -1
		; SXvCg\Ȃ悤ɐݒ肷
		add $EXBTN_WPN,"C"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_WPN,$temp1			; w蕶ɉZ
	next
	; P492P491P490̂悤ɁATuTuEBhȄ\𐶐
	for %exbtn_strno=(SP_SUB2_MENU - 8) to (SP_SUB2_MENU - 10) step -1
		add $EXBTN_WPN,"P"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_WPN,$temp1			; w蕶ɉZ
	next

	; {^m̔̐̕
	mov %exbtn_temp, EXBTN_WPN + 1		; CEBhEpԍ
	for %exbtn_num = 1 to %exbtn_size
		mov $%exbtn_temp,""
		; P129,1P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
			add $%exbtn_temp,"P"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
			; NԖڂ̃XvCg1Ԃ\悤ɐݒ肷
			if %exbtn_num = SP_MAIN_MENU - %exbtn_strno add $%exbtn_temp,",1" : skip 2
			add $%exbtn_temp,",0"
		next

		; P159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
			; NԖڂ̃XvCg͕\Ȃ悤ɐݒ肷
			if %exbtn_num = SP_MESS_MENU - %exbtn_strno add $%exbtn_temp,"P" : skip 2
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next
		
		; P486P485P484C483C482C481...C457 ̂悤ɁATuTuEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_SUB2_MENU - 14) to (SP_SUB2_MENU - 13 - %exbtn_size * 3) step -1
			; 1Ȃ486,485,484̂݁A2Ȃ483,482,481̂݁c\
			mov %temp2, SP_SUB2_MENU - %exbtn_strno - 14 - (%exbtn_num-1) * 3
			if %temp2 <= 2 && %temp2 >=0 add $%exbtn_temp,"P" : skip 2
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next
		; ʏ̐l͏
		for %exbtn_strno=(SP_SUB2_MENU - 8) to (SP_SUB2_MENU - 10) step -1
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next

		inc %exbtn_temp
	next	
return


;====================================================
; hʗpexbtn쐬֐
; ƂĐ^邱ƂŁA
; w{Pexbtn쐬܂B
; (SP_MAIN_MENU - 1)  1ԂɌ炵XvCgƁA
; (SP_MESS_MENU - 1)  1ԂɌ炵XvCgƁA
; (SP_SUB2_MENU - 14) 1ԂɌ炵XvCg(3Zbg)Ώۂł
;
; EXBTN_ARMOR	{^O̔
; EXBTN_ARMOR+1	{^P̔
;	F
; EXBTN_ARMOR+N	{^m̔
;====================================================
*cre_exparam_armor
	getparam %exbtn_size
	
	; {^O̔̐̕
	mov $EXBTN_ARMOR,""
	; P129,0P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
		add $EXBTN_ARMOR,"P"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_ARMOR,$temp1			; w蕶ɉZ
		add $EXBTN_ARMOR,",0"			; SXvCg̕\0Ԃɂ
	next
	; C159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
		; SXvCg\Ȃ悤ɐݒ肷
		add $EXBTN_ARMOR,"C"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_ARMOR,$temp1			; w蕶ɉZ
	next
	; C486C485C484...C457 ̂悤ɁATuTuEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_SUB2_MENU - 14) to (SP_SUB2_MENU - 13 - %exbtn_size * 3) step -1
		; SXvCg\Ȃ悤ɐݒ肷
		add $EXBTN_ARMOR,"C"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_ARMOR,$temp1			; w蕶ɉZ
	next
	; P492P491P490̂悤ɁATuTuEBhȄ\𐶐
	for %exbtn_strno=(SP_SUB2_MENU - 11) to (SP_SUB2_MENU - 13) step -1
		add $EXBTN_ARMOR,"P"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_ARMOR,$temp1			; w蕶ɉZ
	next

	; {^m̔̐̕
	mov %exbtn_temp, EXBTN_ARMOR + 1		; CEBhEpԍ
	for %exbtn_num = 1 to %exbtn_size
		mov $%exbtn_temp,""
		; P129,1P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
			add $%exbtn_temp,"P"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
			; NԖڂ̃XvCg1Ԃ\悤ɐݒ肷
			if %exbtn_num = SP_MAIN_MENU - %exbtn_strno add $%exbtn_temp,",1" : skip 2
			add $%exbtn_temp,",0"
		next

		; P159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
			; NԖڂ̃XvCg͕\Ȃ悤ɐݒ肷
			if %exbtn_num = SP_MESS_MENU - %exbtn_strno add $%exbtn_temp,"P" : skip 2
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next
		
		; P486P485P484C483C482C481...C457 ̂悤ɁATuTuEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_SUB2_MENU - 14) to (SP_SUB2_MENU - 13 - %exbtn_size * 3) step -1
			; 1Ȃ486,485,484̂݁A2Ȃ483,482,481̂݁c\
			mov %temp2, SP_SUB2_MENU - %exbtn_strno - 14 - (%exbtn_num-1) * 3
			if %temp2 <= 2 && %temp2 >=0 add $%exbtn_temp,"P" : skip 2
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next
		; ʏ̐l͏
		for %exbtn_strno=(SP_SUB2_MENU - 11) to (SP_SUB2_MENU - 13) step -1
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next

		inc %exbtn_temp
	next	
return

;====================================================
; pexbtnpI{^֐
; ƂĐ^邱ƂŁAI{^𐶐܂B
;====================================================
*cre_select_weapon
	getparam %exbtn_size
	
	mov %temp1,SP_MAIN_MENU
	mov %temp2,EXBTN_WPN
	exbtn_d $%temp2			;{^Oł̒`
	
	; {^̐
	for %temp3 = 1 to %exbtn_size
		add %temp2,1
		sub %temp1,1
		exbtn %temp1, %temp3, $%temp2
	next
return

;====================================================
; hpexbtnpI{^֐
; ƂĐ^邱ƂŁAI{^𐶐܂B
;====================================================
*cre_select_armor
	getparam %exbtn_size
	
	mov %temp1,SP_MAIN_MENU
	mov %temp2,EXBTN_ARMOR
	exbtn_d $%temp2			;{^Oł̒`
	
	; {^̐
	for %temp3 = 1 to %exbtn_size
		add %temp2,1
		sub %temp1,1
		exbtn %temp1, %temp3, $%temp2
	next
return

;====================================================
; ANZpexbtnpI{^֐
; ƂĐ^邱ƂŁAI{^𐶐܂B
;====================================================
*cre_select_acce
	getparam %exbtn_size
	
	mov %temp1,SP_MAIN_MENU
	mov %temp2,EXBTN_ACCE
	exbtn_d $%temp2			;{^Oł̒`
	
	; {^̐
	for %temp3 = 1 to %exbtn_size
		add %temp2,1
		sub %temp1,1
		exbtn %temp1, %temp3, $%temp2
	next
return

;====================================================
; HP/MP̍ĕ`
;====================================================
*stat_hpmp_disp
	itoa2 $stat_hp, %p_hp
	itoa2 $stat_maxhp, %p_maxhp
	add $stat_hp, "^"
	add $stat_hp, $stat_maxhp
	lsp SP_SUB2_MENU-4, ":s/22,22,1;#FFFFFF"+$stat_hp,492,130		; -04
	itoa2 $stat_mp, %p_mp
	itoa2 $stat_maxmp, %p_maxmp
	add $stat_mp, "^"
	add $stat_mp, $stat_maxmp
	lsp SP_SUB2_MENU-7, ":s/22,22,1;#FFFFFF"+$stat_mp,492,160		; -07
	if %mirage_flg == 1 lsp SP_SUB2_MENU-14,":s/20,20,1;#FFFFFF"+"igj",550,70		; -14
return

;====================================================
; ENbNj[̃C̏
;====================================================
*erase_rcmain
	csp SP_MAIN_MENU
	csp SP_SUB_MENU
	csp SP_SUB_MENU-1
	clear_select 7
return

;====================================================
; exbtn쐬֐
; ƂĐ^邱ƂŁA
; w{Pexbtn쐬܂B
; (SP_MAIN_MENU - 1)  1ԂɌ炵XvCgƁA
; (SP_SUB_MENU - 1)  1ԂɌ炵XvCgΏۂłB
;
; EXBTN_COMMON	{^O̔
; EXBTN_COMMON+1	{^P̔
;	F
; EXBTN_COMMON+N	{^m̔
;====================================================
*cre_exparam
	getparam %exbtn_size
	
	; {^O̔̐̕
	mov $EXBTN_COMMON,""
	; P129,0P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
		add $EXBTN_COMMON,"P"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_COMMON,$temp1			; w蕶ɉZ
		add $EXBTN_COMMON,",0"			; SXvCg̕\0Ԃɂ
	next
	; C159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
	for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
		; SXvCg\Ȃ悤ɐݒ肷
		add $EXBTN_COMMON,"C"
		itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
		add $EXBTN_COMMON,$temp1			; w蕶ɉZ
	next
	
	; {^m̔̐̕
	mov %exbtn_temp, EXBTN_COMMON + 1		; CEBhEpԍ
	for %exbtn_num = 1 to %exbtn_size
		mov $%exbtn_temp,""
		; P129,1P128,0P127,0 ̂悤ɁACEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MAIN_MENU - 1) to (SP_MAIN_MENU - %exbtn_size) step -1
			add $%exbtn_temp,"P"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
			; NԖڂ̃XvCg1Ԃ\悤ɐݒ肷
			if %exbtn_num = SP_MAIN_MENU - %exbtn_strno add $%exbtn_temp,",1" : skip 2
			add $%exbtn_temp,",0"
		next

		; P159C158C157 ̂悤ɁATuEBhEpEXBTN𐶐B
		for %exbtn_strno=(SP_MESS_MENU - 1) to (SP_MESS_MENU - %exbtn_size) step -1
			; NԖڂ̃XvCg͕\Ȃ悤ɐݒ肷
			if %exbtn_num = SP_MESS_MENU - %exbtn_strno add $%exbtn_temp,"P" : skip 2
			add $%exbtn_temp,"C"
			itoa $temp1,%exbtn_strno		; ݏ̔ԍ𕶎ɂ
			add $%exbtn_temp,$temp1			; w蕶ɉZ
		next

		inc %exbtn_temp
	next	
return





;====================================================
; exbtnpI{^֐
; ƂĐ^邱ƂŁAI{^𐶐܂B
;====================================================
*cre_select
	getparam %exbtn_size
	
	mov %temp1,SP_MAIN_MENU
	mov %temp2,EXBTN_COMMON
	exbtn_d $%temp2			;{^Oł̒`
	
	; {^̐
	for %temp3 = 1 to %exbtn_size
		add %temp2,1
		sub %temp1,1
		exbtn %temp1, %temp3, $%temp2
	next
return


;====================================================
; EBhEƑIp֐
; \XvCgꎮԍ܂ŏ܂B
;====================================================
*clear_select
	getparam %exbtn_size
	
	mov %sub_temp1,SP_MAIN_MENU
	mov %sub_temp2,SP_MESS_MENU-1
	for %sub_temp3 = 1 to %exbtn_size + 1
		csp %sub_temp1
		csp %sub_temp2
		dec %sub_temp1
		dec %sub_temp2
	next
	btndef clear
;	print 17
return




;====================================================
; l\͐ݒ֐
; ݒlx[X{i̒lɒ܂
		;WEAPON_STATE + 3 * hc + 0 = U
		;WEAPON_STATE + 3 * hc + 1 = @U
		;WEAPON_STATE + 3 * hc + 2 = U
		;ARMOR_STATE + 3 * hhc + 0 = h
		;ARMOR_STATE + 3 * hhc + 1 = @h
		;ARMOR_STATE + 3 * hhc + 2 = h
;====================================================
*equip_adjust

	;̃Xe[^X擾
	gosub *get_weapon_stat

	;h̃Xe[^X擾
	gosub *get_armor_stat

	;lAbl{lƂĎ擾
	mov %p_p_atk, %p_p_eqiatk + %p_p_baseatk
	mov %p_m_atk, %p_m_eqiatk + %p_m_baseatk
	mov %p_s_atk, %p_s_eqiatk + %p_s_baseatk
	mov %p_p_def, %p_p_eqidef + %p_p_basedef
	mov %p_m_def, %p_m_eqidef + %p_m_basedef
	mov %p_s_def, %p_s_eqidef + %p_s_basedef

return



;====================================================
; ̃Xe[^X擾֐
		;WEAPON_STATE + 3 * hc + 0 = U
		;WEAPON_STATE + 3 * hc + 1 = @U
		;WEAPON_STATE + 3 * hc + 2 = U
;====================================================
*get_weapon_stat
	mov %sub_temp1,WEAPON_STATE + 3 * %weapon_id
	mov %p_p_eqiatk, %%sub_temp1
	inc %sub_temp1
	mov %p_m_eqiatk, %%sub_temp1
	inc %sub_temp1
	mov %p_s_eqiatk, %%sub_temp1
return


;====================================================
; h̃Xe[^X擾֐
		;ARMOR_STATE + 3 * hhc + 0 = h
		;ARMOR_STATE + 3 * hhc + 1 = @h
		;ARMOR_STATE + 3 * hhc + 2 = h
;====================================================
*get_armor_stat
	mov %sub_temp1,ARMOR_STATE + 3 * %armor_id
	mov %p_p_eqidef, %%sub_temp1
	inc %sub_temp1
	mov %p_m_eqidef, %%sub_temp1
	inc %sub_temp1
	mov %p_s_eqidef, %%sub_temp1
return


;====================================================
; ̃Xe[^Xݒ
; OAIDAA@AÚA
		;WEAPON_STATE + 3 * hc + 0 = U
		;WEAPON_STATE + 3 * hc + 1 = @U
		;WEAPON_STATE + 3 * hc + 2 = U
;====================================================
*set_weapon_stat
	getparam $equip_str, %sub_temp1, %sub_temp2, %sub_temp3, %sub_temp4, %sub_temp6, $equip_info

	;O𖼏̗̈ɑ(WEAPON_NAME + ID = Oi[̈)
	mov %sub_temp5, WEAPON_NAME + %sub_temp1		;
	mov $%sub_temp5, $equip_str

	;̈ɑ(WEAPON_INFO + ID = Oi[̈)
	mov %sub_temp5, WEAPON_INFO + %sub_temp1
	mov $%sub_temp5, $equip_info

	;iïɑ(WEAPON_PLICE + ID = ii[̈)
	mov %sub_temp5, WEAPON_PLICE + %sub_temp1
	mov %%sub_temp5, %sub_temp6
	
	;\͂Xe[^Ẍɑ
	mov %sub_temp1, WEAPON_STATE + 3 * %sub_temp1
	mov %%sub_temp1, %sub_temp2
	inc %sub_temp1
	mov %%sub_temp1, %sub_temp3
	inc %sub_temp1
	mov %%sub_temp1, %sub_temp4


	
return



;====================================================
; h̃Xe[^Xݒ
; OAIDAA@AÚA
		;ARMOR_STATE + 3 * hhc + 0 = h
		;ARMOR_STATE + 3 * hhc + 1 = @h
		;ARMOR_STATE + 3 * hhc + 2 = h
;====================================================
*set_armor_stat
	getparam $equip_str, %sub_temp1, %sub_temp2, %sub_temp3, %sub_temp4, %sub_temp6, $equip_info

	;O𖼏̗̈ɑ(ARMOR_NAME + ID = Oi[̈)
	mov %sub_temp5, ARMOR_NAME + %sub_temp1		;
	mov $%sub_temp5, $equip_str

	;̈ɑ(ARMOR_INFO + ID = Oi[̈)
	mov %sub_temp5, ARMOR_INFO + %sub_temp1
	mov $%sub_temp5, $equip_info

	;iïɑ(ARMOR_PLICE + ID = ii[̈)
	mov %sub_temp5, ARMOR_PLICE + %sub_temp1
	mov %%sub_temp5, %sub_temp6
	
	;\͂Xe[^Ẍɑ
	mov %sub_temp1, ARMOR_STATE + 3 * %sub_temp1
	mov %%sub_temp1, %sub_temp2
	inc %sub_temp1
	mov %%sub_temp1, %sub_temp3
	inc %sub_temp1
	mov %%sub_temp1, %sub_temp4

	
return


;====================================================
; ANZT̃Xe[^Xݒ
; OAIDA
;====================================================
*set_acce_stat
	getparam $equip_str, %sub_temp1, %sub_temp2, $equip_info

	;O𖼏̗̈ɑ(ACCE_NAME + ID = Oi[̈)
	mov %sub_temp5, ACCE_NAME + %sub_temp1		;
	mov $%sub_temp5, $equip_str

	;iïɑ(ACCE_PLICE + ID = ii[̈)
	mov %sub_temp5, ACCE_PLICE + %sub_temp1
	mov %%sub_temp5, %sub_temp2
	
	;̈ɑ(ACCE_INFO + ID = Oi[̈)
	mov %sub_temp5, ACCE_INFO + %sub_temp1
	mov $%sub_temp5, $equip_info

return

;====================================================
; 擾֐ ΉID̕擾
;====================================================
*get_weapon
	getparam %sub_temp1 
	add %sub_temp1,WEAPON_FLG
	mov %%sub_temp1,1
	sub %sub_temp1,WEAPON_FLG
	add %sub_temp1,G_WEAPON_FLG
	mov %%sub_temp1,1
return


;====================================================
; h擾֐
;====================================================
*get_armor
	getparam %sub_temp1 
	add %sub_temp1,ARMOR_FLG
	mov %%sub_temp1,1
	sub %sub_temp1,ARMOR_FLG
	add %sub_temp1,G_ARMOR_FLG
	mov %%sub_temp1,1
return


;====================================================
; ANZ擾֐
;====================================================
*get_acce
	getparam %sub_temp1 
	add %sub_temp1,ACCE_FLG
	mov %%sub_temp1,1
	sub %sub_temp1,ACCE_FLG
	add %sub_temp1,G_ACCE_FLG
	mov %%sub_temp1,1
return


;====================================================
; XL擾֐
;====================================================
*get_skill
	getparam %sub_temp1 
	add %sub_temp1,SKILL_FLG
	mov %%sub_temp1,1
return

;==============================
; barclear
;==============================
;@\F]barclear㏑āA̕񂾂悤ɂB
;Fԍilj
;tLF}CiXɂƏ]barclearɂȂB
;햾Fۂɂ͌ʂɏ̂ł͂ȂAʂ̊Oɕ\邱ƂŌȂ邾B
;i@ l@쐬̃XNvgł
 *barclear
	getparam %bar_num
	if %bar_num < 0 _barclear:return
	bar %bar_num,0,BAR_WIDTH,0,0,0,1,#FFFFFF
return

;==============================
; bgm
; ݂BGMLł悤ɂ
;==============================
*bgm
	getparam $str_bgm
	_bgm $str_bgm
return

;==============================
; bgm_mem
; ݂BGML
;==============================
*bgm_mem
	mov $str_bgm_mem,$str_bgm
return

;==============================
; bgm_remem
; LBGMĐ
;==============================
*bgm_remem
	bgm $str_bgm_mem
return

;==============================
; heart
;@\FŌĂԂƂŁAn[g}[N\܂i10܂Łj
;==============================
*heart
getcursorpos %heart_x,%heart_y	;݂̃J[\W擾
@
amsp SP_HEART+%heart_num,%heart_x,%heart_y,255	;XvCgړ
vsp SP_HEART+%heart_num,1	;					;\
inc %heart_num
print 1
return

;==============================
; CӃsNtbV@\
;==============================
*pink_flash
	getparam %flash_ptn
	lsp SP_FLASH,":a;cg\pinkflash.png",0,0
	print %flash_ptn
	csp SP_FLASH
	print %flash_ptn
return

;==============================
; CӔFtbV@\
;==============================
*white_flash
	getparam %flash_ptn
	lsp SP_FLASH,":a;cg\whiteflash.png",0,0
	print %flash_ptn
	csp SP_FLASH
	print %flash_ptn
return

;==============================
; CӃbhtbV@\
;==============================
*red_flash
	getparam %flash_ptn
	lsp SP_FLASH,":a;cg\redflash.png",0,0
	print %flash_ptn
	csp SP_FLASH
	print %flash_ptn
return

;==============================
; ͂E֐
; sub_temp10ł͂A1łԂ
;==============================
*yesno_window
	getparam $str_yesno_mes

	lsp SP_YESNO_WIN,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_YESNO_WIN-1,":s/22,22,1;#FFFFFF#FF0000"+"͂",40,300
	lsp SP_YESNO_WIN-2,":s/22,22,1;#FFFFFF#FF0000"+"",40,335
	strsp SP_MESS_MENU-1, $str_yesno_mes,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 1

	spbtn SP_YESNO_WIN-1, 1
	spbtn SP_YESNO_WIN-2, 2

	*yesno_loop

	btnwait %btnwait

	if %btnwait <= 0 goto *yesno_loop
	if %btnwait == 1 mov %sub_temp1,0 : goto *yesno_exit	;͂
	if %btnwait == 2 mov %sub_temp1,1 : goto *yesno_exit	;

	*yesno_exit
	csp SP_YESNO_WIN
	csp SP_YESNO_WIN-1
	csp SP_YESNO_WIN-2
	csp SP_MESS_MENU-1
	print 1
return



;==============================
; 𐶐֐
; sub_temp10ł͂A1łAEN-1
;==============================
*select_window
	getparam $str_yesno_mes, $str_select1, $str_select2

	lsp SP_MAIN_MENU,":a;cg\Dungeon_Win_2.png",22,280
	lsp SP_MAIN_MENU-1,":s/22,22,1;#FFFFFF#FF0000"+$str_select1,40,300
	lsp SP_MAIN_MENU-2,":s/22,22,1;#FFFFFF#FF0000"+$str_select2,40,335
	strsp SP_MESS_MENU-1, $str_yesno_mes,32,484,33,4,22,22,0,2,0,0,#FFFFFF
	print 1

	spbtn SP_MAIN_MENU-1, 1
	spbtn SP_MAIN_MENU-2, 2

	*selwin_loop

	btnwait %btnwait

	if %btnwait == 0 goto *selwin_loop
	if %btnwait == -1 %sub_temp1,-1 : goto *selwin_exit		;EN
	if %btnwait <= -2 goto *selwin_loop
	if %btnwait == 1 mov %sub_temp1,0 : goto *selwin_exit	;͂
	if %btnwait == 2 mov %sub_temp1,1 : goto *selwin_exit	;

	*selwin_exit
	csp SP_MAIN_MENU
	csp SP_MAIN_MENU-1
	csp SP_MAIN_MENU-2
	csp SP_MESS_MENU-1
	print 1
return

;==============================
; dwaveg
; IɉdȂȂ悤ɓ
;==============================
*dwave_auto
	getparam $str_dwave_auto
	add %dwave_autoch,1
	if %dwave_autoch >= 10 mov %dwave_autoch, 0
	dwave %dwave_autoch,$str_dwave_auto
return

;==============================
; dwavestopg
; IɑSch̉
;==============================
*dwavestop_auto
	dwavestop 0
	dwavestop 1
	dwavestop 2
	dwavestop 3
	dwavestop 4
	dwavestop 5
	dwavestop 6
	dwavestop 7
	dwavestop 8
	dwavestop 9
return

;==============================
; HV[GtFNginj
;==============================
*h_efct_w
	;ԍʂƎgp摜̎擾
	getparam %sub_temp1, $str_h_anim_pic
	mov $temp1, "*h_animation_w"
	
	;XChȂtOĂ΃tbVɒu
	if %no_slide_flg == 1 pink_flash 15 : return
	;ԍʂƓGhc̍
	itoa $temp2, %sub_temp1
	add $temp1, $temp2
	add $temp1, "_"
	add $temp1, $str_enemy_id
	
	;oɃWv
	gosub $temp1
return


;==============================
; HV[GtFNgisknj
;==============================
*h_efct_l
	;ԍʂƎgp摜̎擾
	getparam %sub_temp1, $str_h_anim_pic
	mov $temp1, "*h_animation_l"
	;XChȂtOĂ΃tbVɒu
	if %no_slide_flg == 1 pink_flash 15 : return
	;ԍʂƓGhc̍
	itoa $temp2, %sub_temp1
	add $temp1, $temp2
	add $temp1, "_"
	add $temp1, $str_enemy_id
	
	;oɃWv
	gosub $temp1
return

;==============================
; NbN^C}[
; NbNꂽtOEFCg
;==============================
*click_wait
	getparam %click_timer
	
	*click_wait_loop
		btntime %click_timer
		btnwait %click_wait
	
		getbtntimer %click_gbt
	
		sub %click_timer,%click_gbt
	
	
		if %click_wait == 0 mov %click_tim_f, 1 : return
		if %click_wait == -5 return

return


;==============================
;bZ[WEBhE\
;==============================
*meswin_set
	lsp SP_MESS_MENU,":a;cg\MessWin.png",22,470
	print 1
return

;==============================
; bZ[WEBhE
;==============================
*meswin_erase
	csp SP_MESS_MENU
	print 1
return


;==============================
; J[\ȊȎSXvCg
;==============================
*csp_all
	csp -1
	lsph SP_CURSOL,":l/2,400,2;cg\cursor1.bmp",388,580		;y[W҂J[\
return

;==============================
; ACef[^x[Xǂݍ
;==============================
*itemdata_read
;y햼f[^x[X("O",ID,,,,"")z
set_weapon_stat "f",0,0,0,0,0,"ĂȂԁBE҂Ȃ΂ȂアB"
set_weapon_stat "V[g\[h",1,20,0,5,200,"ŎgpЎ茕BĒZł͂ȂB"
set_weapon_stat "",2,10,20,10,200,"Mׂ_̂ȂAʂ̖؂̏B"
set_weapon_stat "イ",3,5,0,20,198,"Ĥׂł͂ȂAȂƂɎgB"
set_weapon_stat "O\[h",4,40,0,10,500,"gAƂ̃I[\hbNXȒB"
set_weapon_stat "d",5,20,50,20,500,"ʏ̏ɖ͂߂āAdxB"
set_weapon_stat "",6,10,0,40,500,"x΂̂ɓK`ߋB"
set_weapon_stat "Oň",7,60,60,60,2000,"UA@A̎O̖ʂntB"
set_weapon_stat "\[T[h",8,30,90,40,2000,"\[T[gĂB͂hĂB"
set_weapon_stat "͓̂イ",9,30,0,90,2000,"͓̍DȂイBIȈӖŁB"
set_weapon_stat "O\[h{P",10,100,30,20,5000,"{ꂽO\[hB"
set_weapon_stat "qIu_[",11,60,120,90,5000,"svcȖ͂߂ꂽqB"
set_weapon_stat "NWi[goCu",12,80,20,120,5000,"NWi[gЂJAŉ]oCuB"
set_weapon_stat "dwb`qhudq",13,150,80,40,10000,"`̐GNXJo[cc̋UBЗ͖͂{B"
set_weapon_stat "rȔg",14,50,100,150,10000,"F̎͂ɕYĂq؂́B"
set_weapon_stat "XvN[",15,120,120,120,10000,"ʂꂽtCBʂȍ׍HĂ悤cc"
set_weapon_stat "GbW",16,200,150,100,30000,"̖tꂽn̐mB\yʏUAmňꌂKEz"
set_weapon_stat "Sbhnh",17,100,100,100,30000,"̉E̓SbhnhI\yʏUAUQUɁz"
set_weapon_stat "ZbNXJo[",18,150,150,200,30000,"^𖂗͂ɕῗ߂B\yUɁA^̈ꕔC͂Ƃċzz"
set_weapon_stat "̃bh",19,0,0,0,0,"萻́A̖͂߂B\y퓬JnɁAmɌʂ̂X[vmŎz"

;yhf[^x[X("O",ID,,,,"")z
set_armor_stat "i",0,0,0,0,0,"hOĂɂ͂ȂȂBƒĂ܂Błh͊FB"
set_armor_stat "U[A[}[",1,20,0,5,200,"Ȃ߂ZɉH́BvLB"
set_armor_stat "[u",2,10,20,5,200,"̕ϓNȂ[uB"
set_armor_stat "ӂǂ",3,5,0,20,200,"̍̒jpB߂ċCB"
set_armor_stat "`FCC",4,40,0,10,500,"ׂ҂݂ōꂽZ"
set_armor_stat "@g̃[u",5,10,40,10,500,"@gAȖ͂߂ꂽ[uB"
set_armor_stat "C",6,10,20,45,500,"֗~ƂCm镞B"
set_armor_stat "S̋",7,75,20,15,2000,"݂̂𕢂ASłłāB"
set_armor_stat "t̕",8,50,60,20,2000,"h얂pꂽAA[}[t̖tp̕B"
set_armor_stat "^LV[h",9,35,30,80,2000,"jp̖̗畞Bam̏؁B"
set_armor_stat "n[hv[g",10,90,30,30,5000,"dMgݍ킹čꂽZBAv[gĂcc"
set_armor_stat "Gt̍q",11,70,80,45,5000,"GtA@hqB"
set_armor_stat "̌",12,50,60,120,5000,"̖͂߂ꂽAdȖ͂Y킹錦߁B"
set_armor_stat "uKeB",13,150,60,60,10000,"Ђdɂ荇킹čꂽdZB"
set_armor_stat "v[gC{",14,100,120,90,10000,"@̂ꂽv[gCBMȂB\yړAƂɑ̗͂񕜁z"
set_armor_stat "̃R[g",15,80,100,150,10000,"ƐSʂ킹҂HDĂR[gB"
set_armor_stat "ACVO\E",16,200,200,150,30000,"X̖͂߂ꂽāB̖͍͂܂łpB\yss\̉㏸z"
set_armor_stat "C̃}g",17,80,800,150,30000,"̗͂Sɑނ͂߂ꂽ̃}gB"
set_armor_stat "jWK[u",18,120,120,200,30000,"`̃jWuTXPvĂƂ镞B\y퓬AC͂񕜁z"
set_armor_stat "wr[A[}[",19,500,0,0,0,"t@C^[̑ĂZBȖh͂ւ邪AhAh͊FB"

;yf[^x[X("O",ID,"")z
set_acce_stat "Ȃ",0,0,"ȂɂĂȂԁBRʂȂB"
set_acce_stat "̎",1,300,"󔠂̃gbvׂ́AKgB\XL{PB"
set_acce_stat "A[XeC",2,500,"\炪dC`̂ŏo̔B\yAჂ𖳌B"
set_acce_stat "܂Ƃ̊ዾ",3,5000,"^j\͂ɒBዾB\_~[ŔjAɓXL{PB"
set_acce_stat "̒e̎",4,5000,"͂̂Ւf閂@̎B"
set_acce_stat "ϖ̗",5,5000,"Ė낤ƂƁAɖ苿Ē@NĂB\U𖳌B"
set_acce_stat "\",6,20000,"_ȗ͂߂ꂽ\ˁB\񕜃XL̈З͂A̓G̍UB"
set_acce_stat "\V[tc[",7,20000,"ŁAǂȃgbvɂΉI\XL{QB"
set_acce_stat "[pt[",8,0,"݊󔖂ɂ鍁B\GƈؑȂȂB"
set_acce_stat "rEXO",9,0,"E{XsvcȎwցB\̗́iĆjւ̒vI_[WĆí̗j_[WɕϊB"
set_acce_stat "m̏",10,0,"IȈӖœ҂̏؁B͑SĐIȏƂȂB\퓬ł͐IȋZȊOgps\ɂȂAGIÛ݂gp悤ɂȂB"
return
