#include RESOURCE.H
#include TYPE.H
#include OBJ-ALL.H
#include SHAPEDEF.H
#include SFX.H
#include MAG-SPC.H

[character]
code		=  1			; from 1 s
name		=  name_0
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobSwordMan
class		=  classHuman
status		=  0
mode            =  pmPlayer
;size_type	=  1
str		=  16
dex		=  16
mind		=  8
con		=  12
attack_damagex2 =  14
hit_point	=  6
defense		=  6
speed           =  1
picture         =  SHAPE\FACE0000.SHP
job_up_code	=  obj_Player1Up1
weapon_skill	=  0
magic_skill	=  0
exp		=  0
kill_exp	=  30
gold		=  0
level		=  1
stamina         =  20
weapon_equip	=  2
head_equip	=  153
armor_equip	=  125
foot_equip	=  181
other1_equip	=  0
other2_equip	=  0
resist_earth	=  10
resist_water	=  10
resist_air	=  11
resist_fire	=  10
resist_mind	=  11
move_point      =  5
;move_fly	=  0
item1		=  241
item2		=  241
item3		=  246
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
special_other   =  b,lq2
special_fire    =  0
special_water   =  0
special_earth   =  0
special_wind    =  0
special_mind    =  0
special_other2  =  0
magic_other     =  0
magic_fire      =  0
magic_water     =  0
magic_earth     =  0
magic_wind      =  0
magic_mind      =  0
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range      =  18
ai_call_range	=  4
ai_fixed	=  0	; distance
ai_check_dying	=  100
ai_check_hp	=  100
ai_help_otherhp =  100		; %
ai_help_status	=  100		; %
ai_help_attack  =  50           ; %
ai_lock 		=  60	; %
ai_att_special	=  100		; %
ai_att_magic	=  100		; %
ai_magic_multi_first = 1
level_adjust_range		= 20
level_adjust_disp_range		= 3

[character]
code		=  2		; from 1 start
name		=  name_1
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobPriest
class		=  classHuman
status		=  0
mode            =  pmPlayer
str		=  14
dex		=  13
mind		=  17
con		=  13
hit_point	=  8
defense		=  18
attack_damagex2 =  16
picture 	=  SHAPE\FACE0001.SHP
job_up_code	=  obj_Player2Up1
weapon_skill	=  0
magic_skill	=  0
exp		=  50
kill_exp	=  30
gold		=  0
level		=  1
stamina 	=  8
weapon_equip	=  82
head_equip	=  152
armor_equip	=  122
foot_equip	=  181
other1_equip	=  201
other2_equip	=  0
resist_earth	=  10
resist_water	=  14
resist_air	=  10
resist_fire	=  10
resist_mind	=  12
move_point	=  5
item1		=  241
item2		=  244
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
special_other   =  R
;special_fire    =  -1
;special_water   =  -1
;special_earth   =  -1
;special_wind    =  -1
;special_mind    =  -1
;special_other2  =  -1
;magic_other     =  -1
;magic_fire      =  -1
magic_water     =  v¡
;magic_earth     =  -1
;magic_wind      =  -1
;magic_mind      =  -1
find_type	=  AI_NEAREST
;find_flag	 =  AIF_SPELLER
find_range      =  18
ai_call_range	=  4
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  100		; %
ai_help_status  =  10       ; %
ai_help_attack  =  10       ; %
ai_lock 	=  60		; %
ai_att_special  =  100      ; %
ai_att_magic	=  100		; %
ai_magic_multi_first = 1
level_adjust_range	= 20
level_adjust_disp_range		= 3

[character]
code		=  3
name		=  name_2
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK09.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobBowMan
class		=  classHalfBeast
status		=  0
mode		=  pmPlayer
str		=  24
dex		=  16
mind		=  8
con		=  19
attack_damagex2 =  14
defense		=  6
hit_point	=  2
picture 	=  SHAPE\FACE0002.SHP
job_up_code	=  obj_Player3Up1
exp		=  100
kill_exp	=  30
level		=  1
stamina 	=  10
weapon_equip	=  61
head_equip	=  153
armor_equip	=  123
foot_equip	=  181
other1_equip	=  0
other2_equip	=  0
resist_earth	=  10
resist_water	=  8
resist_air	=  8
resist_fire	=  10
resist_mind	=  8
move_point	=  5
item1		=  241
item2		=  246
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
;special_other   =  -1
;special_fire    =  -1
;special_water   =  -1
;special_earth   =  -1
;special_wind    =  -1
special_mind    =  r]b
;special_other2  =  -1

[character]
code		=  4
name		=  name_3
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobThief
class		=  classHuman
status		=  0
mode		=  pmPlayer
str		=  23
dex		=  24
mind		=  12
con		=  23
attack_damagex2 =  25
avoid_hit_ratio	=  28
steal_ratio	=  30
attack_power	=  5
defense		=  6
speed           =  1
picture 	=  SHAPE\FACE0003.SHP
job_up_code	=  obj_Player4Up1
exp		=  0
kill_exp	=  50
gold		=  200
level		=  1
stamina 	=  15
weapon_equip	=  102
head_equip	=  151
armor_equip	=  123
foot_equip	=  181
other1_equip	=  201
other2_equip	=  0
resist_earth	=  11
resist_water	=  11
resist_air	=  10
resist_fire	=  10
resist_mind	=  10
move_point	=  5
item1		=  241
item2		=  246
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
special_other   =  Ȥ
;special_fire    =  -1
;special_water   =  -1
;special_earth   =  -1
;special_wind    =  -1
;special_mind    =  -1
;special_other2  =  -1
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  12
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  60		; %
ai_help_status  =  10           ; %
ai_help_attack  =  10           ; %
ai_lock 	=  60		; %
ai_att_special  =  0            ; %
ai_att_magic    =  0            ; %
ai_magic_multi_first = 0
level_adjust_range		= 0
level_adjust_disp_range		= 0

[character]
code		=  5
name		=  name_4
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
job		=  jobMagician
class		=  classElf
status		=  0
mode		=  pmPlayer
str		=  13
dex		=  22
mind		=  28
con		=  24
attack_damagex2 =  10
hit_point	=  18
defense         =  12
picture 	=  SHAPE\FACE0004.SHP
job_up_code	=  obj_Player5Up1
exp		=  0
kill_exp	=  40
gold		=  80
level		=  1
stamina 	=  0
weapon_equip	=  82
head_equip	=  156
armor_equip	=  127
foot_equip	=  185
other1_equip	=  202
other2_equip	=  0
resist_earth	=  12
resist_water	=  14
resist_air	=  10
resist_fire	=  12
resist_mind	=  12
move_point	=  5
item1		=  241
item2		=  244
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
magic_other     =  
magic_fire      =  ۤ
magic_water     =  b
magic_earth     =  a
magic_wind      =  b
magic_mind      =  0
special_mind    =  믫Τ@

[character]
code		=  6
name		=  name_5
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY001.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobWingWarrior
class		=  classWing
mode		=  pmPlayer
str		=  37
dex		=  25
mind		=  20
con		=  35
hit_point	=  16
defense		=  8
speed		=  12
attack_damagex2 =  16
attack_power	=  4
magic_attack_power =  30
picture 	=  SHAPE\FACE0005.SHP
job_up_code	=  obj_Player6Up1
kill_exp	=  80
gold		=  60
stamina 	=  15
weapon_equip	=  43
head_equip	=  155
armor_equip	=  126
foot_equip	=  184
other1_equip	=  206
;other2_equip	=  0
resist_earth	=  50
resist_water	=  12
resist_air	=  26
resist_fire	=  6
resist_mind	=  5
move_point	=  6
move_fly	=  1
item1		=  241
item2		=  246
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
special_other   =  s
special_fire    =  0
special_water   =  0
special_earth   =  0
special_wind    =  0
special_mind    =  0
special_other2  =  0
magic_other     =  0
magic_fire      =  0
magic_water     =  0
magic_earth     =  0
magic_wind      =  b
magic_mind      =  0

[character]
code		=  7
name		=  name_6
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK10.WAV
sound_miss      =  WAV\MISS0001.WAV
job		=  jobBeastWarrior
class		=  classBeast
status		=  0
mode		=  pmPlayer
str		=  39
dex		=  15
mind		=  11
con		=  42
attack_damagex2 =  12
attack_back	=  45
picture 	=  SHAPE\FACE0006.SHP
job_up_code	=  obj_Player7Up1
exp		=  40
kill_exp	=  50
gold		=  100
weapon_equip	=  23
head_equip	=  155
armor_equip	=  126
foot_equip	=  184
other1_equip	=  0
other2_equip	=  0
resist_earth	=  22
resist_water	=  4
resist_air	=  6
resist_fire	=  14
resist_mind	=  3
move_point	=  6
item1		=  241
item2		=  0
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
special_other   =  0
special_fire    =  0
special_water   =  0
special_earth   =  H
special_wind    =  0
special_mind    =  0
special_other2  =  0
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  40		; %
ai_help_status  =  10           ; %
ai_help_attack  =  10           ; %
ai_lock 	=  60		; %
;ai_att_special =  0            ; %
;ai_att_magic   =  95           ; %
ai_magic_multi_first = 0
;level_adjust_range		= 0
;level_adjust_disp_range	= 0

[character]
code		=  8
name		=  name_7
sound_dead      =  WAV\DEAD0005.WAV
sound_walk      =  WAV\ANIMAL004.WAV
sound_attack    =  WAV\SHOOT007.WAV
sound_miss      =  WAV\MISS0001.WAV
sound_hit       =  WAV\HIT00017.WAV
dead_message	=  1825,0
job		=  jobMutantMonster
class		=  classMutant
mode		=  pmPlayer
str		=  16
dex		=  17
mind		=  11
con		=  18
attack_damagex2 =  25
picture 	=  SHAPE\FACE0007.SHP
job_up_code	=  obj_Player8Up1
kill_exp	=  50
gold		=  80
stamina 	=  10
weapon_equip	=  32
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
other1_equip	=  0
other2_equip	=  0
resist_earth	=  6
resist_water	=  12
resist_air	=  3
resist_fire	=  2
resist_mind	=  1
move_point	=  5
no_poison	=  1
item1		=  0
item2		=  0
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0

[character]
code		=  9
name		=  name_8
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobMagicSwordMan
class		=  classEvilElf
mode		=  pmPlayer
str		=  47
dex		=  37
mind		=  41
con		=  47
attack_damagex2 =  16
attack_power	=  20
hit_point	=  70
speed           =  10
picture 	=  SHAPE\FACE0008.SHP
job_up_code	=  obj_Player9Up1
kill_exp	=  240
gold		=  500
stamina 	=  0
weapon_equip	=  7
head_equip	=  161
armor_equip	=  132
foot_equip	=  191
other1_equip	=  208
other2_equip	=  217
resist_earth	=  32
resist_water	=  26
resist_air	=  22
resist_fire	=  32
resist_mind	=  18
move_point	=  5
item1		=  252
item2		=  0
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
magic_earth     =  a,as_
magic_mind	=  G
special_mind    =  ]̱
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  40		; %
ai_att_special  =  40          	; %
ai_att_magic    =  40          	; %
;ai_magic_multi_first = 0
level_adjust_range	= 100
level_adjust_disp_range	= 1
; ------------------- Up Level 1 ------------------
[character]
code		=  10
name		=  name_0
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobSwordMaster
class		=  classHuman
mode            =  pmPlayer
str		=  16
dex		=  16
mind		=  8
con		=  12
magic_attack_power	= 10
attack_power	=  32
defense		=  14
speed		=  20
hit_point	=  50
magic_point	=  20
attack_damagex2 =  6
picture         =  SHAPE\FACE0000.SHP
job_up_code	=  obj_Player1Up2
kill_exp	=  100
gold		=  100
;weapon_equip	=  2
;head_equip	=  153
;armor_equip	=  125
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  16
resist_water	=  14
resist_air	=  17
resist_fire	=  16
resist_mind	=  14
move_point      =  1
;special_other   =  b
;special_fire    =  0
;special_water   =  0
;special_earth   =  0
;special_wind    =  0
;special_mind    =  0
;special_other2  =  0
;magic_other     =  0
;magic_fire      =  0
;magic_water     =  0
;magic_earth     =  0
;magic_wind      =  0
;magic_mind      =  0

[character]
code		=  11
name		=  name_1
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobPriestMaster
class		=  classHuman
mode            =  pmPlayer
str		=  16
dex		=  11
mind		=  15
con		=  15
magic_attack_power = 7
attack_power	=  8
defense		=  8
speed		=  25
hit_point	=  40
magic_point	=  60
picture 	=  SHAPE\FACE0001.SHP
job_up_code	=  obj_Player2Up2
kill_exp	=  100
gold		=  100
;weapon_equip	=  82
;head_equip	=  152
;armor_equip	=  122
;foot_equip	=  181
;other1_equip	=  201
;other2_equip	=  0
resist_earth	=  16
resist_water	=  24
resist_air	=  20
resist_fire	=  14
resist_mind	=  26
move_point	=  1
;magic_water    =  v¡
;magic_earth    =  -1
;magic_wind     =  -1
;magic_mind     =  -1

[character]
code		=  12
name		=  name_2
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK09.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobBowMaster
class		=  classHalfBeast
mode		=  pmPlayer
str		=  20
dex		=  18
mind		=  9
con		=  20
magic_attack_power	=	3
attack_power	=  24
defense		=  10
speed		=  15
hit_point	=  44
attack_damagex2 =  4
picture 	=  SHAPE\FACE0002.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  100
;weapon_equip	=  61
;head_equip	=  153
;armor_equip	=  123
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  12
resist_water	=  18
resist_air	=  10
resist_fire	=  20
resist_mind	=  14
move_point	=  1

[character]
code		=  13
name		=  name_3
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobAssassin
class		=  classHuman
mode		=  pmPlayer
str		=  10
dex		=  21
mind		=  4
con		=  10
magic_attack_power	=	4
attack_power	=  30
attack_damagex2 =  35
avoid_hit_ratio	=  22
steal_ratio	=  10
defense		=  8
speed		=  24
hit_point	=  45
magic_point	=  6
picture 	=  SHAPE\FACE0003.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  200
;weapon_equip	=  0
;head_equip	=  0
;armor_equip	=  0
;foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  12
resist_water	=  16
resist_air	=  11
resist_fire	=  12
resist_mind	=  16
move_point	=  1

[character]
code		=  14
name		=  name_4
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
job		=  jobElfMan
class		=  classElf
mode		=  pmPlayer
str		=  4
dex		=  12
mind		=  22
con		=  6
magic_attack_power	=	9
attack_power	=  6
defense		=  6
speed		=  25
hit_point	=  40
magic_point	=  65
attack_damagex2 =  2
picture 	=  SHAPE\FACE0004.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  100
;weapon_equip	=  0
;head_equip	=  0
;armor_equip	=  0
;foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  16
resist_water	=  28
resist_air	=  21
resist_fire	=  20
resist_mind	=  25
move_point	=  1

[character]
code		=  15
name		=  name_5
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY001.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobWindWarrior
class		=  classWing
mode		=  pmPlayer
str		=  16
dex		=  16
mind		=  6
con		=  12
magic_attack_power	=  12
attack_power	=  25
defense		=  10
speed		=  20
hit_point	=  45
magic_point	=  40
attack_damagex2 =  4
avoid_hit_ratio	=  8
picture 	=  SHAPE\FACE0005.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  100
;weapon_equip	=  0
;head_equip	=  0
;armor_equip	=  0
;foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  10
resist_water	=  22
resist_air	=  26
resist_fire	=  14
resist_mind	=  20
move_point	=  1
move_fly	=  1

[character]
code		=  16
name		=  name_6
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK10.WAV
sound_miss      =  WAV\MISS0001.WAV
job		=  jobCrazyWarrior
class		=  classBeast
mode		=  pmPlayer
str		=  22
dex		=  12
mind		=  2
con		=  16
magic_attack_power	=	0
attack_power	=  28
defense		=  10
speed		=  12
hit_point	=  70
attack_back	=  35
attack_damagex2 =  6
picture 	=  SHAPE\FACE0006.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  100
;weapon_equip	=  0
;head_equip	=  0
;armor_equip	=  0
;foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  30
resist_water	=  14
resist_air	=  18
resist_fire	=  16
resist_mind	=  13
move_point	=  1

[character]
code		=  17
name		=  name_7
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY002.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobEvilMonster
class		=  classMutant
mode		=  pmPlayer
size_type	=  1
str		=  2
dex		=  3
mind		=  1
con		=  2
magic_attack_power	= 15
attack_power	=  180
defense		=  130
speed		=  120
attack_damagex2 =  8
picture 	=  SHAPE\FACE0007.SHP
job_up_code	=  0
kill_exp	=  100
gold		=  100
weapon_equip	=  53
;head_equip	=  0
;armor_equip	=  0
;foot_equip		=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  78
resist_water	=  60
resist_air		=  78
resist_fire		=  50
resist_mind		=  36
move_point		=  3
move_fly		=  1
special_other   =  @
;special_fire    =  0
;special_water   =  0
;special_earth   =  0
;special_wind    =  0
;special_mind    =  0
;special_other2  =  0
;magic_other     =  0
;magic_fire      =  0
;magic_water     =  0
;magic_earth     =  0
;magic_wind      =  0
;magic_mind      =  0

[character]
code			=  18
name			=  name_8
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
job				=  jobDarkSwordMan
class			=  classEvilElf
mode			=  pmPlayer
str				=  14
dex				=  15
mind			=  12
con				=  10
magic_attack_power	=	30
attack_power	=  25
defense			=  12
speed			=  20
hit_point		=  70
magic_point		=  60
picture 		=  SHAPE\FACE0008.SHP
job_up_code		=  0
kill_exp		=  100
gold			=  100
;weapon_equip	=  0
;head_equip		=  0
;armor_equip		=  0
;foot_equip		=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  28
resist_water	=  16
resist_air		=  20
resist_fire		=  26
resist_mind		=  36
move_point		=  1
; ------------------- Up Level 2 ------------------
[character]
code		=  19
name		=  name_0
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobSwordKing
class		=  classHuman
status		=  0
mode            =  pmPlayer
;size_type	=  1
str		=  16
dex		=  16
mind		=  8
con		=  12
magic_attack_power	=	20
attack_power	=  40
defense		=  20
speed		=  10
hit_point	=  80
magic_point	=  40
avoid_hit_ratio	=  8
double_attack	=  1
st_x2		=  1
picture         =  SHAPE\FACE0000.SHP
exp			=  0
kill_exp		=  400
gold			=  300
;weapon_equip	=  2
;head_equip		=  153
;armor_equip		=  125
;foot_equip		=  181
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  12
resist_water	=  12
resist_air		=  14
resist_fire		=  18
resist_mind		=  20
move_point      =  1
;move_fly		=  0
;special_other   =  b
;special_fire    =  0
;special_water   =  0
;special_earth   =  0
;special_wind    =  0
;special_mind    =  0
;special_other2  =  0
;magic_other     =  0
;magic_fire      =  0
;magic_water     =  0
;magic_earth     =  0
;magic_wind      =  0
magic_mind      =  0

[character]
code		=  20
name		=  name_1
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobWise
job_show_name   =  697
class		=  classHuman
mode		=  pmPlayer
str             =  20
dex             =  20
mind            =  20
con             =  20
magic_attack_power	= 25
attack_power	=  8
defense		=  15
speed		=  20
hit_point	=  50
magic_point	=  80
avoid_hit_ratio	=  8
move_magic_use	=  1
picture         =  SHAPE\FACE0029.SHP
kill_exp	=  200
gold		=  200
;weapon_equip	=  1
;head_equip	=  0
;armor_equip	=  0
;foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  14
resist_water	=  40
resist_air	=  16
resist_fire	=  16
resist_mind	=  26
move_point	=  1
;special_other   =  0    ;-1
;special_fire    =  0    ;-1
;special_water   =  0    ;-1
;special_earth   =  0    ;-1
;special_wind    =  0    ;-1
;special_mind    =  0    ;-1
;special_other2  =  0    ;-1
;magic_other     =  0   ; 1
;magic_fire      =  0   ; 2
;magic_water     =  0   ; 0x44
;magic_earth     =  0   ; 0x11
;magic_wind      =  0   ; 4
;magic_mind      =  0   ; 0x43
; ---------------------- Enemy -------------------------
[character]
code            =  21
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  372,373
job             =  jobSwordMan
job_show_name   =  305
class           =  classHuman
status		=  0
mode		=  pmEnemy
str             =  16
dex             =  14
mind            =  10
con             =  12
picture         =  SHAPE\FACE0021.SHP
exp				=  0
kill_exp		=  30
gold            =  150
level			=  1
stamina         =  0
weapon_equip	=  1
head_equip		=  152
armor_equip		=  124
foot_equip		=  181
hit_point		=  20
defense			=  4
move_point		=  5
carry_item		=  26
;special_other2  =  b2,sSX2
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  4
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  60           ; %
ai_help_attack  =  30           ; %
ai_lock 		=  60			; %
ai_att_special  =  0           	; %
ai_att_magic    =  0           	; %
ai_magic_multi_first = 0
level_adjust_range			= 40
level_adjust_disp_range		= 2

[character]
code            =  22
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
;dead_message	=  372,373
job             =  jobSwordMaster
job_show_name   =  2501
class           =  classHuman
mode			=  pmPlayer
str             =  58
dex             =  34
mind            =  18
con             =  62
;defense			=  0
;hit_point		=  -18
speed			=  15
picture         =  SHAPE\FACE0022.SHP
kill_exp		=  400
gold            =  100
weapon_equip	=  4
head_equip		=  158
armor_equip		=  125
foot_equip		=  187
other1_equip	=  212
other2_equip	=  0
move_point		=  5
carry_item		=  38
special_other   =  b
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  4
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  80           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60			; %
ai_att_special  =  80          	; %
ai_att_magic    =  20          	; %
ai_magic_multi_first = 0
level_adjust_range			= 35
level_adjust_disp_range		= 2

[character]
code            =  23
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
dead_message	= 374,375
job             =  jobSwordMan
job_show_name   =  376
class           =  classHuman
status			=  0
mode			=  pmPlayer
str             =  16
dex             =  14
mind            =  8
con             =  14
defense			=  8
hit_point		=  17
picture         =  SHAPE\FACE0023.SHP
exp				=  0
kill_exp		=  30
gold            =  150
level			=  1
stamina         =  0
weapon_equip	=  1
head_equip		=  152
armor_equip		=  124
foot_equip		=  181
other1_equip	=  0
other2_equip	=  0
move_point		=  5
carry_item		=  28
find_no_id 		=  SID_ENEMY025
find_type		=  AI_NEAREST
find_flag		=  0
find_range		=  80
ai_call_range	=  4
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  80           ; %
ai_help_attack  =  20           ; %
ai_lock 		=  60			; %
ai_att_special  =  0           	; %
ai_att_magic    =  0           	; %
ai_magic_multi_first = 0
level_adjust_range			= 40
level_adjust_disp_range		= 1

[character]
code            =  24
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0012.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  374,375
job             =  jobBeastWarrior		; jobSwordMan
job_show_name   =  377
class           =  classHuman
status		=  0
mode		=  pmPlayer
;size_type	=  1
str             =  15
dex             =  12
mind            =  10
con             =  15
defense		=  16
hit_point		=  25
attack_power	=  12
picture         =  SHAPE\FACE0024.SHP
exp				=  0
kill_exp		=  38
gold            =  180
level			=  1
stamina         =  0
weapon_equip	=  41
head_equip		=  154
armor_equip		=  125
foot_equip		=  182
other1_equip	=  0
other2_equip	=  0
move_point		=  4
item1			=  241
find_no_id 		=  SID_ENEMY025
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  4
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  80           ; %
ai_help_attack  =  30           ; %
ai_lock 		=  60   		; %
ai_att_special  =  0            ; %
ai_att_magic    =  0            ; %
ai_magic_multi_first = 0
level_adjust_range			= 47
level_adjust_disp_range		= 1

[character]
code            =  25
name            =  382
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  395,0
job             =  jobMagician
job_show_name   =  308
class           =  classHuman
status		=  0
mode		=  pmEnemy
str             =  20
dex             =  12
mind            =  10
con             =  25
hit_point	=  109
magic_point	=  10
attack_power	=  6
magic_attack_power = 6
picture         =  SHAPE\FACE0025.SHP
exp		=  0
kill_exp        =  150
gold            =  750
level		=  3
stamina         =  0
weapon_equip	=  5
head_equip	=  0
armor_equip	=  126
foot_equip	=  182
other1_equip	=  201
resist_air	=  0
resist_fire	=  0
resist_mind	=  0
move_point	=  4
item1		=  241
item2		=  154
magic_other     =  0
magic_fire      =  ۤ
magic_water     =  b
magic_earth     =  0
magic_wind      =  Ļk
magic_mind      =  0
special_other2   =  b2
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  16
ai_call_range	=  8
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  60		; %
ai_help_status  =  30           ; %
ai_help_attack  =  40           ; %
ai_lock         =  30           ; %
ai_att_special  =  70            ; %
ai_att_magic    =  80           ; %
ai_magic_multi_first = 1
level_adjust_range		= 56
level_adjust_disp_range		= 2

[character]
code            =  26
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  372,373
job             =  jobMagician
job_show_name   =  307
class           =  classHuman
status		=  0
mode		=  pmEnemy
;size_type	=  1
str             =  10
dex             =  12
mind            =  15
con             =  15
hit_point	=  27
magic_point	=  15
attack_power	=  3
magic_attack_power	= 10
picture         =  SHAPE\FACE0026.SHP
exp		=  0
kill_exp        =  30
gold            =  180
level		=  1
stamina         =  0
weapon_equip	=  81
head_equip	=  152
armor_equip	=  122
foot_equip	=  0
other1_equip	=  201
resist_earth	=  8
resist_water	=  8
resist_air	=  8
resist_fire	=  8
resist_mind	=  8
move_point		=  3
carry_item		=  30
magic_other     =  0
magic_fire      =  ۤ
magic_water     =  Xr
magic_earth     =  0
magic_wind      =  b
magic_mind      =  0
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  20
ai_call_range	=  6
ai_fixed		=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp		=  100		; %
ai_help_otherhp =  80		; %
ai_help_status  =  20           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60		; %
ai_att_special  =  0            ; %
ai_att_magic    =  95           ; %
ai_magic_multi_first = 0
level_adjust_range			= 40
level_adjust_disp_range		= 3

[character]
code            =  27
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  372,373
job             =  jobMagician
job_show_name   =  1135
class           =  classHuman
status		=  0
mode		=  pmEnemy
;size_type	=  1
str             =  16
dex             =  21
mind            =  31
con             =  24
hit_point	=  64
defense		=  5
speed           =  2
magic_point	=  46
magic_attack_power = 5
picture         =  SHAPE\FACE0027.SHP
kill_exp        =  90
gold            =  220
stamina         =  0
weapon_equip	=  84
head_equip	=  159
armor_equip	=  128
foot_equip	=  185
other1_equip	=  201
other2_equip	=  0
resist_earth	=  19
resist_water	=  17
resist_air	=  21
resist_fire	=  23
resist_mind	=  15
move_point	=  4
carry_item	=  36
;move_fly	=  1
magic_other     =  0
magic_fire      =  ۤ,KK
magic_water     =  v¡,si
magic_earth     =  0
magic_wind      =  b
magic_mind      =  h],I
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  100
ai_help_otherhp =  100
ai_help_status  =  30
ai_help_attack  =  30           ; %
ai_lock 	=  60		; %
ai_att_special  =  0            ; %
ai_att_magic    =  85           ; %
ai_magic_multi_first = 0
level_adjust_range		= 37
level_adjust_disp_range		= 3

[character]
code            =  28
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  739,740
job             =  jobThief
job_show_name   =  632
class           =  classHuman
status		=  0
mode		=  pmEnemy
str             =  13
dex             =  13
mind            =  10
con             =  16
hit_point	=  20
attack_power	=  6
defense		=  3
attack_damagex2 =  8
picture         =  SHAPE\FACE0028.SHP
kill_exp	=  52
gold            =  300
stamina         =  0
weapon_equip	=  21
head_equip	=  151
armor_equip	=  121
foot_equip	=  181
other1_equip	=  0
other2_equip	=  0
move_point	=  5
carry_item	=  31
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  80           ; %
ai_help_status  =  80           ; %
ai_help_attack  =  10           ; %
ai_lock 	=  60		; %
ai_att_special  =  0           	; %
ai_att_magic    =  0           	; %
ai_magic_multi_first = 0
level_adjust_range		= 36
level_adjust_disp_range		= 2

[character]
code			=  29
name			=  name_1
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
job				=  jobWise
job_show_name   =  697
class			=  classHuman
mode			=  pmPlayer
str             =  20
dex             =  20
mind            =  20
con             =  20
magic_attack_power	=	40
attack_power	= 20
picture         =  SHAPE\FACE0029.SHP
kill_exp		=  200
gold			=  200
resist_earth	=  20
resist_water	=  40
resist_air		=  10
resist_fire		=  10
resist_mind		=  20
move_point		=  5

[character]
code            =  30
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobSwordMan
job_show_name   =  634
class           =  classBeast
mode		=  pmEnemy
str             =  32
dex             =  20
mind            =  16
con             =  29
attack_power	=  6
defense		=  15
hit_point	=  84
attack_damagex2 =  10
picture         =  SHAPE\FACE0030.SHP
kill_exp	=  250
gold            =  240
stamina         =  0
weapon_equip	=  4
head_equip	=  153
armor_equip	=  125
foot_equip	=  183
other1_equip	=  225
;other2_equip	=  0
move_point	=  4
carry_item	=  38
resist_earth	=  12
resist_water	=  12
resist_air	=  12
resist_fire	=  12
resist_mind	=  12
special_other2  =  b2
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  50		; %
ai_att_special  =  90          	; %
ai_att_magic    =  0          	; %
;ai_magic_multi_first = 0
level_adjust_range		= 37
level_adjust_disp_range		= 4

[character]
code            =  31
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobSwordMan
job_show_name   =  635
class           =  classBeast
mode		=  pmEnemy
str             =  27
dex             =  18
mind            =  13
con             =  29
attack_power	=  6
defense		=  8
hit_point	=  72
attack_damagex2 =  5
picture         =  SHAPE\FACE0031.SHP
kill_exp	=  150
gold            =  130
stamina         =  0
weapon_equip	=  56
head_equip	=  152
armor_equip	=  124
foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
carry_item	=  32
resist_earth	=  10
resist_water	=  10
resist_air	=  10
resist_fire	=  10
resist_mind	=  10
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  12
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  20		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  90		; %
;ai_att_special  =  0           ; %
;ai_att_magic    =  90          ; %
;ai_magic_multi_first = 0
level_adjust_range		= 35
level_adjust_disp_range		= 3

[character]
code            =  32
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobCrazyWarrior
job_show_name   =  636
class           =  classBeast
mode		=  pmEnemy
str             =  58
dex             =  30
mind            =  24
con             =  60
hit_point	=  270
attack_power	=  30
defense		=  20
attack_damagex2 =  10
attack_back	=  55
picture         =  SHAPE\FACE0032.SHP
kill_exp	=  330
gold            =  1500
weapon_equip	=  27
head_equip	=  162
armor_equip	=  132
foot_equip	=  183
other1_equip	=  0
other2_equip	=  0
resist_earth	=  60
resist_water	=  40
resist_air	=  45
resist_fire	=  60
resist_mind	=  40
move_point	=  4
carry_item	=  44
special_earth   =  Ƥsˮ
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  24
ai_help_otherhp =  20
ai_help_status  =  10
ai_help_attack  =  10
ai_lock 	=  80
ai_att_special  =  70
;ai_att_magic   =  0
;ai_magic_multi_first = 0
level_adjust_range		= 80
level_adjust_disp_range		= 5

[character]
code            =  33
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00017.WAV
;dead_message	=  739,740
job             =  jobCrazyWarrior
job_show_name   =  637
class           =  306
mode		=  pmEnemy
str             =  46
dex             =  32
mind            =  15
con             =  64
attack_power	=  12
defense		=  12
hit_point	=  146
attack_damagex2 =  10
picture         =  SHAPE\FACE0033.SHP
kill_exp	=  300
gold            =  900
weapon_equip	=  105
head_equip	=  162
armor_equip	=  129
foot_equip	=  183
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
carry_item	=  45
special_earth   =  H
no_poison	=  1
resist_earth	=  5
resist_water	=  5
resist_air	=  5
resist_fire	=  5
resist_mind	=  5
find_no_id 	=  SID_ENEMY067
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  0
;ai_help_otherhp =  80
;ai_help_status  =  80
;ai_help_attack  =  10
ai_lock 	=  20
ai_att_special  =  50
;ai_att_magic    =  0
;ai_magic_multi_first = 0
level_adjust_range	= 75
level_adjust_disp_range	= 4

[character]
code            =  34
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\YELL012.WAV
sound_miss      =  WAV\MISS0001.WAV
sound_hit       =  WAV\HIT00017.WAV
;dead_message	=  739,740
job             =  jobWingWarrior
job_show_name   =  638
class           =  306
mode		=  pmEnemy
str             =  36
dex             =  18
mind            =  5
con             =  38
defense		=  15
hit_point	=  86
attack_power	=  6
picture         =  SHAPE\FACE0034.SHP
kill_exp	=  240
gold            =  90
stamina         =  0
weapon_equip	=  39
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
move_point	=  3
special_other2  = lC2
no_poison	=  1
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0
ai_check_dying	=  100		
ai_check_hp	=  100		
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 		=  80	; %
ai_att_special  =  70           ; %
;ai_att_magic    =  0           ; %
;ai_magic_multi_first = 0
level_adjust_range		= 34
level_adjust_disp_range		= 3

[character]
code            =  35
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
;sound_walk     =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK02.WAV
;sound_miss     =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobPriest
job_show_name   =  639
class           =  306
mode		=  pmEnemy
str             =  24
dex             =  30
mind            =  22
con             =  21
attack_power	=  10
defense		=  12
hit_point	=  72
magic_point	=  20
picture         =  SHAPE\FACE0035.SHP
kill_exp	=  180
gold            =  120
stamina         =  0
weapon_equip	=  38
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
move_fly	=  1
no_poison	=  1
magic_other     =  0
magic_fire      =  0
magic_water     =  si
magic_earth     =  a
magic_wind      =  0
magic_mind      =  G
find_no_id 	=  SID_ENEMY067
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  0		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  80		; %
;ai_att_special  =  0           ; %
ai_att_magic    =  90           ; %
;ai_magic_multi_first = 0
level_adjust_range		= 33
level_adjust_disp_range		= 3

[character]
code            =  36
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\YELL011.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobWingWarrior
job_show_name   =  640
class           =  classBeast
mode		=  pmEnemy
str             =  19
dex             =  15
mind            =  1
con             =  22
picture         =  SHAPE\FACE0036.SHP
kill_exp	=  60
attack_power	=  8
hit_point	=  40
gold            =  30
stamina         =  0
weapon_equip	=  33
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
move_point	=  5
find_type	=  AI_HPMIN
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  4
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  10		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 	=  80			; %
;ai_att_special  =  30          	; %
;ai_att_magic    =  40          	; %
;ai_magic_multi_first = 1
level_adjust_range		= 36
level_adjust_disp_range		= 3

[character]
code            =  37
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\ANIMAL003.WAV
sound_attack    =  WAV\ATTACK11.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobThief
job_show_name   =  744
class           =  classBeast
mode		=  pmEnemy
str             =  29
dex             =  18
mind            =  4
con             =  26
attack_power	=  8
defense		=  6
hit_point	=  50
picture         =  SHAPE\FACE0037.SHP
kill_exp	=  180
gold            =  100
stamina         =  0
weapon_equip	=  35
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
no_poison	=  1
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  20		; %
;ai_help_otherhp =  80           ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 	=  80		; %
;ai_att_special  =  0           	; %
;ai_att_magic    =  0           	; %
;ai_magic_multi_first = 0
level_adjust_range		= 34
level_adjust_disp_range		= 3

[character]
code            =  38
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\ANIMAL002.WAV
sound_attack    =  WAV\ATTACK07.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobWingWarrior
job_show_name   =  745
class           =  classBeast
mode		=  pmEnemy
str             =  25
dex             =  15
mind            =  2
con             =  25
defense		=  4
hit_point	=  66
attack_power	=  7
picture         =  SHAPE\FACE0038.SHP
kill_exp	=  150
gold            =  100
stamina         =  0
weapon_equip	=  37
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
move_point	=  6
no_poison	=  1
move_fly	=  1
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
find_no_id 	=  SID_ENEMY101
ai_call_range	=  6
ai_fixed	=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp	=  0			; %
;ai_help_otherhp =  80           ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 	=  80			; %
;ai_att_special  =  0           	; %
;ai_att_magic    =  0           	; %
;ai_magic_multi_first = 0
level_adjust_range		= 36
level_adjust_disp_range		= 3

[character]
code		=  39
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0018.WAV
sound_walkwater =  WAV\WALK0018.WAV
sound_attack    =  WAV\ATTACK08.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
job		=  jobBeastWarrior
job_show_name   =  746
class		=  classBeast
mode		=  pmEnemy
str		=  36
dex		=  20
mind		=  14
con		=  37
size_type	=  1
defense		=  24
hit_point	=  160
attack_power	=  34
picture 	=  SHAPE\FACE0039.SHP
kill_exp	=  450
gold            =  900
weapon_equip	=  40
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
resist_earth	=  25
resist_water	=  60
resist_air	=  10
resist_fire	=  6
resist_mind	=  6
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  0
;ai_help_otherhp =  80
;ai_help_status  =  80
;ai_help_attack  =  10
ai_lock 	=  80
;ai_att_special  =  0
;ai_att_magic    =  0
;ai_magic_multi_first = 0
level_adjust_range	= 80
level_adjust_disp_range	= 3

[character]
code		=  41
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY001.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  1454,1455
job		=  jobSwordMan
job_show_name   =  641
class		=  classWing
mode		=  pmEnemy
str		=  33
dex		=  26
mind		=  14
con		=  39
attack_power	=  14
defense		=  9
magic_attack_power = 5
hit_point	=  86
picture 	=  SHAPE\FACE0041.SHP
kill_exp	=  210
gold            =  270
stamina 	=  0
weapon_equip	=  42
head_equip	=  155
armor_equip	=  125
foot_equip	=  184
other1_equip	=  201
;other2_equip	=  0
resist_earth	=  60
resist_water	=  20
resist_air	=  35
resist_fire	=  10
resist_mind	=  10
move_point	=  5
move_fly	=  1
carry_item	=  39
;magic_other    =  0
;magic_fire     =  0
;magic_water    =  0
;magic_earth    =  0
magic_wind      =  b
;magic_mind     =  0
special_other   = s2
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  50		; %
ai_att_special  =  90           ; %
ai_att_magic    =  30          	; %
;ai_magic_multi_first = 0
level_adjust_range		= 38
level_adjust_disp_range		= 4

[character]
code		=  43
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY001.WAV
sound_attack    =  WAV\ATTACK09.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  1454,1455
job		=  jobBowMan
job_show_name   =  642
class		=  classWing
mode		=  pmEnemy
str		=  29
dex		=  21
mind		=  12
con		=  25
attack_power	=  12
defense		=  8
hit_point	=  72
picture 	=  SHAPE\FACE0043.SHP
kill_exp	=  180
gold            =  220
stamina 	=  0
weapon_equip	=  63
head_equip	=  152
armor_equip	=  124
foot_equip	=  182
other1_equip	=  215
;other2_equip	=  0
resist_earth	=  55
resist_water	=  20
resist_air	=  30
resist_fire	=  10
resist_mind	=  10
move_point	=  4
move_fly	=  1
carry_item	=  33
magic_wind      =   Ļk
find_type	=  AI_HPMIN
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  80           ; %
ai_help_status  =  60           ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  80		; %
;ai_att_special  =  0           ; %
ai_att_magic    =  40           ; %
;ai_magic_multi_first = 0
level_adjust_range		= 39
level_adjust_disp_range		= 4

[character]
code		=  44
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK09.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1454,1455
job		=  jobBowMan
job_show_name   =  1627
class		=  classEvilElf
mode		=  pmEnemy
str		=  29
dex		=  20
mind		=  12
con		=  26
attack_power	=  15
defense		=  24
hit_point	=  96
double_attack	=  1
picture 	=  SHAPE\FACE0044.SHP
kill_exp	=  150
gold            =  210
weapon_equip	=  62
head_equip	=  152
armor_equip	=  123
foot_equip	=  183
other1_equip	=  201
;other2_equip	=  0
move_point	=  4
carry_item	=  40
resist_earth	=  18
resist_water	=  18
resist_air	=  18
resist_fire	=  18
resist_mind	=  18
find_type	=  AI_HPMIN
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  60
ai_help_otherhp =  70
;ai_help_status  =  80
;ai_help_attack  =  10
ai_lock 	=  90
;ai_att_special  =  0
;ai_att_magic    =  0
;ai_magic_multi_first = 0
level_adjust_range		= 40
level_adjust_disp_range		= 4

[character]
code            =  45
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0009.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  372,373
job             =  jobSwordMaster
job_show_name   =  643
class           =  classHuman
mode		=  pmEnemy
str             =  50
dex             =  32
mind            =  40
con             =  55
defense		=  72
attack_power	=  80
magic_attack_power	=  40
hit_point	=  860
magic_point	=  150
speed		=  40
attack_back	=  25
move_magic_use	=  1
picture         =  SHAPE\FACE0045.SHP
kill_exp	=  1400
gold            =  2400
weapon_equip	=  46
head_equip	=  157
armor_equip	=  133
foot_equip	=  187
other1_equip	=  213
other2_equip	=  203
resist_earth	=  78
resist_water	=  76
resist_air	=  76
resist_fire	=  76
resist_mind	=  70
move_point	=  5
carry_item	=  41
magic_earth	=  au@
magic_fire	=  `i
magic_water	=  si
magic_mind  	=  ]
special_wind    =  yP2
special_other   =  s2
find_type	=  AI_HPMIN
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  40		; %
ai_help_otherhp =  60           ; %
ai_help_status  =  15           ; %
ai_help_attack  =  15           ; %
ai_lock 	=  90		; %
ai_att_special  =  80          	; %
ai_att_magic    =  40          	; %
ai_magic_multi_first = 1
level_adjust_range		= 70
level_adjust_disp_range		= 4

[character]
code		=  48
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0019.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  1728,739
job		=  jobBowMaster
job_show_name   =  644
class			=  1219
mode			=  pmEnemy
str				=  36
dex				=  24
mind			=  16
con				=  36
defense			=  12
hit_point		=  96
picture 		=  SHAPE\FACE0048.SHP
kill_exp		=  270
gold            =  520
stamina 		=  0
weapon_equip	=  44
head_equip		=  154
armor_equip		=  125
foot_equip		=  183
other1_equip	=  201
;other2_equip	=  0
move_point		=  5
carry_item		=  42
special_water   =  WB2
resist_earth	=  14
resist_water	=  36
resist_air		=  16
resist_fire		=  0
resist_mind		=  12
find_type		=  AI_NEAREST
;find_flag		=  AIF_SPELLER
find_range		=  80
find_no_id 		=  SID_ENEMY101
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  40			; %
ai_help_otherhp =  60           ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 		=  40			; %
ai_att_special  =  70           	; %
;ai_att_magic    =  0           	; %
;ai_magic_multi_first = 0
level_adjust_range			= 50
level_adjust_disp_range		= 3

[character]
code		=  49
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0017.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
dead_message	=  1570,0
job		=  jobDarkSwordMan
job_show_name   =  645
class		=  classHuman
mode		=  pmEnemy
str		=  39
dex		=  30
mind		=  33
con		=  35
attack_power	=  15
defense		=  46
hit_point	=  190
magic_point	=  170
magic_attack_power	=  36
picture 	=  SHAPE\FACE0049.SHP
kill_exp	=  330
gold            =  1000
stamina 	=  0
weapon_equip	=  6
head_equip	=  158
armor_equip	=  129
foot_equip	=  184
other1_equip	=  212
other2_equip	=  221
move_point	=  4
carry_item	=  46
magic_earth		=  au@
magic_fire		=  ۤ,`i
magic_water		=  Xr,b
magic_mind  	=  ],GFb
special_other2  =  b2
resist_earth	=  56
resist_water	=  66
resist_air		=  37
resist_fire		=  50
resist_mind		=  6
find_type		=  AI_HPMIN
;find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  30           ; %
ai_help_attack  =  12           ; %
ai_lock 		=  60			; %
ai_att_special  =  70          	; %
ai_att_magic    =  40          	; %
ai_magic_multi_first = 0
level_adjust_range			= 72
level_adjust_disp_range		= 4

[character]
code		=  50
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0009.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
job		=  jobDarkSwordMan
job_show_name   =  646
class		=  306
mode		=  pmEnemy
str		=  42
dex		=  40
mind		=  60
con		=  60
hit_point	=  900
defense		=  80
attack_power	=  72
attack_damagex2 =  10
attack_back	=  30
picture 	=  SHAPE\FACE0050.SHP
kill_exp	=  1350
gold            =  15000
weapon_equip	=  36
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  5
;move_fly	=  1
carry_item	=  49
resist_earth	=  60
resist_water	=  15
resist_air	=  20
resist_fire	=  70
resist_mind	=  70
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp	=  10			; %
;ai_help_otherhp =  80           ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 	=  80			; %
;ai_att_special  =  30          	; %
;ai_att_magic    =  40          	; %
;ai_magic_multi_first = 1
level_adjust_range		= 80
level_adjust_disp_range		= 4
no_paralyze		=  1
no_poison		=  1

[character]
code		=  51
name		=  306
sound_dead      =  WAV\DEAD0006.WAV
sound_walk      =  WAV\FLY003.WAV
sound_walkwater =  WAV\FLY003.WAV
sound_attack    =  WAV\ATTACK19.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
sound_shoothit  =  WAV\BOMB0028.WAV
;dead_message	=  1728,739
job		=  jobCrazyWarrior
job_show_name   =  647
class		=  classBeast
mode		=  pmEnemy
str		=  100
dex		=  60
mind		=  100
con			=  100
size_type		=  1
defense			=  66
hit_point		=  2400
magic_point		=  2000
attack_power	=  64
magic_attack_power	=  90
speed			=  100
attack_damagex2 =  14
st_x2		=  1
picture 		=  SHAPE\FACE0051.SHP
kill_exp		=  1800
gold            =  4500
weapon_equip	=  34
head_equip		=  0
armor_equip		=  0
foot_equip		=  0
;other1_equip	=  0
;other2_equip	=  0
move_point		=  5
move_fly		=  1
carry_item		=  50
special_other2  =  sSX2
magic_fire      =  ]NIu,㪢]N
magic_water     =  ͩR
resist_earth	=  64
resist_water	=  25
resist_air		=  60
resist_fire		=  70
resist_mind		=  66
find_type		=  AI_NEAREST
;find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  90			; %
;ai_help_otherhp =  80           ; %
;ai_help_status  =  80           ; %
;ai_help_attack  =  10           ; %
ai_lock 		=  80			; %
ai_att_special  =  80          	; %
ai_att_magic    =  60          	; %
ai_magic_multi_first = 1
level_adjust_range			= 80
level_adjust_disp_range		= 3
no_poison		=  1
;no_weaken		=  1
no_paralyze		=  1

[character]
code		=  52
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY002.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
job		=  jobEvilMonster
job_show_name   =  648
class		=  306
mode		=  pmEnemy
size_type	=  1
str		=  58
dex		=  41
mind		=  46
con		=  52
attack_power	=  50
defense		=  60
hit_point	=  1200
magic_point	=  500
magic_attack_power	=  42
speed		=  60
attack_damagex2 =  18
picture 	=  SHAPE\FACE0052.SHP
kill_exp	=  1500
gold            =  10000
weapon_equip	=  58
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  3
move_fly	=  1
item1		=  232
item2		=  228
carry_item	=  58
resist_earth	=  46
resist_water	=  55
resist_air	=  40
resist_fire	=  55
resist_mind	=  20
magic_other     =  
magic_fire      =  0
magic_water     =  si,ͩR
magic_earth     =  Ѧa
magic_wind      =  Ż}
magic_mind      =  ],tF,GFb
special_other   =  @
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  0		; %
;ai_help_otherhp =  80          ; %
ai_help_status  =  40           ; %
ai_help_attack  =  10           ; %
ai_lock 	=  30		; %
ai_att_special  =  80          ; %
ai_att_magic    =  60          	; %
ai_magic_multi_first = 1
level_adjust_range		= 20
level_adjust_disp_range		= 5
no_paralyze		=  1
no_poison		=  1

[character]
code		=  53
name		=  name_8
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobDarkSwordMan
job_show_name   =  649
class		=  classEvilElf
mode		=  pmEnemy
str		=  40
dex		=  24
mind		=  36
con		=  42
attack_damagex2 =  24
magic_attack_power	=  41
attack_power	=  28
hit_point	=  400
magic_point	=  40
defense		=  51
picture 	=  SHAPE\FACE0008.SHP
kill_exp	=  360
gold		=  750
stamina 	=  0
weapon_equip	=  7
head_equip	=  161
armor_equip	=  132
foot_equip	=  191
other1_equip	=  222
other2_equip	=  219
resist_earth	=  30
resist_water	=  24
resist_air	=  18
resist_fire	=  26
resist_mind	=  10
move_point	=  5
carry_item	=  34
item1		=  252
item2		=  0
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
magic_earth     =  a,as_
magic_mind      =  G
special_mind    =  ]̱
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  80		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  40		; %
ai_att_special  =  80          	; %
ai_att_magic    =  40          	; %
;ai_magic_multi_first = 0
level_adjust_range		= 60
level_adjust_disp_range		= 4

[character]
code		=  54
name		=  650
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0017.WAV
sound_attack    =  WAV\ATTACK02.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobDarkSwordMan
job_show_name   =  649
class		=  classHuman
mode		=  pmEnemy
str		=  53
dex		=  41
mind		=  38
con		=  50
defense		=  40
hit_point	=  1500
speed           =  30
attack_power	=  90
magic_attack_power	=  60
magic_point		=  360
attack_damagex2 =  30
attack_back	=  40
picture 	=  SHAPE\FACE0054.SHP
kill_exp	=  1200
gold            =  2600
stamina 	=  10
weapon_equip	=  13
head_equip	=  157
armor_equip	=  130
foot_equip	=  186
other1_equip	=  214
other2_equip	=  302
move_point	=  5
st_x2		=  1
carry_item	=  43
special_mind    =  믫Τ@
special_other   =  ݼvñ2,t
magic_water     =  si,Pku,ͩR
item1		=  252
item2		=  226
resist_earth	=  40
resist_water	=  60
resist_air	=  60
resist_fire	=  70
resist_mind	=  25
find_type	=  AI_HPMIN
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  80		; %
ai_help_otherhp =  50           ; %
ai_help_status  =  40           ; %
ai_help_attack  =  10           ; %
ai_lock 	=  80		; %
ai_att_special  =  90          	; %
ai_att_magic    =  50          	; %
ai_magic_multi_first = 1
level_adjust_range		= 80
level_adjust_disp_range		= 5
no_paralyze		=  1

[character]
code		=  55
name		=  651
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK10.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobCrazyWarrior
job_show_name   =  649
class		=  classBeast
mode		=  pmEnemy
str		=  45
dex		=  35
mind		=  28
con		=  69
hit_point	=  620
attack_power	=  40
defense		=  20
attack_damagex2 =  20
attack_back	=  25
picture 	=  SHAPE\FACE0055.SHP
kill_exp	=  500
gold		=  1500
stamina 	=  0
weapon_equip	=  28
head_equip	=  162
armor_equip	=  133
foot_equip	=  184
other1_equip	=  225
other2_equip	=  0
resist_earth	=  60
resist_water	=  50
resist_air	=  44
resist_fire	=  42
resist_mind	=  34
move_point	=  5
carry_item	=  47
special_earth   =  Ƥsˮ2,H2
special_fire    =  E
item1		=  252
item2		=  0
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  80		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10           ; %
ai_lock 	=  40		; %
ai_att_special  =  70          	; %
;ai_att_magic    =  40          ; %
;ai_magic_multi_first = 0
level_adjust_range		= 70
level_adjust_disp_range		= 4
no_poison		=  1
no_weaken		=  1

[character]
code		=  56
name		=  652
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY002.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
job		=  jobWindWarrior
job_show_name   =  649
class		=  classWing
mode		=  pmEnemy
str		=  55
dex		=  41
mind		=  37
con		=  64
hit_point	=  1000
magic_point	=  600
attack_power	=  20
attack_damagex2 =  25
avoid_hit_ratio	=  20
magic_attack_power	=  71
defense		=  40
speed		=  60
picture 	=  SHAPE\FACE0056.SHP
kill_exp	=  1000
gold		=  2500
stamina 	=  10
weapon_equip	=  49
head_equip	=  165
armor_equip	=  136
foot_equip	=  188
other1_equip	=  209
other2_equip	=  215
resist_earth	=  60
resist_water	=  60
resist_air	=  78
resist_fire	=  55
resist_mind	=  72
move_point	=  5
move_fly	=  1
carry_item	=  51
special_other   =  s,ʵ2
magic_earth     =  ja¡,aFt@
magic_wind      =  ѷYp},f
magic_mind      =  ],GFb,I,h]
magic_other     =  
item1		=  252
item2		=  91
item3		=  0
item4		=  0
item5		=  0
item6		=  0
item7		=  0
item8		=  0
find_type	=  AI_HPMIN
find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  100
;ai_help_otherhp =  80
ai_help_status  =  40           ; %
ai_help_attack  =  20           ; %
ai_lock 	=  80		; %
ai_att_special  =  80          	; %
ai_att_magic    =  80          	; %
ai_magic_multi_first = 1
level_adjust_range		= 80
level_adjust_disp_range		= 5
no_paralyze	=  1
no_poison	=  1

[character]
code		=  57
name		=  654
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY002.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
;job		=  jobEvilMonster
job		=  jobWindWarrior
job_show_name   =  2530
class		=  306
mode		=  pmEnemy
size_type	=  1
str		=  85
dex		=  45
mind		=  33
con		=  64
attack_power	=  110
defense		=  145
hit_point	=  17800
magic_point	=  3450
magic_attack_power =  110
speed		=  160
attack_damagex2 =  40
attack_back	=  50
avoid_hit_ratio	=  10
picture 	=  SHAPE\FACE0057.SHP
kill_exp	=  6000
gold            =  30000
weapon_equip	=  54
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  4
;move_fly	=  1
carry_item	=  0
resist_earth	=  65
resist_water	=  65
resist_air	=  50
resist_fire	=  65
resist_mind	=  50
special_other   =  ŵL
magic_water     =  k\
magic_earth	=  Ѧa,ܦaY
magic_fire	=  i,]NIu
magic_wind      =  ѷYp}
magic_mind      =  GFb
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  30		; %
ai_att_special  =  90          	; %
ai_att_magic    =  75          	; %
ai_magic_multi_first = 1
level_adjust_range	= 90
level_adjust_disp_range	= 6
no_paralyze	=  1
no_disablemagic =  1
no_weaken	=  1
st_x2		=  1
double_attack	=  1

[character]
code            =  58
name            =  657
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=
job             =  jobElfMan
job_show_name   =  631
class           =  classEvilElf
status		=  0
mode		=  pmEnemy
;size_type	=  1
str             =  50
dex             =  42
mind            =  83
con             =  72
hit_point	=  5200
magic_point	=  4500
attack_power	=  20
defense		=  20
magic_attack_power	=  40
speed		=  85
picture         =  SHAPE\FACE0058.SHP
exp		=  1000
kill_exp        =  3000
gold            =  8000
level		=  1
stamina         =  0
weapon_equip	=  57
head_equip	=  161
armor_equip	=  137
;foot_equip	=  0
other1_equip	=  223
other2_equip	=  229
resist_earth	=  54
resist_water	=  78
resist_air	=  68
resist_fire	=  54
resist_mind	=  76
move_point	=  4
;move_fly	=  1
item1		=  252
item2		=  92
magic_other     =  
magic_fire      =  㪢]N,]NIu,i
magic_earth	=  Ѧa,aFt@
magic_water     =  s},k\
magic_mind      =  eGF
find_type	=  AI_NEAREST
find_flag	=  AIF_SPELLER
find_range	=  20
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  70		; %
ai_help_status  =  50           ; %
ai_help_attack  =  50           ; %
ai_lock 	=  60		; %
ai_att_special  =  0            ; %
ai_att_magic    =  95           ; %
ai_magic_multi_first = 1
level_adjust_range		= 80
level_adjust_disp_range		= 6
no_disablemagic =  1

[character]
code		=  59
name		=  652
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\FLY002.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  2349,0
job		=  jobDarkSwordMan
job_show_name   =  653
class		=  306
mode		=  pmEnemy
str		=  57
dex		=  60
mind		=  90
con		=  75
defense		=  75
hit_point	=  14200
magic_point	=  10000
attack_power	=  70
magic_attack_power =  140
speed		=  160
avoid_hit_ratio	=  45
attack_damagex2 =  20
st_x2		=  1
picture 	=  SHAPE\FACE0059.SHP
kill_exp	=  6000
gold            =  40000
weapon_equip	=  13
head_equip	=  171
armor_equip	=  138
foot_equip	=  191
other1_equip	=  215
other2_equip	=  226
move_point	=  5
move_fly	=  1
item1		=  252
carry_item	=  55
resist_earth	=  76
resist_water	=  76
resist_air	=  76
resist_fire	=  76
resist_mind	=  80
special_other   =  lC2
magic_other     =  
magic_water     =  s},k\
magic_earth     =  jaf,ܦaY
magic_wind      =  ѷYp}
magic_mind      =  eGF
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  50		; %
ai_check_hp	=  100		; %
ai_help_otherhp =  30           ; %
ai_help_status  =  36           ; %
ai_help_attack  =  36           ; %
ai_lock 	=  30		; %
ai_att_special  =  85          	; %
ai_att_magic    =  90          	; %
ai_magic_multi_first = 1
level_adjust_range	= 90
level_adjust_disp_range	= 6
no_paralyze	=  1
no_poison	=  1
no_disablemagic =  1
double_attack	=  1
move_magic_use	=  1

[character]
code		=  60
name		=  655
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0009.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  2349,0
job		=  jobDarkSwordMan
job_show_name   =  2530
class		=  306
mode		=  pmEnemy
size_type	=  1
str		=  96
dex		=  75
mind		=  82
con		=  94
defense		=  160
hit_point	=  20000
magic_point	=  5900
attack_power	=  40
magic_attack_power	=  125
speed		=  100
attack_damagex2 =  25
attack_back	=  30
st_x2		=  1
item1		=  252
picture 	=  SHAPE\FACE0060.SHP
kill_exp	=  6500
gold            =  30000
weapon_equip	=  55
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  0
;move_fly	=  1
carry_item	=  56
resist_earth	=  78
resist_water	=  76
resist_air	=  56
resist_fire	=  50
resist_mind	=  36
magic_other     =  
magic_fire      =  㪢]N
magic_water     =  k\
magic_earth     =  aFt@,ܦaY
magic_wind      =  f
magic_mind      =  GFb
special_other   =  ~㸹
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  20		; %
ai_check_hp	=  60		; %
ai_help_otherhp =  30           ; %
ai_help_status  =  36           ; %
ai_help_attack  =  30           ; %
ai_lock 	=  30		; %
ai_att_special  =  80          ; %
ai_att_magic    =  85          	; %
ai_magic_multi_first = 1
level_adjust_range		= 90
level_adjust_disp_range		= 6
no_paralyze	=  1
no_poison	=  1
no_disablemagic =  1


[character]
code            =  61
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
;dead_message	= 372,373
job             =  jobSwordMan
job_show_name   =  656
class           =  classHuman
mode			=  pmNPCPlayer
str             =  6
dex             =  17
mind            =  20
con             =  11
hit_point		=  4
magic_point		=  0
picture         =  SHAPE\FACE0061.SHP
kill_exp        =  16
gold            =  20
move_point		=  4
resist_earth	=  -4
resist_water	=  3
resist_fire	=  -5
resist_mind	=  2
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  20
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  100			; %
ai_help_status  =  10           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60			; %
;ai_att_special  =  0            ; %
;ai_att_magic    =  95           ; %
ai_magic_multi_first = 0
level_adjust_range			= 10
level_adjust_disp_range		= 0

[character]
code            =  62
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	= 372,373
job             =  jobSwordMan
job_show_name   =  656
class           =  classHuman
mode			=  pmNPCPlayer
str             =  15
dex             =  13
mind            =  8
con             =  16
hit_point		=  10
magic_point		=  0
picture         =  SHAPE\FACE0062.SHP
kill_exp        =  16
gold            =  20
move_point		=  4
resist_earth	=  -3
resist_fire	=  -4
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  20
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  100			; %
ai_help_status  =  10           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60			; %
;ai_att_special  =  0            ; %
;ai_att_magic    =  95           ; %
ai_magic_multi_first = 0
level_adjust_range			= 10
level_adjust_disp_range		= 0

[character]
code            =  64
name            =  1270
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit       =  WAV\HIT00004.WAV
dead_message	= 1375,0
job             =  jobSwordMan
job_show_name   =  1378
class           =  classHuman
mode			=  pmNPCPlayer
str             =  15
dex             =  11
mind            =  10
con             =  16
hit_point		=  10
defense			=  6
magic_point		=  0
picture         =  SHAPE\FACE0064.SHP
kill_exp        =  20
gold            =  400
move_point		=  4
find_type		=  AI_NEAREST
find_flag		=  AIF_SPELLER
find_range		=  20
ai_call_range	=  6
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80			; %
ai_help_status  =  10           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60			; %
;ai_att_special  =  0            ; %
;ai_att_magic    =  95           ; %
ai_magic_multi_first = 0
level_adjust_range			= 20
level_adjust_disp_range		= 2

[character]
code            =  65
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK05.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  372,373
job             =  jobElfMan
job_show_name   =  2141
class           =  classHuman
mode		=  pmEnemy
str             =  30
dex             =  26
mind            =  52
con             =  44
hit_point	=  210
attack_power	=  15
defense		=  25
magic_point	=  500
magic_attack_power	=  10
picture         =  SHAPE\FACE0065.SHP
kill_exp        =  390
gold            =  1800
weapon_equip	=  86
head_equip	=  161
armor_equip	=  134
foot_equip	=  190
other1_equip	=  202
other2_equip	=  211
resist_earth	=  32
resist_water	=  40
resist_air	=  58
resist_fire	=  46
resist_mind	=  40
move_point	=  5
carry_item	=  48	
magic_water     =  ͩR
magic_earth     =  Ѧa,ja¡,aFt@,ܦaY
magic_fire	=  i
magic_wind      =  Ż},f
magic_mind      =  ],tF
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0
ai_check_dying	=  100
ai_check_hp	=  70
ai_help_otherhp =  50
ai_help_status  =  20           ; %
ai_help_attack  =  20           ; %
ai_lock 	=  60		; %
ai_att_special  =  0            ; %
ai_att_magic    =  95           ; %
ai_magic_multi_first = 1
level_adjust_range		= 75
level_adjust_disp_range		= 4

[character]
code		=  66
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0021.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
job		=  jobCrazyWarrior
job_show_name   =  646
class		=  306
mode		=  pmEnemy
str		=  37
dex		=  12
mind		=  18
con		=  20
defense		=  40
hit_point	=  -10000
attack_power	=  61
attack_damagex2 =  15
picture 	=  SHAPE\FACE0050.SHP
kill_exp	=  0
gold            =  0
weapon_equip	=  33
head_equip	=  0
armor_equip	=  0
foot_equip	=  0
;other1_equip	=  0
;other2_equip	=  0
move_point	=  3
move_fly	=  1
carry_item	=  29
resist_earth	=  78
resist_water	=  78
resist_air	=  78
resist_fire	=  78
resist_mind	=  78
find_type	=  AI_NEAREST
;find_flag	=  AIF_SPELLER
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  80		; %
;ai_att_special  =  30          ; %
;ai_att_magic    =  40          ; %
;ai_magic_multi_first = 1
level_adjust_range		= 62
level_adjust_disp_range		= 3

[character]
code		=  67
name		=  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0009.WAV
sound_attack    =  WAV\ATTACK20.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  1728,739
job		=  jobCrazyWarrior
job_show_name   =  306
class		=  306
mode		=  pmMagicAttack
str		=  28
dex		=  1
mind		=  1
con		=  28
defense		=  20
hit_point	=  240
picture 	=  SHAPE\FACE0067.SHP
kill_exp	=  50
gold            =  0
move_point	=  2
move_fly	=  1
no_attack	=  1
no_shadow	=  1
resist_earth	=  -4

[character]
code            =  68
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
;sound_walk     =  WAV\WALK0011.WAV
sound_attack    =  WAV\YELL012.WAV
;sound_miss     =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  739,740
job             =  jobPriestMaster
job_show_name   =  2538
class           =  306
mode		=  pmEnemy
size_type	=  1
str             =  55
dex             =  42
mind            =  72
con             =  53
attack_power    =  50
defense		=  64
hit_point	=  3900
magic_point	=  300
magic_attack_power	=  40
attack_damagex2 =  30
picture         =  SHAPE\FACE0068.SHP
kill_exp	=  3600
gold            =  3000
item1		=  224
stamina         =  8
weapon_equip	=  36
;head_equip	=  152
;armor_equip	=  124
;foot_equip	=  181
;other1_equip	=  0
;other2_equip	=  0
resist_earth	=  36
resist_water	=  46
resist_air	=  22
resist_fire	=  46
resist_mind	=  78
move_point	=  0
no_poison	=  1
no_disablemagic =  1
special_other   =  lC
magic_other     =  
magic_earth     =  Ѧa
magic_wind      =  f,Ļk
magic_mind      =  GFb,eGF
;find_no_id 	=  0
find_type	=  AI_HPMIN
;find_flag	=  AIF_SWORD
find_range	=  80
ai_call_range	=  6
ai_fixed	=  0		; distance
ai_check_dying	=  100		; %
ai_check_hp	=  100		; %
;ai_help_otherhp =  80          ; %
;ai_help_status  =  80          ; %
;ai_help_attack  =  10          ; %
ai_lock 	=  80		; %
ai_att_special  =  70           ; %
ai_att_magic    =  85           ; %
ai_magic_multi_first = 1
level_adjust_range		= 70
level_adjust_disp_range		= 5

[character]
code            =  69
name            =  306
sound_dead      =  WAV\DEAD0003.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
;sound_hit      =  WAV\HIT00004.WAV
;dead_message	=  372,373
job             =  jobWingWarrior
job_show_name   =  2501
class           =  classHuman
mode		=  pmPlayer
str             =  22
dex             =  15
mind            =  10
con             =  20
attack_power	=  2
hit_point	=  30
speed		=  15
picture         =  SHAPE\FACE0022.SHP
kill_exp	=  120
gold            =  330
weapon_equip	=  2
head_equip	=  153
armor_equip	=  125
foot_equip	=  181
other1_equip	=  212
other2_equip	=  0
move_point	=  4
carry_item	=  38
special_other2  =  b2
find_type		=  AI_NEAREST
;find_flag		=  AIF_SPELLER
find_range		=  80
ai_call_range	=  4
ai_fixed		=  0			; distance
ai_check_dying	=  100			; %
ai_check_hp		=  100			; %
ai_help_otherhp =  80           ; %
ai_help_status  =  80           ; %
ai_help_attack  =  10           ; %
ai_lock 		=  60			; %
ai_att_special  =  70          	; %
;ai_att_magic    =  20          	; %
ai_magic_multi_first = 0
level_adjust_range			= 0
level_adjust_disp_range		= 0

[character]
code            =  100
name            =  629
sound_dead      =  WAV\DEAD0004.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
sound_hit       =  WAV\HIT00015.WAV
job             =  jobSwordMan
job_show_name   =  306
class           =  306
mode			=  pmALL
str             =  50
dex             =  1
mind            =  1
con             =  50
hit_point		=  90
picture         =  SHAPE\FACE0100.SHP
kill_exp		=  40
level			=  1
no_attack		=  1
level_adjust_range			= 10
level_adjust_disp_range		= 1

[character]
code            =  101
name            =  1830
sound_dead      =  WAV\DEAD0004.WAV
sound_walk      =  WAV\WALK0011.WAV
sound_attack    =  WAV\ATTACK01.WAV
sound_miss      =  WAV\MISS0001.WAV
sound_hit       =  WAV\HIT00015.WAV
job             =  jobBeastWarrior
job_show_name   =  306
class           =  306
;mode			=  pmNPCPlayer
mode			=  pmNPCPlayerNoMagic
str             =  120
dex             =  1
mind            =  1
con             =  200
hit_point		=  400
picture         =  SHAPE\FACE0101.SHP
kill_exp		=  1000
no_attack		=  1
no_block		=  1
no_showshape	=  1
level_adjust_range			= 2
level_adjust_disp_range		= 1
#include TOWNDEF.H
#include EXTRAS.H
#include TYPE.H

; last = 190
; ------------ Shop Item List Table --------------

[item]
code = 1
item_id = 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,21,22,23,24,25,26,27,28,29,30,31,41,42,43,44,45,46,47,48,49,50,51,52,61,62,63,64,65,66,67,68,70,69,71,81,82,83,84,85,86,87,88,89,90,91,93,92,94,101,102,103,104,105,106,107,108,109,110,111,112

[item]
code = 2
item_id = 121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196

[item]
code = 3
item_id = 201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,236,237,238,239,240,291,292,293,294,295,296,297,298,299,300,301,302,303,304,241,242,243,244,245,246,246,247,248,249,250,262,251,263,252,253,254,255,256,257,259,260,258,261

[item]h
code = 4
item_id = 1,2,3,21,41,42,61,62,81,82,83,101,102,103

[item]
code = 5
item_id = 121,123,124,122,151,152,153,154,181,182,185

[item]
code = 6
item_id = 201,202,217,241,244,246,250

[item]
code = 7
item_id = 2,3,4,21,22,41,42,43,62,63,82,83,102,103,104,56

[item]
code = 8
item_id = 121,123,124,125,127,151,152,153,154,155,156,181,182,183,185

[item]
code = 9
item_id = 201,202,203,207,217,241,244,245,246,250

[item]
code = 10
item_id = 3,4,5,21,22,23,42,43,44,62,63,64,82,83,84,103,104,56

[item]
code = 11
item_id = 123,124,125,127,128,152,153,154,155,156,181,182,183,184,185

[item]
code = 12
item_id = 201,202,203,204,205,216,241,242,244,245,246,248,250,251

[item]G
code = 13
item_id = 121,123,124,,125,,127,131,151,152,153,154,155,156,181,182,183,185,172

[item]
code = 14
item_id = 4,5,6,7,23,24,25,43,44,45,62,63,64,83,84,85,86,103,104,105,106

[item]
code = 15
item_id = 124,125,126,127,128,153,154,155,156,159,182,183,184,185,187

[item]
code = 16
item_id = 201,202,203,206,207,212,216,217,220,221,241,242,244,245,246,247,248,250,262,251

[item]G
code = 17
item_id = 3,4,5,6,21,22,23,24,42,43,44,62,63,64,65,82,83,84,85,86,103,104,105,56

[item]
code = 18
item_id = 123,124,125,126,127,128,152,153,154,155,156,158,159,181,182,183,184,185,187,147,148

[item]
code = 19
item_id = 201,202,203,207,204,206,205,208,215,216,241,242,244,245,246,247,248,249,250,251

[item]
code = 20
item_id = 5,6,7,8,24,25,26,44,45,46,64,65,66,84,85,86,87,104,105,106

[item]
code = 21
item_id = 124,125,126,129,127,128,134,154,155,158,160,156,159,161,183,184,187,188,189,185,190,146

[item]
code = 22
item_id = 203,212,213,220,211,219,215,216,225,218,221,223,238,237,239,234,241,242,243,244,245,246,247,248,249,250,262,251

[item]
code = 23
item_id = 6,7,8,9,10,24,25,26,27,44,45,46,47,64,65,66,67,84,85,86,87,104,105,106,107

[item]
code = 24
item_id = 125,126,129,133,127,128,134,135,155,158,160,156,159,161,184,187,188,189,185,190,186

[item]
code = 25
item_id = 203,215,216,212,213,211,220,219,221,218,225,240,223,241,242,243,244,245,246,247,248,249,250,262,251

[item]			; ĤHWHa~, Ť@
code = 26
item_id = 246,241,241,241,241

[item]			; ĤHWHa~, Ť@
code = 27
item_id = 241,246,1,21,242

[item]							; ĤHWHa~, Ť@
code = 28
item_id = 246,241,241,241,249

[item]							; ĤHWHa~, Ť@
code = 29
item_id = 242,245,28,252,209

[item]							; ĤHWHa~, Ť@
code = 30
item_id = 241,246,247,248,217

[item]							; ĤHWHa~, Ť@
code = 31
item_id = 241,246,241,246,124

[item]							; ĤHWHa~, Ť@
code = 32
item_id = 241,246,153,182,201

[item]							; ĤHWHa~, Ť@
code = 33
item_id = 241,246,154,217,216

[item]							; ĤHWHa~, Ť@
code = 34
item_id = 242,244,250,253,212

[item]							; ĤHWHa~, ŤG
code = 35
item_id = 242,244,250,234,240

[item]							; ĤHWHa~, ŤG
code = 36
item_id = 242,244,218,237,218

[item]							; ĤHWHa~, ŤG
code = 37
item_id = 241,246,242,244,251

[item]							; ĤHWHa~, ŤG
code = 38
item_id = 242,244,202,238,239

[item]							; ĤHWHa~, ŤG
code = 39
item_id = 241,246,242,203,237

[item]							; ĤHWHa~, ŤG
code = 40
item_id = 241,246,242,244,208

[item]							; ĤHWHa~, ŤG
code = 41
item_id = 263,51,167,167,263

[item]							; ĤHWHa~, ŤG
code = 42
item_id = 242,244,204,238,239

[item]							; ĤHWHa~, ŤG
code = 43
item_id = 243,263,301,193,193,301

[item]							; ĤHWHa~, ŤT
code = 44
item_id = 253,254,140,291,292,140

[item]							; ĤHWHa~, ŤT
code = 45
item_id = 141,255,256,257,293,28,141

[item]							; ĤHWHa~, ŤT
code = 46
item_id = 242,244,258,259,260,221,240

[item]							; ĤHWHa~, ŤT
code = 47
item_id = 136,30,243,69,225,233,243

[item]							; ĤHWHa~, ŤT
code = 48
item_id = 245,251,252,218,219,224

[item]							; ĤHWHa~, ť|
code = 49
item_id = 252,245,251,29,222,29;

[item]							; ĤHWHa~, ť|
code = 50
item_id = 263,252,236,50,239,236,236

[item]							; ĤHWHa~, ť|
code = 51
item_id = 111,13,70,70,30,13,30

[item]							; ĤHWHa~, ť|
code = 52
item_id = 229,230,231,232,233,50

[item]							; ĤHWHa~, Ť
code = 53
item_id = 291,292,293,294,295,296,297,298,299,300,301

[item]							; ĤHWHa~, Ť
code = 54
item_id = 68,69,50,91,92,110

[item]							; ĤHWHa~, Ť
code = 55
item_id = 109,110,140,141,166,300

[item]							; ĤHWHa~, Ť
code = 56
item_id = 164,188,189,190,191,109

[item]							; FJ
code = 57
item_id = 5,6,7,8,9,10,11,12,24,25,26,27,28,44,45,46,47,48,64,65,66,67,68,84,85,86,87,88,104,105,106,107,108,109,56

[item]
code = 58
item_id = 126,129,132,136,127,128,134,135,145,155,158,160,162,165,159,161,163,157,184,185,187,188,189,190,191,192

[item]
code = 59
item_id = 203,215,216,213,214,217,220,219,211,221,222,225,218,228,223,224,302,303,242,243,244,245,247,248,249,250,262,251,263

[item]							; ྤ𥧴
code = 60
item_id = 201,203,237,216,222,218,226,229,243,244,245,246,247,248,249,250,251,263,252

[item]							; ȹp
code = 61
item_id = 202,209,215,222,229,218,219,231,230,224,303,304,195,196

[item]							; ȹp
code = 62
item_id = 241,242,243,244,245,246,247,248,249,251,263,252,257,259,260,258,261
; -----------------------------------------------------------------------------
[town_event]						; کiZ
code = 1							; from 1 start
show_name = 32						; 
item_code = 1						; map to shop item list table above
event = teShapeMessage,SHAPE\FACE0073.SHP,876,869,0
event = teCreateShop,32

[town_event]						; کi@ҩ
code = 2
show_name = 33
item_code = 2
event = teShapeMessage,SHAPE\FACE0073.SHP,877,869,0
event = teCreateShop,33

[town_event]						; کiD㩱
code = 3
show_name = 34
item_code = 3
event = teShapeMessage,SHAPE\FACE0061.SHP,878,869,0
event = teCreateShop,34

[town_event]						; hZ
code = 4
show_name = 32
item_code = 4						; map to shop item list table above
event = teShapeMessage,SHAPE\FACE0073.SHP,876,867,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,868,0

[town_event]						; h@ҩ
code = 5
show_name = 33
item_code = 5
event = teShapeMessage,SHAPE\FACE0082.SHP,877,869,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0082.SHP,877,870,0

[town_event]						; hD㩱
code = 6
show_name = 34
item_code = 6
event = teShapeMessage,SHAPE\FACE0079.SHP,878,869,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,878,870,0

[town_event]						; hs]
code = 7
show_name = 31
event = teShapeMessage,SHAPE\FACE0083.SHP,897,871,0
;event = teAddSelfTE,7,4,8,12,13,14
;
event = teAppearSecretMan,town_h,7,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]						; hs]
code = 8
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,874,0
event = tePlayerMessage,SID_pگǼw,879,0
event = teShapeMessage,SHAPE\FACE0073.SHP,875,880,0

[town_event]					; کi
code = 9
show_name = 30
event = teShapeMessage,SHAPE\FACE0062.SHP,656,858,0
event = tePlayerMessage,SID_pگǼw,859,0
event = teShapeMessage,SHAPE\FACE0062.SHP,656,860,0
event = tePlayerMessage,SID_pگǼw,861,0

[town_event]					; کi
code = 10
show_name = 30
event = teShapeMessage,SHAPE\FACE0062.SHP,656,858,0
event = tePlayerMessage,SID_pگǼw,862,0
event = teShapeMessage,SHAPE\FACE0062.SHP,656,863,0
event = teGetGold,2000
event = tePlayerMessage,SID_pگǼw,1619,0
;
event = teSetExecEvent,town_کi,11

[town_event]					; کiG
code = 11
show_name = 30
event = teShapeMessage,SHAPE\FACE0062.SHP,656,864,0
event = teSetExecEvent,town_کi,0

[town_event]						; hs]ͤk
code = 12
show_name = 897
event = teShapeMessage,SHAPE\FACE0083.SHP,897,872,0
event = tePlayerMessage,SID_{R,380,0
event = tePlayerMessage,SID_~J,873,0

[town_event]						; hs]~H
code = 13
show_name = 882
event = teShapeMessage,SHAPE\FACE0078.SHP,882,881,0

[town_event]						; hs]Ȧ
code = 14
show_name = 883
event = teShapeMessage,SHAPE\FACE0088.SHP,883,884,0
event = tePlayerMessage,SID_pگǼw,885,0
event = tePlayerMessage,SID_{R,886,0
event = tePlayerMessage,SID_pگǼw,887,0
event = tePlayerMessage,SID_~J,888,0
event = tePlayerMessage,SID_pگǼw,889,0
event = tePlayerMessage,SID_~J,890,0
event = tePlayerMessage,SID_pگǼw,891,0
event = tePlayerMessage,SID_{R,892,0
event = tePlayerMessage,SID_~J,893,0
event = tePlayerMessage,SID_{R,894,0
event = tePlayerMessage,SID_{R,895,0
event = tePlayerMessage,SID_pگǼw,896,0
event = teDeleteSelfTE,7,1,14,teAddSelfTE,7,1,15

[town_event]						; hs]Ȧ̤G
code = 15
show_name = 883
event = teShapeMessage,SHAPE\FACE0088.SHP,883,884,0

[town_event]						; uFZ
code = 16							; from 1 start
show_name = 32						; 
item_code = 7						; map to shop item list table above
event = teShapeMessage,SHAPE\FACE0073.SHP,876,916,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,918,0

[town_event]						; uF@ҩ
code = 17
show_name = 33
item_code = 8
event = teShapeMessage,SHAPE\FACE0073.SHP,877,916,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,918,0

[town_event]						; uFD㩱
code = 18
show_name = 34
item_code = 9
event = teShapeMessage,SHAPE\FACE0079.SHP,878,919,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,878,921,0

[town_event]						; uF
code = 19
show_name = 30
event = tePlayerMessage,SID_[,909,0
event = tePlayerMessage,SID_pگǼw,910,0,tePlayerMessage,SID_pگǼw,911,0
;event = tePlayerMessage,SID_{R,912,0
event = teShapeMessage,SHAPE\FACE0077.SHP,1,912,0
event = tePlayerMessage,SID_pگǼw,913,0
event = tePlayerMessage,SID_[,914,0,tePlayerMessage,SID_pگǼw,915,0
;
event = teSetExecEvent,town_uF,0

[town_event]						; uFs]
code = 20
show_name = 31
event = teShapeMessage,SHAPE\FACE0083.SHP,897,922,0
event = teAppearSecretMan,town_uF,20,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]						; uFs]
code = 21
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,923,0

[town_event]						; uFs]~H
code = 22
show_name = 925
event = teShapeMessage,SHAPE\FACE0071.SHP,925,926,0
event = teShapeMessage,SHAPE\FACE0071.SHP,925,927,0

[town_event]						; uFs]UhL
code = 23
show_name = 949
event = teShapeMessage,SHAPE\FACE0023.SHP,928,932,0
event = teShapeMessage,SHAPE\FACE0023.SHP,929,933,0
event = teShapeMessage,SHAPE\FACE0023.SHP,930,934,0,teShapeMessage,SHAPE\FACE0023.SHP,930,935,0
event = teShapeMessage,SHAPE\FACE0023.SHP,928,936,0
event = teShapeMessage,SHAPE\FACE0024.SHP,931,937,0,teShapeMessage,SHAPE\FACE0024.SHP,931,938,0
event = tePlayerMessage,SID_pگǼw,939,0
event = teShapeMessage,SHAPE\FACE0024.SHP,931,940,0
event = tePlayerMessage,SID_pگǼw,941,0
event = teShapeMessage,SHAPE\FACE0024.SHP,931,942,0
event = tePlayerMessage,SID_pگǼw,943,0
event = tePlayerMessage,SID_[,944,0
event = teShapeMessage,SHAPE\FACE0024.SHP,931,945,0
event = teShapeMessage,SHAPE\FACE0023.SHP,928,678,0
event = tePlayerMessage,SID_[,946,0
event = tePlayerMessage,SID_pگǼw,947,0
event = tePlayerMessage,SID_~J,948,0
event = teDeleteSelfTE,20,2,21,23,teAddSelfTE,20,1,24
;
event = teSetNextPlayLevelEvent,6,6

[town_event]						; uFs]G
code = 24
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,924,0

[town_event]						; uFƥ
code = 25
show_name = 875
event = tePlayerMessage,SID_pگǼw,1153,0

[town_event]						; uFs]T
code = 26
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,1154,0

[town_event]						; uFs]kȤH
code = 27
show_name = 1155
event = teShapeMessage,SHAPE\FACE0080.SHP,1155,1156,0
event = teAddTE,town_uF,20,1,28

[town_event]						; uFs]
code = 28
show_name = 244
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1157,0
event = teDelay,10,tePlayerMessage,SID_{R,1158,0
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1159,0
event = tePlayerMessage,SID_,1160,0
event = tePlayerMessage,SID_[,1161,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1162,0,tePlayerMessage,SID_pگǼw,1163,0
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1164,0
event = tePlayerMessage,SID_[,1165,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1166,0,teDelay,10
event = tePlayerMessage,SID_{R,1167,0
event = tePlayerMessage,SID_pگǼw,1168,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1169,0
;
event = teDeleteSelfTE,20,0,teAddSelfTE,20,3,29,30,31

[town_event]						; uFs]|
code = 29
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,1170,0

[town_event]						; uFs]kȤHG
code = 30
show_name = 1155
event = teShapeMessage,SHAPE\FACE0080.SHP,1155,1171,0
event = tePlayerMessage,SID_[,774,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1172,0,teDelay,10
event = tePlayerMessage,SID_{R,1173,0,tePlayerMessage,SID_{R,1174,0
event = tePlayerMessage,SID_pگǼw,1175,0
event = tePlayerMessage,SID_{R,1176,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1177,0,tePlayerMessage,SID_pگǼw,1178,0
event = tePlayerMessage,SID_{R,1179,0
;
event = teBMClearPointFlag,11,bmpmHidden
event = teBMClearTrackFlag,10,bmpmHidden
event = teBMSetShowTrackPoint,town_ҦhO
event = teBMSetPointEvent,town_ҦhO,900,bmpmGeneral
event = teSetTownExecEvent,town_uF,0
;
event = teAddTE,town_,33,0
event = teAddTE,town_,34,0
event = teAddTE,town_,35,0
;event = teAddTE,town_,36,4,37,38,39,40
event = teAddTE,town_,36,3,37,38,39
event = teAddTE,town_,41,3,42,43,44
event = teSetTownExecEvent,town_,32
;
event = teDeleteSelfTE,20,1,30

[town_event]						; uFs]G
code = 31
show_name = 244
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1180,0

[town_event]						; uFs]
code = 103
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,1181,0

[town_event]						; uFs]kȤHT
code = 104
show_name = 1155
event = teShapeMessage,SHAPE\FACE0080.SHP,1155,1182,0

[town_event]						;;;
code = 105
show_name = 1188
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1183,0

[town_event]						; uFs]T
code = 106
show_name = 244
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1196,0,teDelay,10
event = teSelectInsertEvent,SID_pگǼw,2,1197,111,1198,112

[town_event]
code = 107
show_name = 1188
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1184,0
event = tePlayerMessage,SID_pگǼw,1185,0
event = teSelectInsertEvent,SID_pگǼw,2,1186,108,1187,109

[town_event]						; uFs]Ni@
code = 108
show_name = 1188
event = teCheckItemExecEvent,203,191,1
;event = teCheckItemExecEvent,203,0,1
;
;event = teAddOverScore,gameoverID3,2
;event = teAddOverScore,gameoverID2,-2
;;
;event = teExecEvent,109
event = tePlayerMessage,SID_pگǼw,2569,0

[town_event]
code = 191
event = teAddOverScore,gameoverID3,2
event = teAddOverScore,gameoverID2,-2
;
event = teExecEvent,109

[town_event]
code = 109
show_name = 1188
event = teCheckItemExecEvent,282,0,1
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1189,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1190,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1191,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1192,0
event = tePlayerMessage,SID_{R,1193,0
event = teShapeMessage,SHAPE\FACE0071.SHP,1188,1194,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1195,0
event = teAddOverScore,gameoverID2,2
event = teDeleteSelfTE,20,1,107
event = teAddTE,town_,92,1,102
event = teDeleteTE,town_,92,1,101

[town_event]
code = 110
show_name = 1378
event = teCheckMoney,500,-1,1378,1282
event = teShapeMessage,SHAPE\FACE0061.SHP,1378,1194,0
event = teSetNextPlayLevelEvent,town_FJ,gameBigMapLevel

[town_event]				; uFs]@
code = 111
show_name = 244
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1199,0

[town_event]				; uFs]G
code = 112
show_name = 244
event = teShapeMessage,SHAPE\FACE0075.SHP,244,1200,0
; ------------------------------------------------------------------
[town_event]						; Ĥ@
code = 32
show_name = 244
event = tePlayerMessage,SID_{R,1202,0
event = tePlayerMessage,SID_[,1203,0,
event = tePlayerMessage,SID_{R,380,0,teDelay,20
event = tePlayerMessage,SID_~J,1204,0,teDelay,10
event = tePlayerMessage,SID_{R,1205,0
event = teSetExecEvent,town_,0
;
event = teAddTE,town_RB,55,4,56,57,58,59
event = teAddTE,town_RB,54,0
event = teAddTE,town_RB,72,1,73
event = teSetExecEvent,town_RB,53

[town_event]						; Z
code = 33							; from 1 start
show_name = 32						; 
item_code = 10						; map to shop item list table above
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1206,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1208,0

[town_event]						; @ҩ
code = 34
show_name = 33
item_code = 11
event = teShapeMessage,SHAPE\FACE0073.SHP,877,1206,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,1208,0

[town_event]						; D㩱
code = 35
show_name = 34
item_code = 12
event = teShapeMessage,SHAPE\FACE0079.SHP,1209,1210,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,1209,1212,0

[town_event]						; s]
code = 36
show_name = 31
event = teShapeMessage,SHAPE\FACE0082.SHP,875,1213,0
event = teAppearSecretMan,town_,36,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]						; s]
code = 37
show_name = 875
event = teShapeMessage,SHAPE\FACE0082.SHP,875,1214,0
event = teAddSelfTE,36,1,46
event = teDeleteSelfTE,36,1,37

[town_event]						; s]
code = 38
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,1217,0
event = teAddSelfTE,36,1,47
event = teDeleteSelfTE,36,1,38

[town_event]						; s]ϱ
code = 39
show_name = 1219
event = teShapeMessage,SHAPE\FACE0076.SHP,1219,1220,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0076.SHP,1219,1221,0

[town_event]						; s]~H
code = 40
show_name = 882
event = teShapeMessage,SHAPE\FACE0078.SHP,1219,1222,0
event = teAddTE,town_Fù,161,1,164

[town_event]						; f
code = 41
show_name = 1281
event = teCreateSubEventMenu

[town_event]						; f
code = 42
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1224,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1225,0
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1226,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1227,0
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1228,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1229,0
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1230,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1231,0
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1232,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1233,0
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1234,0
event = teAddSelfTE,41,1,48
event = teDeleteSelfTE,41,1,42

[town_event]						; fhBuH
code = 43
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,1236,0
event = teAddSelfTE,41,1,49
event = teDeleteSelfTE,41,1,43
;
event = teBMClearPointFlag,17,bmpmHidden
event = teBMClearTrackFlag,15,bmpmHidden
event = teBMSetShowTrackPoint,town_uF

[town_event]						; f
code = 44
show_name = 1263
event = teShapeMessage,SHAPE\FACE0086.SHP,1263,1244,0

[town_event]						; uF@ҩG
code = 45
show_name = 33
item_code = 13
event = teShapeMessage,SHAPE\FACE0073.SHP,877,916,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,918,0

[town_event]						; s]G
code = 46
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,1215,0

[town_event]						; s]G
code = 47
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,1218,0

[town_event]						; fG
code = 48
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1239,0
event = teSelectInsertEvent,SID_pگǼw,2,1240,51,1241,52

[town_event]						; fhBuHG
code = 49
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,1237,0
;event = teBMClearPointFlag,17,bmpmHidden
;event = teBMClearTrackFlag,15,bmpmHidden
;event = teBMSetShowTrackPoint,town_uF

[town_event]						; fhBuHT
code = 50
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,1238,0

[town_event]						; fG@
code = 51
show_name = 1235
event = teCheckMoney,500,-1,1223,1282
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1242,0,teDelay,40
event = teBMClearPointFlag,town_RB,bmpmHidden
event = teBMSetPointMode,town_RB,gameBMShow
;
event = teSetNextPlayLevelEvent,town_RB,gameBigMapLevel

[town_event]						; fGG
code = 52
show_name = 1235
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1243,0

[town_event]						; ZG
code = 124
show_name = 32						; 
item_code = 17
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1207,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1208,0

[town_event]						; @ҩG
code = 125
show_name = 33
item_code = 18
event = teShapeMessage,SHAPE\FACE0073.SHP,877,1207,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,1208,0

[town_event]						; D㩱G
code = 126
show_name = 34
item_code = 19
event = teShapeMessage,SHAPE\FACE0079.SHP,1209,1211,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,1209,1212,0

[town_event]						; s]
code = 127
show_name = 875
event = teShapeMessage,SHAPE\FACE0073.SHP,875,1246,0

[town_event]						; s]
code = 128
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,1247,0

[town_event]						; s]ϱ
code = 129
show_name = 1219
event = teShapeMessage,SHAPE\FACE0048.SHP,1219,1248,0,teDelay,10
event = tePlayerMessage,SID_{R,1249,0
event = teShapeMessage,SHAPE\FACE0048.SHP,1219,1250,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1251,0

[town_event]						; fhBuH(Jҥ)
code = 130
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,1252,0
event = teAddSelfTE,134,2,135,136
event = teDeleteSelfTE,41,1,130

[town_event]						; f
code = 131
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1254,0
event = teSelectInsertEvent,SID_pگǼw,2,1255,138,1256,139

[town_event]						; f
code = 132
show_name = 1263
event = teShapeMessage,SHAPE\FACE0086.SHP,1263,1244,0

[town_event]						; fhBuH(JҦ`)
code = 133
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,1253,0

[town_event]						; JҪa
code = 134
show_name = 1265
event = teShapeMessage,SHAPE\FACE0083.SHP,1266,1267,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1268,0
event = teShapeMessage,SHAPE\FACE0083.SHP,1266,1269,0
event = teCreateSubEventMenu

[town_event]						; JҪaĤH
code = 135
show_name = 1266
event = teShapeMessage,SHAPE\FACE0083.SHP,1266,1690,0,teDelay,10

[town_event]						; J
code = 136
show_name = 1270
event = teShapeMessage,SHAPE\FACE0064.SHP,1270,1271,0
event = tePlayerMessage,SID_pگǼw,1272,0
event = teCheckItemExecEvent,281,0,1,teDelay,20
event = teShapeMessage,SHAPE\FACE0064.SHP,1270,1273,0
event = tePlayerMessage,SID_pگǼw,1274,0
event = teShapeMessage,SHAPE\FACE0064.SHP,1270,1275,0
event = tePlayerMessage,SID_pگǼw,1276,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0064.SHP,1270,1277,0
;
event = teGetItem,253,3,teGetItem,254,3,teGetItem,255,3,teGetItem,256,3
event = teGetItem,257,3,teGetItem,258,3,teGetItem,259,3,teGetItem,260,3
event = tePlayerMessage,SID_pگǼw,1278,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1279,0
;
event = teAddSelfTE,134,1,137
event = teDeleteSelfTE,134,1,136

[town_event]						; JҤG
code = 137
show_name = 1270
event = teShapeMessage,SHAPE\FACE0064.SHP,1270,1280,0

[town_event]						; f@
code = 138
show_name = 1235
;
event = teDeleteSelfTE,41,1,131
event = teAddSelfTE,41,1,140
;
event = teCheckMoney,1000,-1,1223,1282
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1257,0,teDelay,10
event = teBMClearTrackFlag,11,bmpmHidden,teBMClearPointFlag,12,bmpmHidden
event = teBMClearTrackFlag,12,bmpmHidden,teBMClearPointFlag,13,bmpmHidden
;
event = teBMSetTrackMode,10,gameBMShowHidden,teBMSetTrackFlag,10,bmpmHidden
;
event = teSetExecEvent,town_,152
event = teSetBMWalkToPoint,town_,12
;
;event = teSetNextPlayLevelEvent,11,gameBigMapLevel

[town_event]						; ^fMu
code = 152
event = teBMSetTrackMode,11,gameBMShowHidden,teBMSetTrackMode,12,gameBMShowHidden
event = teBMSetTrackFlag,11,bmpmHidden,teBMSetTrackFlag,12,bmpmHidden
;
event = teBMClearTrackFlag,10,bmpmHidden,teBMSetTrackMode,10,gameBMShow
;
event = teSetExecEvent,town_,0

[town_event]						; fG
code = 139
show_name = 1235
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1258,0
;
event = teDeleteSelfTE,41,1,131
event = teAddSelfTE,41,1,140

[town_event]						; fGG
code = 140
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1259,0
event = teSelectInsertEvent,SID_pگǼw,3,1260,51,1261,138,1262,139
; ------------------------------------------------------------------
[town_event]						; RBĤ@iJ
code = 53
show_name = 330
event = teShapeMessage,SHAPE\FACE0070.SHP,1283,1284,0
event = tePlayerMessage,SID_pگǼw,1285,0
event = teShapeMessage,SHAPE\FACE0070.SHP,1283,380,0,tePlayerMessage,SID_pگǼw,380,0
event = teDelay,10,tePlayerMessage,SID_pگǼw,1286,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0070.SHP,1283,1287,0
event = teSetExecEvent,town_RB,0
;
event = teBMSetPointEventNotVisit,17,902,0
;
event = teExecEvent,54

[town_event]						; RB
code = 54
show_name = 1315
event = tePlaySound,WAV\WALK0016.WAV,teDelay,100
event = teShapeMessage,SHAPE\FACE0070.SHP,1283,1288,0
event = tePlayerMessage,SID_pگǼw,1289,0
event = teExecEvent,71
;event = tePlayerSelectInsertEvent,-1,1,8,SID_pگǼw,61,SID_{R,62,SID_[,63,SID_~J,64,SID_,65,SID_pS,66,SID_z,67,SID_Jù,68

[town_event]						; RBjU
code = 55
show_name = 1309
event = teCreateSubEventMenu

[town_event]						; RBjUkxA
code = 56
show_name = 1311
event = teShapeMessage,SHAPE\FACE0070.SHP,1311,1316,0

[town_event]						; RBjUkxB
code = 57
show_name = 1312
event = teShapeMessage,SHAPE\FACE0070.SHP,1312,1319,0

[town_event]						; RBjU
code = 58
show_name = 1313
event = teShapeMessage,SHAPE\FACE0088.SHP,1313,1322,0

[town_event]						; RBjUѯx
code = 59
show_name = 1314
event = teCheckItemExecEvent,285,60,1
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1325,0

[town_event]						; RBjUѯxGA
code = 60
show_name = 1314
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1326,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1327,0
event = tePlaySound,WAV\WALK0016.WAV,teDelay,100
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1328,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1329,0,teDelay,10
event = tePlaySound,WAV\OPEN0001.WAV,teDelay,60
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1330,0,tePlayerMessage,SID_pگǼw,1331,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1332,0,teDelay,10,tePlayerMessage,SID_~J,1333,0
event = teDelay,10,teShapeMessage,SHAPE\FACE0072.SHP,1314,1334,0,teDelay,10
event = tePlaySound,WAV\OPEN0001.WAV,teDelay,40
event = tePlaySound,WAV\MOVE0001.WAV,teDelay,60
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1335,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1336,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1337,0,teDelay,10
event = tePlaySound,WAV\WALK0016.WAV,teDelay,100
;
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1338,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1339,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1340,0,teDelay,10,teShapeMessage,SHAPE\FACE0072.SHP,1314,1341,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1342,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1343,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1344,0,teDelay,20
;
event = teDeleteTE,town_RB,55,1,57
event = teAddTE,town_RB,55,3,83,57,84
event = teDeleteTE,town_RB,55,3,56,58,59
event = teAddTE,town_RB,76,2,77,78

[town_event]						; RB, pگǼwɯ
code = 61
event = tePlayerMessage,SID_pگǼw,1290,0
event = teCheckJobUp,SID_pگǼw,1298,71
event = teDelay,60,tePlayerMessage,SID_pگǼw,1301,0
event = teExecEvent,71

[town_event]						; RB, {Rɯ
code = 62
event = tePlayerMessage,SID_{R,1291,0
event = teCheckJobUp,SID_{R,1298,71
event = teDelay,60,tePlayerMessage,SID_{R,1302,0
event = teExecEvent,71

[town_event]						; RB, [ɯ
code = 63
event = tePlayerMessage,SID_[,1292,0
event = teCheckJobUp,SID_[,1298,71
event = teDelay,60,tePlayerMessage,SID_[,1303,0
event = teExecEvent,71

[town_event]						; RB, ~Jɯ
code = 64
event = tePlayerMessage,SID_~J,1293,0
event = teCheckJobUp,SID_~J,1298,71
event = teDelay,60,tePlayerMessage,SID_~J,1304,0
event = teExecEvent,71

[town_event]						; RB, Ԥɯ
code = 65
event = tePlayerMessage,SID_,1294,0
event = teCheckJobUp,SID_,1298,71
event = teDelay,60,tePlayerMessage,SID_,1305,0
event = teExecEvent,71

[town_event]						; RB, pSɯ
code = 66
event = tePlayerMessage,SID_pS,1295,0
event = teCheckJobUp,SID_pS,1298,71
event = teDelay,60,tePlayerMessage,SID_pS,1306,0
event = teExecEvent,71

[town_event]						; RB, zɯ
code = 67
event = tePlayerMessage,SID_z,1296,0
event = teCheckJobUp,SID_z,1298,71
event = teDelay,60,tePlayerMessage,SID_z,1307,0
event = teExecEvent,71

[town_event]						; RB, Jùɯ
code = 68
event = tePlayerMessage,SID_Jù,1297,0
event = teCheckJobUp,SID_Jù,1298,71
event = teDelay,60,tePlayerMessage,SID_Jù,1308,0
event = teExecEvent,71

[town_event]						; RB, pگǼwɯŤG
code = 69
event = teCheckItemExecEvent,283,79,0
event = tePlayerMessage,SID_pگǼw,1346,0
event = teExecEvent,87

[town_event]						; RB, {RɯŤG
code = 70
event = teCheckItemExecEvent,284,80,0
event = tePlayerMessage,SID_{R,1346,0
event = teExecEvent,87

[town_event]						; RBG
code = 71
show_name = 1315
event = tePlayerSelectInsertEvent,-1,1,8,SID_pگǼw,61,SID_{R,62,SID_[,63,SID_~J,64,SID_,65,SID_pS,66,SID_z,67,SID_Jù,68

[town_event]						; RBf
code = 72
show_name = 1281
event = teCreateSubEventMenu

[town_event]						; RBf
code = 73
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1355,0
event = teSelectInsertEvent,SID_pگǼw,2,1356,74,1357,75

[town_event]						; RBf, @^h
code = 74
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1242,0,teDelay,40
event = teSetNextPlayLevelEvent,town_,gameBigMapLevel

[town_event]						; RBf, G
code = 75
show_name = 1223
event = teShapeMessage,SHAPE\FACE0085.SHP,1223,1234,0

[town_event]						; RB, 
code = 76
show_name = 1310
event = teCreateSubEventMenu

[town_event]						; RB, ϬD
code = 77
show_name = 1358
event = tePlayerMessage,SID_pگǼw,1345,0,teDelay,20
event = teExecEvent,87

[town_event]						; RB, Ϧѯx@
code = 78
show_name = 1314
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1351,0

[town_event]						; RB, Ϥɯ
code = 79
event = tePlayerMessage,SID_pگǼw,1347,0
event = teCheckJobUp2,SID_pگǼw,1298,87
event = teCheckItemExecEvent,283,0,1
event = teDelay,60,tePlayerMessage,SID_pگǼw,1349,0
;
event = teCheckTEExist,town_RB,76,81,87
event = teCheckTEExist,town_RB,76,82,87
event = teAddTE,town_RB,76,1,81
event = teDeleteTE,town_RB,76,1,78
event = teDeleteTE,town_RB,55,1,57
event = teAddTE,town_RB,55,3,85,57,86
event = teDeleteTE,town_RB,55,2,83,84
;
event = teExecEvent,87

[town_event]						; RB, Ϥɯ
code = 80
event = tePlayerMessage,SID_{R,1348,0
event = teCheckJobUp2,SID_{R,1298,87
event = teCheckItemExecEvent,284,0,1
event = teDelay,60,tePlayerMessage,SID_{R,1350,0
;
event = teCheckTEExist,town_RB,76,81,87
event = teCheckTEExist,town_RB,76,82,87
event = teAddTE,town_RB,76,1,81
event = teDeleteTE,town_RB,76,1,78
event = teDeleteTE,town_RB,55,1,57
event = teAddTE,town_RB,55,3,85,57,86
event = teDeleteTE,town_RB,55,2,83,84
;
event = teExecEvent,87

[town_event]						; RB, ϦѯxG
code = 81
show_name = 1314
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1352,0
event = teAddTE,town_RB,76,1,82
event = teDeleteTE,town_RB,76,1,81

[town_event]						; RB, ϦѯxT
code = 82
show_name = 1314
event = teShapeMessage,SHAPE\FACE0072.SHP,1314,1353,0

[town_event]						; RBjUkxAG
code = 83
show_name = 1311
event = teShapeMessage,SHAPE\FACE0070.SHP,1311,1317,0

[town_event]						; RBjṲG
code = 84
show_name = 1313
event = teShapeMessage,SHAPE\FACE0088.SHP,1313,1323,0

[town_event]						; RBjUkxAT
code = 85
show_name = 1311
event = teShapeMessage,SHAPE\FACE0070.SHP,1311,1318,0

[town_event]						; RBjṲT
code = 86
show_name = 1313
event = teShapeMessage,SHAPE\FACE0088.SHP,1313,1324,0

[town_event]						; RBϤɯſ
code = 87
show_name = 1313
event = tePlayerSelectInsertEvent,-1,2,2,SID_pگǼw,69,SID_{R,70
; -----------------------------------------------------------------------------
[town_event]						; Ĥ@iJ
code = 88
show_name = 1
event = tePlayerMessage,SID_pS,1571,0,teDelay,10
event = tePlayerMessage,SID_pS,1572,0,teDelay,10
event = tePlayerMessage,SID_,1573,0,teDelay,10
event = tePlayerMessage,SID_pS,1574,0,teDelay,20
event = tePlayerMessage,SID_,1575,0,teDelay,10
event = tePlayerMessage,SID_pS,1576,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1577,0,teDelay,20
;
event = teSetExecEvent,town_,0

[town_event]						; Z
code = 89
show_name = 32						; 
item_code = 14
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1578,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1579,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,1580,0

[town_event]						; @ҩ
code = 90
show_name = 33
item_code = 15
event = teShapeMessage,SHAPE\FACE0073.SHP,877,869,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,1580,0

[town_event]						; D㩱
code = 91
show_name = 34
item_code = 16
event = teShapeMessage,SHAPE\FACE0079.SHP,878,1581,0
event = tePlayerMessage,SID_pگǼw,1476,0
event = teShapeMessage,SHAPE\FACE0079.SHP,878,1582,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,878,1583,0

[town_event]						; s]
code = 92
show_name = 31
event = teShapeMessage,SHAPE\FACE0083.SHP,1584,1210,0
event = teAppearSecretMan,town_,92,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]						; s]Aȥ
code = 93
show_name = 1584
event = teShapeMessage,SHAPE\FACE0083.SHP,1584,1585,0

[town_event]						; s]~k
code = 94
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1587,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1588,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1589,0
event = teSelectInsertEvent,SID_pگǼw,2,1590,98,1591,99

[town_event]						; s]ѤH
code = 95
show_name = 1605
event = teShapeMessage,SHAPE\FACE0082.SHP,1605,1606,0

[town_event]						; s]kl
code = 96
show_name = 1607
event = teMenuMoveOut
event = teSetSecretAppearRatio,8
event = teAppearSecretMan,town_,92,1
event = teDeleteSelfTE,92,1,96
event = teExecEvent,123

[town_event]						; s]lH
code = 97
show_name = 1624
event = teShapeMessage,SHAPE\FACE0081.SHP,1624,1625,0
;
event = teBMClearTrackFlag,20,bmpmHidden
event = teBMClearPointFlag,22,bmpmHidden
event = teBMSetShowTrackPoint,21

[town_event]						; s]~kʿܤ@
code = 98
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1592,0,teDelay,40
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1593,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1594,0
;
event = teGetGold,1000
event = teGetItem,282,1,teGetItem,203,1
event = tePlayerMessage,SID_pگǼw,1595,0
;
event = teDeleteSelfTE,92,2,94,100
event = teAddSelfTE,92,1,101
;
event = teDeleteTE,town_uF,20,1,105
event = teAddTE,town_uF,20,1,107

[town_event]						; s]~kʿܤG
code = 99
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1596,0
event = teDeleteSelfTE,92,1,94
event = teAddSelfTE,92,1,100

[town_event]						; s]~kʤG
code = 100
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1597,0
event = teSelectInsertEvent,SID_pگǼw,2,1590,98,1591,99

[town_event]						; s]~kʤT
code = 101
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1598,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1599,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1600,0

[town_event]						; s]~kʥ|()
code = 102
show_name = 1586
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1598,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1601,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1602,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1603,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0079.SHP,1586,1604,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,380,0,
event = teDeleteSelfTE,92,1,102

[town_event]						; s]klG
code = 113
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1609,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]klT
code = 114
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1610,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]kl|
code = 115
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1611,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]kl
code = 116
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1612,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]kl
code = 117
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1613,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]klC
code = 118
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1614,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]klK
code = 119
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1615,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]klE
code = 120
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1616,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122

[town_event]						; s]kl@
code = 121
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1620,0
event = teSecretManBuyThing,-1,1607,1282,122
;
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1622,0
event = teDeleteSecretMan

[town_event]						; s]klG
code = 122
show_name = 1607
;
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1623,0
event = teDeleteSecretMan

[town_event]						; s]kl
code = 123
show_name = 1607
event = teShapeMessage,SHAPE\FACE0084.SHP,1607,1608,0
event = teSelectInsertEvent,SID_pگǼw,2,1617,121,1618,122
; ---------------------------------------------------------------------------
[town_event]						; Ĥ@iJϱڳ
code = 141
show_name = 1607
event = tePlayerMessage,SID_{R,1729,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1730,0
event = tePlayerMessage,SID_[,1731,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1732,0,teDelay,10
event = tePlayerMessage,SID_[,1733,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1734,0
event = teSetExecEvent,town_ϱڳ,0

[town_event]						; ϱڳZ
code = 142
show_name = 32						; 
item_code = 20
event = teShapeMessage,SHAPE\FACE0076.SHP,876,1738,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0076.SHP,876,1739,0

[town_event]						; ϱڳ@ҩ
code = 143
show_name = 33
item_code = 21
event = teShapeMessage,SHAPE\FACE0076.SHP,877,1738,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0076.SHP,877,1739,0

[town_event]						; ϱڳD㩱
code = 144
show_name = 34
item_code = 22
event = teShapeMessage,SHAPE\FACE0048.SHP,878,1741,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0048.SHP,878,1742,0

[town_event]						; ϱڳ|
code = 145
show_name = 1744
;event = teAppearSecretMan,town_ϱڳ,145,0
event = teCreateSubEventMenu
;event = teDeleteSecretMan

[town_event]						; ϱڳ|, ĺJh
code = 146
show_name = 1745
event = teShapeMessage,SHAPE\FACE0048.SHP,1745,1746,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1747,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0048.SHP,1745,1748,0
event = tePlayerMessage,SID_pگǼw,1749,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0048.SHP,1745,1750,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,1751,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0048.SHP,1745,1752,0

[town_event]						; ϱڳ|, ϱګC~
code = 147
show_name = 1753
event = teShapeMessage,SHAPE\FACE0048.SHP,1753,1754,0

[town_event]						; ϱڳ|, ϱڦѤH
code = 148
show_name = 1755
event = teShapeMessage,SHAPE\FACE0076.SHP,1755,1756,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1757,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0076.SHP,1755,1758,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0076.SHP,1755,1759,0,teDelay,10

[town_event]						; ϱڳ|, HǪ
code = 149
show_name = 1760
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1761,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1762,0
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1763,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1764,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1765,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1766,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1767,0,teDelay,10

[town_event]						; ϱڳ|, ϱڦѤHG
code = 150
show_name = 1755
event = teShapeMessage,SHAPE\FACE0076.SHP,1755,1768,0,teDelay,10

[town_event]						; ϱڳ|, HǪ̤G
code = 151
show_name = 1760
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1769,0
event = tePlayerMessage,SID_pگǼw,1770,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1771,0
event = tePlayerMessage,SID_pگǼw,1772,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1773,0,teShapeMessage,SHAPE\FACE0087.SHP,1760,1774,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,1775,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1776,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,797,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,1777,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1778,0
event = tePlayerMessage,SID_pگǼw,1779,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0087.SHP,1760,1780,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,1781,0,teDelay,10
;
event = teDeleteSelfTE,145,0
event = teAddSelfTE,145,2,147,148
;
;event = teBMSetPointEvent,13,13,0
;event = teBMClearPointFlag,13,bmpmTown
;event = teBMSetPointFlag,13,bmpmBattle
;event = teSetBMWalkToPoint,town_ϱڳ,13
event = teSetNextPlayLevelEvent,13,13

[town_event]						; ƥĤ@iJϱڳ
code = 153
show_name = 1607
event = tePlayerMessage,SID_pگǼw,1735,0,teDelay,10
event = tePlayerMessage,SID_{R,1736,0,teDelay,10
event = tePlayerMessage,SID_pS,1737,0
event = teSetExecEvent,town_ϱڳ,0

[town_event]						; ƥϱڳZ
code = 154
show_name = 32						; 
event = teShapeMessage,SHAPE\FACE0076.SHP,876,1740,0

[town_event]						; ƥϱڳ@ҩ
code = 155
show_name = 33
event = teShapeMessage,SHAPE\FACE0076.SHP,877,1740,0

[town_event]						; ƥϱڳD㩱
code = 156
show_name = 34
event = teShapeMessage,SHAPE\FACE0048.SHP,878,1743,0
; -----------------------------------------------------------------------------
[town_event]						; Ĥ@iJFù
code = 157
show_name = 34
event = tePlayerMessage,SID_pگǼw,2023,0,teDelay,10
event = tePlayerMessage,SID_pS,2024,0
event = teSetExecEvent,town_Fù,0

[town_event]						; FùȪZ
code = 158
show_name = 32						; 
item_code = 23
event = teShapeMessage,SHAPE\FACE0073.SHP,876,2025,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,2026,0

[town_event]						; Fù@ҩ
code = 159
show_name = 33
item_code = 24
event = teShapeMessage,SHAPE\FACE0079.SHP,877,2025,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0079.SHP,877,2026,0

[town_event]						; FùȹD㩱
code = 160
show_name = 34
item_code = 25
event = teShapeMessage,SHAPE\FACE0073.SHP,878,2027,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0073.SHP,878,2028,0

[town_event]						; FùȰs]
code = 161
show_name = 31
event = teShapeMessage,SHAPE\FACE0083.SHP,875,1210,0
event = teAppearSecretMan,town_Fù,161,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]						; FùȰs]
code = 162
show_name = 875
event = teShapeMessage,SHAPE\FACE0083.SHP,875,2029,0

[town_event]	; FùȰs]lڤk
code = 163
show_name = 2030
event = teShapeMessage,SHAPE\FACE0081.SHP,2030,2031,0
event = teSetNextPlayLevelEvent,town_uF,gameBigMapLevel

[town_event]
code = 164
show_name = 2032
event = teShapeMessage,SHAPE\FACE0088.SHP,2032,2033,0
event = teBMClearPointFlag,38,bmpmHidden
event = teBMClearTrackFlag,37,bmpmHidden
event = teBMSetShowTrackPoint,37

[town_event]
code = 165
show_name = 2055
event = tePlayerMessage,SID_pگǼw,2034,0
event = teExecEvent,167

[town_event]						; Ĥ@}Fù
code = 166
show_name = 875
event = tePlayerMessage,SID_[,2140,0
event = teExecEvent,167

[town_event]						; FùȰs]P{RH|X
code = 167
show_name = 2055
event = teDeleteSelfTE,161,1,165
event = teSetTownExitExecEvent,town_Fù,0
event = tePlayerMessage,SID_pگǼw,2035,0,teDelay,20
event = tePlayerMessage,SID_{R,718,0,tePlayerMessage,SID_~J,380,0
event = tePlayerMessage,SID_[,2036,0,tePlayerMessage,SID_{R,2037,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,2038,0,teDelay,20
event = tePlayerMessage,SID_{R,2039,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,2040,0,teDelay,20
event = teSetNextPlayLevelEvent,35,72
; -----------------------------------------------------------------------------
[town_event]						; Ĥ@iJFJ
code = 168
show_name = 2055
event = tePlayerMessage,SID_pگǼw,2197,0,teDelay,20
event = teSetExecEvent,town_FJ,0
event = teAddSelfTE,20,1,110

[town_event]						; FJZ
code = 169
show_name = 32						; 
item_code = 57
event = teShapeMessage,SHAPE\FACE0073.SHP,876,2198,0
event = teCreateShop,32
event = teShapeMessage,SHAPE\FACE0073.SHP,876,2199,0

[town_event]						; FJ@ҩ
code = 170
show_name = 33
item_code = 58
event = teShapeMessage,SHAPE\FACE0073.SHP,877,2198,0
event = teCreateShop,33
event = teShapeMessage,SHAPE\FACE0073.SHP,877,2199,0

[town_event]						; FJD㩱
code = 171
show_name = 34
item_code = 59
event = teShapeMessage,SHAPE\FACE0079.SHP,878,2200,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,878,2201,0

[town_event]			
code = 172
show_name = 31
event = teShapeMessage,SHAPE\FACE0078.SHP,1584,2202,0
event = teAppearSecretMan,town_FJ,172,0
event = teCreateSubEventMenu
event = teDeleteSecretMan

[town_event]
code = 173
show_name = 1584
event = teShapeMessage,SHAPE\FACE0078.SHP,1584,2209,0
event = teSetNextPlayLevelEvent,town_Fù,gameBigMapLevel

[town_event]					; FJs]
code = 174
show_name = 244
event = teShapeMessage,SHAPE\FACE0080.SHP,244,2204,0

[town_event]					; FJs]G
code = 175
show_name = 244
event = teShapeMessage,SHAPE\FACE0080.SHP,244,2205,0,teDelay,16
event = teShapeMessage,SHAPE\FACE0080.SHP,244,2206,0,teDelay,10
event = tePlayerMessage,SID_,2207,0
event = teShapeMessage,SHAPE\FACE0080.SHP,244,2208,0
;
event = teBMClearPointFlag,25,bmpmHidden
event = teBMClearTrackFlag,23,bmpmHidden
event = teBMSetShowTrackPoint,24
;
event = teAddTE,town_ྤ𥧴,179,0
event = teAddTE,town_ྤ𥧴,180,2,181,182
;
event = teDeleteSelfTE,172,1,175

[town_event]
code = 176
show_name = 1378
event = teCheckMoney,500,-1,1378,1282
event = teShapeMessage,SHAPE\FACE0088.SHP,1378,2203,0
event = teSetNextPlayLevelEvent,town_کi,gameBigMapLevel

[town_event]
code = 177
show_name = 2210
event = teShapeMessage,SHAPE\FACE0086.SHP,2210,2211,0

[town_event]
code = 178
show_name = 2497
event = teShapeMessage,SHAPE\FACE0079.SHP,2212,2213,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,2214,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0079.SHP,2212,2215,0,teDelay,20
event = teDeleteSelfTE,178,0
event = teSetNextPlayLevelEvent,42,74
; -----------------------
[town_event]						; ྤ𥧴D㩱
code = 179
show_name = 34
item_code = 60
event = teShapeMessage,SHAPE\FACE0079.SHP,878,2415,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0079.SHP,878,2416,0

[town_event]						; ྤ𥧴f
code = 180
show_name = 1281
event = teCreateSubEventMenu

[town_event]						; ྤ𥧴fhBuH
code = 181
show_name = 1235
event = teShapeMessage,SHAPE\FACE0086.SHP,1235,2417,0

[town_event]						; ྤ𥧴f
code = 182
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,2418,0
event = teSelectInsertEvent,SID_pگǼw,2,2419,183,2420,184

[town_event]						; ྤ𥧴f@
code = 183
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,2421,0,teDelay,40
;
event = teDeleteSelfTE,180,1,182
event = teBMClearPointFlag,26,bmpmHidden
event = teBMClearTrackFlag,24,bmpmHidden
event = teBMClearPointFlag,27,bmpmHidden
event = teBMClearTrackFlag,25,bmpmHidden
;
event = teBMSetShowTrackPoint,town_ྤ𥧴
event = teSetBMWalkToPoint,town_ྤ𥧴,26

[town_event]						; ྤ𥧴fG
code = 184
show_name = 1216
event = teShapeMessage,SHAPE\FACE0086.SHP,1216,2422,0
; -----------------------------------------------------------------------------
[town_event]						; Ĥ@iJȹp
code = 185
show_name = 2055
;
event = teAddOverScore,gameoverID1,2
event = teAddOverScore,gameoverID3,1
;
event = tePlayerMessage,SID_pگǼw,2430,0,teDelay,6
event = tePlayerMessage,SID_,2431,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2432,0,teDelay,20
event = tePlayerMessage,SID_,2433,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2434,0
event = teSetExecEvent,town_ȹp,0

[town_event]						; ȹp񴵹~
code = 186
show_name = 2435
item_code = 61
event = teShapeMessage,SHAPE\FACE0080.SHP,2436,2437,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0080.SHP,2436,2438,0

[town_event]						; ȹp񴵹D㩱
code = 187
show_name = 34
item_code = 62
event = teShapeMessage,SHAPE\FACE0075.SHP,878,2439,0
event = teCreateShop,34
event = teShapeMessage,SHAPE\FACE0075.SHP,878,2440,0

[town_event]
code = 188
show_name = 2441
event = tePlayerMessage,SID_,2442,0,teDelay,16
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2444,0,teDelay,10
event = tePlayerMessage,SID_,2445,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2446,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2447,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,380,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2448,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2449,0,teDelay,6
event = tePlayerMessage,SID_{R,2450,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2451,0,teDelay,10
event = tePlayerMessage,SID_,2452,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2453,0,teDelay,30
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2454,0,teDelay,40
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2455,0,teDelay,40
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2456,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2457,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,2458,0,teDelay,6
event = tePlayerMessage,SID_,2459,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2460,0,teDelay,10
event = tePlayerMessage,SID_,380,0,teDelay,20
event = tePlayerMessage,SID_pS,2461,0,teDelay,40

event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2462,0,teDelay,10
event = teGetItem,252,3
event = teGetItem,13,1
event = teGetItem,49,1
event = teGetItem,69,1
event = teGetItem,89,1
event = teGetItem,90,1
event = teGetItem,139,1
event = teGetItem,130,1
event = teGetItem,110,1
event = teGetItem,233,1
event = teGetItem,253,10
event = teGetItem,254,10
event = teGetItem,255,10
event = teGetItem,256,10
event = tePlayerMessage,SID_pگǼw,2463,0,teDelay,20
event = tePlayerMessage,SID_,2464,0,teDelay,20
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2465,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,2466,0

event = teBMClearPointFlag,28,bmpmHidden
event = teBMClearTrackFlag,26,bmpmHidden
;
event = teBMSetShowTrackPoint,town_ȹp
;
event = teDeleteSelfTE,188,0
event = teAddSelfTE,189,0

[town_event]						; ȹp񴵪ѪaG
code = 189
show_name = 2441
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2467,0,teDelay,10

[town_event]						; ȹp񴵪ѪaT
code = 190
show_name = 2441
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2543,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2544,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2545,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2546,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2547,0,teDelay,10
event = tePlayerMessage,SID_pگǼw,2548,0,teDelay,16
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2549,0,teDelay,10
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2550,0,teDelay,20
event = tePlayerMessage,SID_pگǼw,2551,0,teDelay,16
event = teShapeMessage,SHAPE\FACE0074.SHP,2443,2552,0,teDelay,16
event = tePlayerMessage,SID_pگǼw,2553,0
;
event = teBMClearTrackFlag,43,bmpmHidden
event = teBMClearPointFlag,43,bmpmHidden
event = teBMSetShowTrackPoint,42#include RESOURCE.H
#include RANGE.H
#include TYPE.H

;   ----------------- Weapon: Sword -----------------
[item]
code                    = 1             ; ATOOLS use this also
name                    = 116           ; ATOOLS use this also C
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 15
get_ratio               = 20
important               = 0
;magic_attack_type      = magicEARTH,5,10       ; [magic type][damage min][damage max]
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 98
;add_resist             = magicEARTH,5          ; [type][value]
add_weapon_hit          = 0
add_magic_hit           = 0
add_attack_power        = 0
add_magic_power         = 0
add_mp                  = 0
add_hp                  = 0
add_move                = 0
add_speed               = 0
add_defense             = 0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add_attack_range        = 0             ; 0, 1   

[item]
code                    = 2
name                    = 117
cost			= 600
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 23
get_ratio               = 20
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing
hit_ratio               = 96
add_speed               = -2

[item]
code                    = 3
name                    = 224
cost			= 1100
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 28
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 94
add_magic_power         = 5

[item]
code                    = 4
name                    = 225
cost			= 1800
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 38
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 92

[item]
code                    = 5
name                    = 226
cost			= 2500
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 45
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 94
add_defense             = 3

[item]
code                    = 6
name                    = 227
cost			= 3600
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 56
get_ratio               = 10
magic_attack_type       = magicAIR,8,10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing
hit_ratio               = 96

[item]
code                    = 7
name                    = 241
cost			= 4600
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 70
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 92
add_defense             = -5
add_weapon_dmgx2	= 10

[item]
code                    = 8
name                    = 310
cost			= 6000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 82
get_ratio               = 10
magic_attack_type       = magicFIRE,5,10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 94
add_magic_power         = 6

[item]
code                    = 9
name                    = 118
cost			= 8800
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 95
get_ratio               = 10
magic_attack_type       = magicAIR,10,15
use_job                 = jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 96
attack_paralysis	= 1

[item]
code                    = 10
name                    = 119
cost			= 14000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range2Cell
attack_damage           = 110
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 98
add_defense             = 10
add_magic_power         = 10
add_resist              = magicALL,5

[item]
code                    = 11
name                    = 410
cost			= 15000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 130
get_ratio               = 10
magic_attack_type       = magicMIND,8,10
use_job                 = jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 92
add_magic_power         = 10

[item]
code                    = 12
name                    = 411
cost			= 10000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 50
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 96
add_speed               = 15
double_attack		= 1

[item]
code                    = 13
name                    = 412
cost			= 22000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range2Cell
attack_damage           = 150
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 99
add_magic_power         = 15
mp_auto_restore         = 1

[item]
code                    = 14
name                    = 413
cost			= 32000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range1Cell
attack_damage           = 180
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobMagicSwordMan,jobDarkSwordMan
hit_ratio               = 92
add_defense             = 5
add_speed               = 5
add_magic_power         = 8
st_x2                   = 1

[item]
code                    = 15
name                    = 414
cost			= 45000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range2Cell
attack_damage           = 200
get_ratio               = 5
use_job                 = jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hit_ratio               = 98
add_magic_power         = 20
attack_decmp		= 1

[item]
code                    = 16
name                    = 415
cost			= 54000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range2Cell
attack_damage           = 220
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing
hit_ratio               = 96
add_defense             = 20
add_attack_back		= 5
double_attack		= 1

[item]
code                    = 17
name                    = 416
cost			= 80000
type                    = itemTypeWeapon
icon                    = itemIconSword
attack_range            = range2CellCircle
attack_damage           = 280
get_ratio               = 5
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing
hit_ratio               = 98
add_defense             = 30
add_speed		= 20
add_magic_power         = 20
gold_x2                 = 1
;   ----------------- Weapon: Axe -----------------
[item]
code                    = 21
name                    = 417
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 16
get_ratio               = 20
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 92

[item]
code                    = 22
name                    = 418
cost			= 900
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 28
get_ratio               = 20
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 96

[item]
code                    = 23
name                    = 419
cost			= 1600
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 40
get_ratio               = 15
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 90

[item]
code                    = 24
name                    = 420
cost			= 3000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 52
get_ratio               = 15
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 96
add_defense             = -6
add_weapon_dmgx2        = 10

[item]
code                    = 25
name                    = 421
cost			= 4400
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 66
get_ratio               = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 92
add_speed		= -8

[item]
code                    = 26
name                    = 422
cost			= 6200
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 84
get_ratio               = 10
magic_attack_type       = magicEARTH,8,10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 90
add_defense             = 5

[item]
code                    = 27
name                    = 423
cost			= 10000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 106
get_ratio               = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 94
add_defense             = -8
add_magic_power         = -6
st_x2                   = 1

[item]
code                    = 28
name                    = 424
cost			= 15000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 124
get_ratio               = 10
magic_attack_type       = magicFIRE,10,10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 98
add_defense             = 6

[item]
code                    = 29
name                    = 425
cost			= 20000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 150
get_ratio               = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 92
attack_cancel		= 1

[item]
code                    = 30
name                    = 426
cost			= 30000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range1Cell
attack_damage           = 175
get_ratio               = 10
add_weapon_dmgx2        = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 94
add_defense             = -8
attack_weaken		= 1

[item]
code                    = 31
name                    = 427
cost			= 60000
type                    = itemTypeWeapon
icon                    = itemIconAxe
attack_range            = range2Cell
attack_damage           = 210
get_ratio               = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 99
add_defense             = 15
add_attack_back		= 10
add_hp                  = 60
;   ----------------- Weapon: Claw / Other -----------------
[item]
code                    = 32				; BP???
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range		= range3CellCircle
attack_damage           = 38
get_ratio               = 0
use_job                 = jobMutantMonster
hit_ratio               = 99
take_off		= 1

[item]
code                    = 33				; 
name                    = 747
type                    = itemTypeWeapon
icon                    = itemIconClaw
attack_range            = range1Cell
attack_damage           = 18
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 92

[item]
code                    = 34				; sf
name                    = 1100
type                    = itemTypeWeapon
icon                    = itemIconClaw
attack_range            = range2Cell
attack_damage           = 120
magic_attack_type       = magicFIRE,20,40
get_ratio               = 0
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 80

[item]
code                    = 35				; r
name                    = 1035
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range1Cell
attack_damage           = 24
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 90
attack_poison   	= 1

[item]
code                    = 36				; ???
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range2Cell
attack_damage           = 100
get_ratio               = 0
use_job                 = 0
hit_ratio               = 88

[item]
code                    = 37				; w
name                    = 898
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range1Cell
attack_damage           = 21
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 90
attack_poison   	= 1

[item]
code                    = 38				; f
name                    = 1100
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range1Cell
attack_damage           = 16
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 92

[item]
code                    = 39				; f
name                    = 1100
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range1Cell
attack_damage           = 20
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 90

[item]
code                    = 40				; Ĳ
name                    = 1827
type                    = itemTypeWeapon
icon                    = itemIconClaw
attack_range            = range1Cell
attack_damage           = 90
get_ratio               = 0
use_job                 = jobBeastWarrior
hit_ratio               = 90
;   ----------------- Weapon: Spear -----------------
[item]
code                    = 41
name                    = 428
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 16
get_ratio               = 20
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 92

[item]
code                    = 42
name                    = 429
cost			= 900
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 26
get_ratio               = 20
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 94
add_magic_power         = 5

[item]
code                    = 43
name                    = 430
cost			= 1600
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 39
get_ratio               = 15
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 90

[item]
code                    = 44
name                    = 431
cost			= 3200
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 54
get_ratio               = 15
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 94

[item]
code                    = 45
name                    = 432
cost			= 4800
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 70
get_ratio               = 10
magic_attack_type       = magicAIR,5,10
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 96
add_speed               = 5

[item]
code                    = 46
name                    = 433
cost			= 6500
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 85
get_ratio               = 10
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 92
attack_poison   	= 1

[item]
code                    = 47
name                    = 434
cost			= 9000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 104
get_ratio               = 10
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 94
add_defense             = 4

[item]
code                    = 48
name                    = 435
cost			= 13000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 128
get_ratio               = 10
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 98
add_weapon_dmgx2        = 8

[item]
code                    = 49
name                    = 436
cost			= 20000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range2Cell
attack_damage           = 145
get_ratio               = 10
magic_attack_type       = magicAIR,10,15
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 94
add_speed               = 8
add_move                = 1

[item]
code                    = 50
name                    = 437
cost			= 30000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range3Cell
attack_damage           = 168
get_ratio               = 5
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 96
add_magic_power         = 8

[item]
code                    = 51
name                    = 438
cost			= 60000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range3CellThrust
attack_damage           = 205
get_ratio               = 5
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 99
attack_weaken		= 1
add_magic_power         = 20

[item]
code                    = 52
name                    = 439
cost			= 50000
type                    = itemTypeWeapon
icon                    = itemIconSpear
attack_range            = range3CellThrust
attack_damage           = 190
get_ratio               = 5
use_job                 = jobWingWarrior,jobWindWarrior
hit_ratio               = 96
add_speed               = 10
add_magic_power         = 12
hp_auto_restore         = 1
; ------------------- Weapon: Other ---------------
[item]
code                    = 53				; BPG???
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
;attack_range           = range2Cell
attack_range		= range3CellCircle
attack_damage           = 56
get_ratio               = 0
use_job                 = jobEvilMonster
hit_ratio               = 99
take_off		= 1
action_twice		= 1

[item]
code                    = 54
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range3CellCircle
attack_damage           = 140
get_ratio               = 0
use_job                 = jobMutantMonster
hit_ratio               = 99
attack_paralysis	= 1
action_twice		= 1


[item]
code                    = 55				; ]
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range            = range5CellCircle
attack_damage           = 180
get_ratio               = 0
use_job                 = jobMutantMonster
hit_ratio               = 92
double_attack		= 1				; 0, 1
action_twice		= 1
take_off		= 1

[item]
code                    = 56
name                    = 2564
cost			= 900
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 28
get_ratio               = 10
use_job                 = jobBeastWarrior,jobCrazyWarrior
hit_ratio               = 94
add_weapon_dmgx2        = 5

[item]
code                    = 57
name                    = 306
cost			= 60000
type                    = itemTypeWeapon
icon                    = itemIconStaff
;attack_range           = range3CellCircle
attack_range            = range1Cell
attack_damage           = 99
get_ratio               = 10
use_job                 = jobMagician,jobElfMan
hit_ratio               = 99
add_magic_power         = 15
action_twice		= 1

[item]
code                    = 58				; BP???
name                    = 306
type                    = itemTypeWeapon
icon                    = itemIconSting
attack_range			= range3CellCircle
attack_damage           = 46
get_ratio               = 0
use_job                 = jobMutantMonster
hit_ratio               = 96
take_off				= 1
action_twice			= 1
;   ----------------- Weapon: Bow -----------------
[item]
code                    = 61
name                    = 440
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range3CellShoot
attack_damage           = 14
get_ratio               = 20
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 94

[item]
code                    = 62
name                    = 441
cost			= 800
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range4CellShoot
attack_damage           = 24
get_ratio               = 20
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 92

[item]
code                    = 63
name                    = 442
cost			= 1500
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range4CellShoot
attack_damage           = 36
get_ratio               = 15
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 94

[item]
code                    = 64
name                    = 443
cost			= 2600
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range4CellShoot
attack_damage           = 48
get_ratio               = 15
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 99
add_speed		= 4

[item]
code                    = 65
name                    = 444
cost			= 4400
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range4CellShoot
attack_damage           = 65
get_ratio               = 10
magic_attack_type       = magicAIR,8,10
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 96

[item]
code                    = 66
name                    = 445
cost			= 6400
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range4CellShoot
attack_damage           = 82
get_ratio               = 10
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 98
attack_nomagic		= 1

[item]
code                    = 67
name                    = 446
cost			= 9200
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range5CellShoot
attack_damage           = 105
get_ratio               = 10
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 96
add_defense		= -6
add_weapon_dmgx2        = 10

[item]
code                    = 68
name                    = 447
cost			= 12800
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range5CellShoot
attack_damage           = 121
get_ratio               = 10
magic_attack_type       = magicWATER,10,10
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 96
add_defense             = 5

[item]
code                    = 69
name                    = 448
cost			= 28000
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range5CellShoot
attack_damage           = 164
get_ratio               = 5
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 98
st_x2                   = 1

[item]
code                    = 70
name                    = 449
cost			= 22000
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range5CellShoot
attack_damage           = 143
get_ratio               = 5
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 99
add_speed		= 10
double_attack		= 1

[item]
code                    = 71
name                    = 450
cost			= 45000
type                    = itemTypeWeapon
icon                    = itemIconBow
attack_range            = range6CellShoot
attack_damage           = 190
get_ratio               = 5
use_job                 = jobBowMan,jobBowMaster
hit_ratio               = 96
random_status_error	= 1
add_speed		= 15
exp_x2                  = 1
;   ----------------- Weapon: Staff -----------------
[item]
code                    = 81
name                    = 451
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 12
get_ratio               = 20
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 96

[item]
code                    = 82
name                    = 452
cost			= 600
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 20
get_ratio               = 20
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 98

[item]
code                    = 83
name                    = 453
cost			= 1100
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 28
get_ratio               = 15
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 94

[item]
code                    = 84
name                    = 454
cost			= 2200
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 36
get_ratio               = 15
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 96
add_magic_power         = 8

[item]
code                    = 85
name                    = 455
cost			= 3800
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 45
get_ratio               = 15
magic_attack_type       = magicFIRE,8,10
use_job                 = jobMagician,jobElfMan
hit_ratio               = 94
add_defense             = 3

[item]
code                    = 86
name                    = 456
cost			= 4400
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 53
get_ratio               = 15
magic_attack_type       = magicMIND,8,10
use_job                 = jobPriest,jobPriestMaster,jobWise
hit_ratio               = 94
add_defense             = 3

[item]
code                    = 87
name                    = 457
cost			= 6400
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range2Cell
attack_damage           = 64
get_ratio               = 10
magic_attack_type       = magicAIR,10,10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 92
add_speed		= 5
add_magic_power         = 6

[item]
code                    = 88
name                    = 458
cost			= 8800
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 75
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 90
add_magic_power         = 10
keep_status_good        = 1
no_addst		= 1

[item]
code                    = 89
name                    = 459
cost			= 12500
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 88
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 96
add_magic_power         = 13
add_mp                  = 30

[item]
code                    = 90
name                    = 460
cost			= 25000
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 0
get_ratio               = 5
use_job                 = jobMagician,jobElfMan
hit_ratio               = 85
add_defense		= 20
add_magic_power         = 35
add_magic_hit		= 5

[item]
code                    = 91
name                    = 461
cost			= 22000
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range2Cell
attack_damage           = 100
get_ratio               = 10
use_job                 = jobMagician,jobElfMan
hit_ratio               = 98
double_attack		= 1

[item]
code                    = 92
name                    = 462
cost			= 40000
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 30
get_ratio               = 5
use_job                 = jobPriest,jobPriestMaster,jobWise
hit_ratio               = 92
add_defense		= 12
add_speed		= 10
add_magic_power         = 20
hp_auto_restore         = 1

[item]
code                    = 93
name                    = 463
cost			= 30000
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1CellFull
attack_damage           = 120
get_ratio               = 5
use_job                 = jobPriest,jobPriestMaster,jobWise
hit_ratio               = 98
add_weapon_dmgx2        = 8
random_status_error	= 1

[item]
code                    = 94
name                    = 464
cost			= 60000
type                    = itemTypeWeapon
icon                    = itemIconStaff
attack_range            = range1Cell
attack_damage           = 127
get_ratio               = 5
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
hit_ratio               = 99
add_defense		= 15
add_speed		= 12
add_magic_power         = 27
mp_auto_restore         = 1
;   ----------------- Weapon: Dagger -----------------
[item]
code                    = 101
name                    = 465
cost			= 300
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 15
get_ratio               = 20
use_job                 = jobThief,jobAssassin
hit_ratio               = 96

[item]
code                    = 102
name                    = 466
cost			= 700
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 24
get_ratio               = 20
use_job                 = jobThief,jobAssassin
hit_ratio               = 94

[item]
code                    = 103
name                    = 467
cost			= 1500
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 36
get_ratio               = 15
use_job                 = jobThief,jobAssassin
hit_ratio               = 92

[item]
code                    = 104
name                    = 468
cost			= 2800
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 50
get_ratio               = 15
use_job                 = jobThief,jobAssassin
hit_ratio               = 98
add_speed		= 5

[item]
code                    = 105
name                    = 469
cost			= 4400
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 65
get_ratio               = 10
use_job                 = jobThief,jobAssassin
hit_ratio               = 99
add_weapon_dmgx2	= 15

[item]
code                    = 106
name                    = 470
cost			= 6000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 82
get_ratio               = 10
use_job                 = jobThief,jobAssassin
hit_ratio               = 96

[item]
code                    = 107
name                    = 471
cost			= 8000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 92
get_ratio               = 10
use_job                 = jobThief,jobAssassin
hit_ratio               = 96
st_x2                   = 1

[item]
code                    = 108
name                    = 472
cost			= 9500
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 106
get_ratio               = 10
use_job                 = jobThief,jobAssassin
hit_ratio               = 94
add_defense             = 8
attack_decmp		= 1

[item]
code                    = 109
name                    = 473
cost			= 14000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 124
get_ratio               = 10
use_job                 = jobThief,jobAssassin
hit_ratio               = 99
add_speed		= 16
add_weapon_dmgx2	= 18

[item]
code                    = 110
name                    = 474
cost			= 24000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 144
get_ratio               = 5
magic_attack_type       = magicWATER,5,10
use_job                 = jobThief,jobAssassin
hit_ratio               = 98
double_attack		= 1

[item]
code                    = 111
name                    = 475
cost			= 32000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 165
get_ratio               = 5
use_job                 = jobThief,jobAssassin
hit_ratio               = 94
add_defense             = 5
gold_x2                 = 1

[item]
code                    = 112
name                    = 476
cost			= 55000
type                    = itemTypeWeapon
icon                    = itemIconDagger
attack_range            = range1Cell
attack_damage           = 195
get_ratio               = 5
use_job                 = jobThief,jobAssassin
hit_ratio               = 99
add_defense		= 10
add_speed		= 10
add_hp                  = 60
attack_poison   	= 1
;   ----------------- Armour -----------------
[item]
code                    = 121
name                    = 477
cost			= 150
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 4
get_ratio               = 10
use_job                 = jobAllNoPlayer8

[item]
code                    = 122
name                    = 478
cost			= 200
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 6
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan

[item]
code                    = 123
name                    = 479
cost			= 300
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 8
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

[item]
code                    = 124
name                    = 480
cost			= 480
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 12
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

[item]
code                    = 125
name                    = 481
cost			= 750
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 18
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

[item]
code                    = 126
name                    = 482
cost			= 1500
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 25
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior

[item]
code                    = 127
name                    = 483
cost			= 900
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 16
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 4

[item]
code                    = 128
name                    = 484
cost			= 1800
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 22
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
avoid_poison		= 1

[item]
code                    = 129
name                    = 485
cost			= 3600
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 40
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 8

[item]
code                    = 130
name                    = 486
cost			= 26000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 60
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
high_cost		= 1
hp_damage_half		= 1

[item]
code                    = 131
name                    = 487
cost			= 2800
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 33
get_ratio               = 10
use_job                 = jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior
add_speed		= 10
add_steal_ratio		= 20
add_miss_hit		= 5

[item]
code                    = 132
name                    = 488
cost			= 6000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 54
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_resist              = magicFIRE,20

[item]
code                    = 133
name                    = 489
cost			= 5800
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 52
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_resist              = magicWATER,20

[item]
code                    = 134
name                    = 490
cost			= 3800
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 32
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_resist              = magicAIR,20

[item]
code                    = 135
name                    = 491
cost			= 5400
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 48
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_resist              = magicEARTH,20

[item]
code                    = 136
name                    = 492
cost			= 7000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 65
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_resist              = magicEARTH,15

[item]
code                    = 137
name                    = 493
cost			= 20000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 74
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 6
move_magic_use          = 1

[item]
code                    = 138
name                    = 494
cost			= 24000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 72
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_speed		= 15
add_move                = 1

[item]
code                    = 139
name                    = 495
cost			= 15000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 64
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_magic_power         = 15
add_speed               = 6

[item]
code                    = 140
name                    = 496
cost			= 20000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 80
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_miss_hit		= 10
avoid_weaken		= 1

[item]
code                    = 141
name                    = 497
cost			= 25000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 84
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobThief,jobAssassin,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 10
add_steal_ratio		= 10


[item]
code                    = 142
name                    = 498
cost			= 30000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 89
get_ratio               = 10
use_job                 = jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_speed		= -10
avoid_paralysis		= 1

[item]
code                    = 143
name                    = 499
cost			= 40000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 94
get_ratio               = 10
use_job                 = jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 15
add_magic_power         = 16
add_weapon_dmgx2        = 10

[item]
code                    = 144
name                    = 500
cost			= 48000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 92
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing
add_speed		= 15
keep_status_good	= 1
add_resist              = magicALL,5

[item]
code                    = 145
name                    = 501
cost			= 10000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 60
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
hp_transfer_mp		= 1

[item]
code                    = 146
name                    = 502
cost			= 16000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 999
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_attack_power        = -999
add_magic_power         = -999
add_resist              = magicALL,80
gold_x2                 = 1
exp_x2                  = 1

[item]
code                    = 147
name                    = 503
cost			= 8000
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 10
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise
add_miss_hit		= 20
add_magic_hit		= 10

[item]
code                    = 148
name                    = 504
cost			= 7500
type                    = itemTypeBody
icon                    = itemIconArmor
attack_damage           = 5
get_ratio               = 10
use_job                 = jobMagician,jobElfMan
add_attack_back		= 15
add_magic_power         = 2
st_x2                   = 1
;   ----------------- Helmet -----------------
[item]
code                    = 151
name                    = 505
cost			= 100
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 2
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior

[item]
code                    = 152
name                    = 506
cost			= 180
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 4
get_ratio               = 10
use_job                 = jobAllNoPlayer8

[item]
code                    = 153
name                    = 507
cost			= 280
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 6
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobBowMan,jobBowMaster

[item]
code                    = 154
name                    = 508
cost			= 500
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 10
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

[item]
code                    = 155
name                    = 509
cost			= 700
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 12
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior

[item]
code                    = 156
name                    = 510
cost			= 260
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 3
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 1

[item]
code                    = 157
name                    = 511
cost			= 20000
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 24
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
high_cost		= 1
st_x2                   = 1

[item]
code                    = 158
name                    = 512
cost			= 1000
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 15
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 3

[item]
code                    = 159
name                    = 513
cost			= 640
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 7
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_magic_power         = 3

[item]
code                    = 160
name                    = 514
cost			= 1600
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 18
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior
add_speed		= 2

[item]
code                    = 161
name                    = 515
cost			= 1600
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 12
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_speed		= 2
add_magic_power         = 4
add_resist              = magicMIND,6

[item]
code                    = 162
name                    = 516
cost			= 2400
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 25
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_weapon_dmgx2        = 8

[item]
code                    = 163
name                    = 517
cost			= 2600
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 22
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_mp                  = 50

[item]
code                    = 164
name                    = 518
cost			= 3000
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 31
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_magic_power         = -6
add_speed		= -8

[item]
code                    = 165
name                    = 519
cost			= 2800
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 25
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_speed		= 8

[item]
code                    = 166
name                    = 520
cost			= 3600
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 30
get_ratio               = 10
use_job                 = jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 6
add_weapon_hit		= 10

[item]
code                    = 167
name                    = 521
cost			= 3500
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 28
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 12

[item]
code                    = 168
name                    = 522
cost			= 4500
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 33
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_hp                  = 40

[item]
code                    = 169
name                    = 523
cost			= 4200
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 48
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobPriest,jobPriestMaster,jobWise,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

add_speed		= -8
no_addst		= 1

[item]
code                    = 170
name                    = 524
cost			= 5200
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 39
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel

[item]
code                    = 171
name                    = 525
cost			= 6000
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 35
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior
add_speed		= 7
add_resist              = magicALL,5

[item]
code                    = 172
name                    = 526
cost			= 1800
type                    = itemTypeHead
icon                    = itemIconHelmet
attack_damage           = 1
get_ratio               = 10
use_job                 = jobMagician,jobElfMan
add_magic_power         = 1
add_speed		= 1
add_magic_hit		= 10
;   ----------------- Boot -----------------
[item]
code                    = 181
name                    = 527
cost			= 160
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 2
get_ratio               = 10
use_job                 = jobAllNoPlayer8

[item]
code                    = 182
name                    = 528
cost			= 320
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 5
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_defense		= 1

[item]
code                    = 183
name                    = 529
cost			= 500
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 9
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_attack_power        = 1

[item]
code                    = 184
name                    = 530
cost			= 750
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 15
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior

[item]
code                    = 185
name                    = 531
cost			= 560
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 6
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 3

[item]
code                    = 186
name                    = 532
cost			= 20000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 18
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_defense             = 18
add_miss_hit		= 10
high_cost		= 1

[item]
code                    = 187
name                    = 533
cost			= 1100
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 22
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobBowMan,jobBowMaster,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior

[item]
code                    = 188
name                    = 534
cost			= 1600
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 30
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior

[item]
code                    = 189
name                    = 535
cost			= 2500
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 37
get_ratio               = 10
use_job                 = jobBowMan,jobBowMaster,jobThief,jobAssassin
add_attack_power        = 3
add_weapon_hit		= 8

[item]
code                    = 190
name                    = 536
cost			= 2400
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 45
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan
add_magic_power         = 3
add_defense		= 5

[item]
code                    = 191
name                    = 537
cost			= 5000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 40
get_ratio               = 10
use_job                 = jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_power         = 6
mp_auto_restore         = 1

[item]
code                    = 192
name                    = 538
cost			= 4000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 50
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_defense		= 9

[item]
code                    = 193
name                    = 539
cost			= 7000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 60
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobWingWarrior,jobWindWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_move                = 1

[item]
code                    = 194
name                    = 540
cost			= 12000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 80
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobBeastWarrior,jobCrazyWarrior
add_defnese		= 18
add_move                = 2

[item]
code                    = 195
name                    = 541
cost			= 5000
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 2
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise
add_miss_hit		= 30

[item]
code                    = 196
name                    = 542
cost			= 120
type                    = itemTypeFoot
icon                    = itemIconBoot
attack_damage           = 0
get_ratio               = 10
use_job                 = jobMagician,jobElfMan
add_attack_power        = 7
double_attack		= 1
add_weapon_hit          = 10
;   ----------------- Other -----------------
[item]
code                    = 201
name                    = 543
cost			= 180
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 20
use_job                 = jobAllNoPlayer8
add_defense		= 2

[item]
code                    = 202
name                    = 544
cost			= 500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 20
use_job                 = jobAllNoPlayer8
add_magic_power		= 5

[item]
code                    = 203
name                    = 545
cost			= 1000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_weapon_hit		= 10

[item]
code                    = 204
name                    = 546
cost			= 1200
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_resist              = magicWATER,5
add_magic_power         = 1

[item]
code                    = 205
name                    = 547
cost			= 1200
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_resist              = magicFIRE,5
add_magic_power         = 1

[item]
code                    = 206
name                    = 548
cost			= 1200
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_resist              = magicAIR,5
add_magic_power         = 1

[item]
code                    = 207
name                    = 549
cost			= 1200
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_resist              = magicEARTH,5
add_magic_power         = 1

[item]
code                    = 208
name                    = 550
cost			= 1400
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
add_resist              = magicMIND,5
add_magic_power         = 1

[item]
code                    = 209
name                    = 551
cost			= 8000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_attack_power	= 20
add_magic_power		= 20
add_defense		= 20
add_speed		= 20
random_status_error	= 1

[item]
code                    = 210
name                    = 552
cost			= 30000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 30
use_job                 = jobAllNoPlayer8
add_defense		= 1
high_cost		= 1

[item]
code                    = 211
name                    = 553
cost			= 3000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
avoid_paralysis		= 1

[item]
code                    = 212
name                    = 554
cost			= 2000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 20
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_attack_power	= 3
add_defense		= 6
add_speed		= 2

[item]
code                    = 213
name                    = 555
cost			= 3500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_attack_power	= 8
add_defense		= 10
add_speed		= 6

[item]
code                    = 214
name                    = 556
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior
add_attack_power	= 15
add_defense		= 14
add_speed		= 10

[item]
code                    = 215
name                    = 557
cost			= 2000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobPriest,jobPriestMaster,jobWise,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior,jobMagicSwordMan,jobDarkSwordMan,jobDarkAngel
add_magic_hit		= 10

[item]
code                    = 216
name                    = 558
cost			= 1800
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 30
use_job                 = jobAllNoPlayer8
add_weapon_hit		= -6
add_weapon_dmgx2	= 16

[item]
code                    = 217
name                    = 559
cost			= 1000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 30
use_job                 = jobAllNoPlayer8
avoid_poison		= 1

[item]
code                    = 218
name                    = 560
cost			= 6000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 40
use_job                 = jobSwordMan,jobSwordMaster,jobSwordKing,jobPriest,jobPriestMaster,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior,jobMagicSwordMan,jobDarkSwordMan
add_magic_power         = 10
add_mp                  = 20

[item]
code                    = 219
name                    = 561
cost			= 2500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
avoid_nomagic		= 1

[item]
code                    = 220
name                    = 562
cost			= 2000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
avoid_weaken		= 1

[item]
code                    = 221
name                    = 563
cost			= 3000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 20
use_job                 = jobThief,jobAssassin
add_attack_power        = 5
add_weapon_dmgx2	= 10

[item]
code                    = 222
name                    = 564
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
add_defense		= 10
add_resist              = magic4Type,5

[item]
code                    = 223
name                    = 565
cost			= 18000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobSwordMan,jobSwordMaster,jobPriest,jobPriestMaster,jobWise,jobBowMan,jobBowMaster,jobThief,jobAssassin,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior,jobBeastWarrior,jobCrazyWarrior,jobMagicSwordMan,jobDarkSwordMan
hp_auto_restore         = 1

[item]
code                    = 224
name                    = 566
cost			= 24000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 15
use_job                 = jobAllNoPlayer8
mp_auto_restore         = 1

[item]
code                    = 225
name                    = 567
cost			= 8000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
add_attack_power	= 5
st_x2			= 1

[item]
code                    = 226
name                    = 568
cost			= 7000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
attack_weaken		= 1
attack_nomagic		= 1
attack_paralysis	= 1
attack_poison   	= 1

[item]
code                    = 227
name                    = 569
cost			= 50000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 5
use_job                 = jobAllNoPlayer8
action_twice            = 1

[item]
code                    = 228
name                    = 570
cost			= 20000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
exp_x2                  = 1
gold_x2                 = 1

[item]
code                    = 229
name                    = 571
cost			= 15000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
keep_status_good        = 1

[item]
code                    = 230
name                    = 572
cost			= 10000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
hp_damage_half		= 1

[item]
code                    = 231
name                    = 573
cost			= 14000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 60
use_job                 = jobAllNoPlayer8
add_speed		= 5
add_move                = 1

[item]
code                    = 232
name                    = 574
cost			= 20000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 5
use_job                 = jobAllNoPlayer8
move_magic_use          = 1

[item]
code                    = 233
name                    = 575
cost			= 16000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_attack_range        = 1

[item]
code                    = 234
name                    = 576
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicFIRE,32

[item]
code                    = 236
name                    = 1938
cost			= 60000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobPriest,jobPriestMaster,jobWise,jobSwordMan,jobSwordMaster,jobSwordKing,jobBowMan,jobBowMaster,jobMagician,jobElfMan,jobWingWarrior,jobWindWarrior,jobDarkSwordMan,jobDarkAngel
add_attack_range        = 1
move_magic_use          = 1
add_move                = 1

[item]
code                    = 237
name                    = 2502
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicWATER,32

[item]
code                    = 238
name                    = 2503
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicEARTH,32

[item]
code                    = 239
name                    = 2504
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicAIR,32

[item]
code                    = 240
name                    = 2505
cost			= 5000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicMIND,30

[item]
code                    = 291
name                    = 2506
cost			= 7000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicFIREWATER,24

[item]
code                    = 292
name                    = 2507
cost			= 7000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicFIREEARTH,24

[item]
code                    = 293
name                    = 2508
cost			= 7000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicFIREAIR,24

[item]
code                    = 294
name                    = 2509
cost			= 7000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicFIREMIND,24

[item]
code                    = 295
name                    = 2510
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicWATEREARTH,24

[item]
code                    = 296
name                    = 2511
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicWATERAIR,24

[item]
code                    = 297
name                    = 2512
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicWATERMIND,24

[item]
code                    = 298
name                    = 2513
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicEARTHAIR,24

[item]
code                    = 299
name                    = 2514
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicEARTHMIND,24

[item]
code                    = 300
name                    = 2515
cost			= 6500
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicAIRMIND,24

[item]
code                    = 301
name                    = 2526
cost			= 8000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_resist              = magicALL,20

[item]
code                    = 302
name                    = 2534
cost			= 60000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
double_attack		= 1
add_miss_hit		= 15

[item]
code                    = 303
name                    = 2566
cost			= 15000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAllNoPlayer8
add_hp			= 100

[item]
code                    = 304
name                    = 2567
cost			= 16000
type                    = itemTypeOther
icon                    = itemIconOther
attack_damage           = 7
get_ratio               = 10
use_job                 = jobSwordMaster,jobSwordKing,jobWingWarrior,jobWindWarrior,jobMagicSwordMan,jobDarkSwordMan
add_mp			= 100
;   ----------------- Item -----------------
[item]
code                    = 241
name                    = 577
cost			= 200
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 30
use_job                 = jobAll
add_hp			= 40
;
;add_st			= 20				; 0 - 60
;global_add_weapon_power	= 1, 5
;global_add_magic_power	= 1, 5
;global_add_defense		= 1, 5
;global_add_speed		= 1, 5
;global_add_resist_earth	= 1, 5
;global_add_resist_water	= 1, 5
;global_add_resist_air	= 1, 5
;global_add_resist_fire	= 1, 5
;global_add_resist_mind	= 1, 5
;local_add_weapon_power	= 20, 30
;local_add_defense	= 20, 30

[item]
code                    = 242
name                    = 578
cost			= 400
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 20
use_job                 = jobAll
add_hp			= 100

[item]
code                    = 243
name                    = 579
cost			= 800
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 15
use_job                 = jobAll
add_hp			= 300

[item]
code                    = 244
name                    = 580
cost			= 300
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 25
use_job                 = jobAll
add_mp			= 30

[item]
code                    = 245
name                    = 581
cost			= 700
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 20
use_job                 = jobAll
add_mp			= 80

[item]
code                    = 246
name                    = 582
cost			= 160
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 50
use_job                 = jobAll
cure_poison		= 1

[item]
code                    = 247
name                    = 583
cost			= 300
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 20
use_job                 = jobAll
cure_no_magic		= 1

[item]
code                    = 248
name                    = 584
cost			= 300
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 20
use_job                 = jobAll
cure_paralysis		= 1

[item]
code                    = 249
name                    = 585
cost			= 300
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 20
use_job                 = jobAll
cure_weaken		= 1

[item]
code                    = 250
name                    = 586
cost			= 500
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 15
use_job                 = jobAll
add_st			= 20

[item]
code                    = 251
name                    = 587
cost			= 1200
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 10
use_job                 = jobAll
cure_poison		= 1
cure_no_magic		= 1
cure_paralysis		= 1
cure_weaken		 = 1

[item]
code                    = 252
name                    = 588
cost			= 10000
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 5
use_job                 = jobAll
add_hp			= 9999
add_mp			= 9999
cure_poison		= 1
cure_no_magic		= 1
cure_paralysis		= 1
cure_weaken			= 1

[item]
code                    = 253
name                    = 589
cost					= 3000
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 50
use_job                 = jobAll
global_add_weapon_power	= 3,5

[item]
code                    = 254
name                    = 590
cost					= 3000
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 50
use_job                 = jobAll
global_add_defense  	= 3,5

[item]
code                    = 255
name                    = 591
cost					= 3000
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 50
use_job                 = jobAll
global_add_magic_power	= 3,5

[item]
code                    = 256
name                    = 592
cost					= 3000
type                    = itemTypeUse
icon                    = itemIconUse
get_ratio               = 50
use_job                 = jobAll
global_add_speed    	= 3,5

[item]
code                    = 257
name                    = 593
cost					= 5000
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
global_add_resist_earth	= 1,1

[item]
code                    = 258
name                    = 594
cost					= 5000
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
global_add_resist_fire	= 1,1

[item]
code                    = 259
name                    = 595
cost					= 5000
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
global_add_resist_water	= 1,1

[item]
code                    = 260
name                    = 596
cost					= 5000
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
global_add_resist_air	= 1,1

[item]
code                    = 261
name                    = 597
cost					= 5000
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
global_add_resist_mind	= 1,1

[item]
code                    = 262
name                    = 598
cost					= 1500
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
add_st			= 40

[item]
code                    = 263
name                    = 599
cost					= 1500
type                    = itemTypeUse
icon                    = itemIconUse
attack_damage           = 7
get_ratio               = 10
use_job                 = jobAll
add_hp			= 200
add_mp			= 100

;[item]
;code                    = 264
;name                    = 600
;type                    = itemTypeUse
;icon                    = itemIconUse
;attack_damage           = 7
;get_ratio               = 10
;use_job                 = jobAll
;local_add_magic_power	= 5,10
;
;[item]
;code                    = 265
;name                    = 601
;type                    = itemTypeUse
;icon                    = itemIconUse
;attack_damage           = 7
;get_ratio               = 10
;use_job                 = jobAll
;local_add_speed     	= 5,10
;  ----------------- Important -----------------
[item]
code                    = 281
name                    = 1412
type                    = itemTypeNotUse
icon                    = itemIconUse
get_ratio               = 100
use_job                 = jobAll
important               = 1
attack_damage			= 1414					; explain string code

[item]
code                    = 282
name                    = 1413
type                    = itemTypeNotUse
icon                    = itemIconUse
get_ratio               = 100
use_job                 = jobAll
important               = 1
attack_damage			= 1415

[item]
code                    = 283
name                    = 1416
type                    = itemTypeNotUse
icon                    = itemIconUse
get_ratio               = 100
use_job                 = jobSwordMaster
important               = 1
attack_damage			= 1417

[item]
code                    = 284
name                    = 1418
type                    = itemTypeNotUse
icon                    = itemIconUse
get_ratio               = 100
use_job                 = jobPriestMaster
important               = 1
attack_damage			= 1419

[item]
code                    = 285
name                    = 1420
type                    = itemTypeNotUse
icon                    = itemIconUse
get_ratio               = 100
use_job                 = jobPriestMaster
important               = 1
attack_damage			= 1421
#include RANGE.H

[range]
code = range0Cell
size = 1
data = 1

[range]
code = range1Cell
size = 3
data = 0,1,0
data = 1,2,1
data = 0,1,0

[range]
code = range2Cell
size = 5
data = 0,0,1,0,0
data = 0,0,2,0,0
data = 1,2,3,2,1
data = 0,0,2,0,0
data = 0,0,1,0,0

[range]
code = range3Cell
size = 7
data = 0,0,0,1,0,0,0
data = 0,0,0,2,0,0,0
data = 0,0,0,3,0,0,0
data = 1,2,3,4,3,2,1
data = 0,0,0,3,0,0,0
data = 0,0,0,2,0,0,0
data = 0,0,0,1,0,0,0

[range]
code = range3CellShoot
size = 7
data = 0,0,0,1,0,0,0
data = 0,0,1,2,1,0,0
data = 0,1,2,-3,2,1,0
data = 1,2,-3,4,-3,2,1
data = 0,1,2,-3,2,1,0
data = 0,0,1,2,1,0,0
data = 0,0,0,1,0,0,0

[range]
code = range4CellShoot
size = 9
data = 0,0,0,0,1,0,0,0,0
data = 0,0,0,1,2,1,0,0,0
data = 0,0,1,2,3,2,1,0,0
data = 0,1,2,3,-4,3,2,1,0
data = 1,2,3,-4,5,-4,3,2,1
data = 0,1,2,3,-4,3,2,1,0
data = 0,0,1,2,3,2,1,0,0
data = 0,0,0,1,2,1,0,0,0
data = 0,0,0,0,1,0,0,0,0

[range]
code = range5CellShoot
size = 11
data = 0,0,0,0,0,1,0,0,0,0,0
data = 0,0,0,0,1,2,1,0,0,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,1,2,3,4,-5,4,3,2,1,0
data = 1,2,3,4,-5,6,-5,4,3,2,1
data = 0,1,2,3,4,-5,4,3,2,1,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,0,0,1,2,1,0,0,0,0
data = 0,0,0,0,0,1,0,0,0,0,0

[range]
code = range6CellShoot
size = 13
data = 0,0,0,0,0,0,1,0,0,0,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,0,1,2,3,2,1,0,0,0,0
data = 0,0,0,1,2,3,4,3,2,1,0,0,0
data = 0,0,1,2,3,4,-5,4,3,2,1,0,0
data = 0,1,2,3,4,-5,-6,-5,4,3,2,1,0
data = 1,2,3,4,-5,-6,7,-6,-5,4,3,2,1
data = 0,1,2,3,4,-5,-6,-5,4,3,2,1,0
data = 0,0,1,2,3,4,-5,4,3,2,1,0,0
data = 0,0,0,1,2,3,4,3,2,1,0,0,0
data = 0,0,0,0,1,2,3,2,1,0,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,0,0,0,1,0,0,0,0,0,0

[range]
code = range7CellShoot
size = 15
data = 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,1,2,1,0,0,0,0,0,0
data = 0,0,0,0,0,1,2,3,2,1,0,0,0,0,0
data = 0,0,0,0,1,2,3,4,3,2,1,0,0,0,0
data = 0,0,0,1,2,3,4,5,4,3,2,1,0,0,0
data = 0,0,1,2,3,4,5,-6,5,4,3,2,1,0,0
data = 0,1,2,3,4,5,-6,-7,-6,5,4,3,2,1,0
data = 1,2,3,4,5,-6,-7,8,-7,-6,5,4,3,2,1
data = 0,1,2,3,4,5,-6,-7,-6,5,4,3,2,1,0
data = 0,0,1,2,3,4,5,-6,5,4,3,2,1,0,0
data = 0,0,0,1,2,3,4,5,4,3,2,1,0,0,0
data = 0,0,0,0,1,2,3,4,3,2,1,0,0,0,0
data = 0,0,0,0,0,1,2,3,2,1,0,0,0,0,0
data = 0,0,0,0,0,0,1,2,1,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0

;[range]
;code = range8CellShoot
;size = 17
;data = 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0
;data = 0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0
;data = 0,0,0,0,0,0,1,2,3,2,1,0,0,0,0,0,0
;data = 0,0,0,0,0,1,2,3,4,3,2,1,0,0,0,0,0
;data = 0,0,0,0,1,2,3,4,5,4,3,2,1,0,0,0,0
;data = 0,0,0,1,2,3,4,5,6,5,4,3,2,1,0,0,0
;data = 0,0,1,2,3,4,5,6,-7,6,5,4,3,2,1,0,0
;data = 0,1,2,3,4,5,6,-7,-8,-7,6,5,4,3,2,1,0
;data = 1,2,3,4,5,6,-7,-8,9,-8,-7,6,5,4,3,2,1
;data = 0,1,2,3,4,5,6,-7,-8,-7,6,5,4,3,2,1,0
;data = 0,0,1,2,3,4,5,6,-7,6,5,4,3,2,1,0,0
;data = 0,0,0,1,2,3,4,5,6,5,4,3,2,1,0,0,0
;data = 0,0,0,0,1,2,3,4,5,4,3,2,1,0,0,0,0
;data = 0,0,0,0,0,1,2,3,4,3,2,1,0,0,0,0,0
;data = 0,0,0,0,0,0,1,2,3,2,1,0,0,0,0,0,0
;data = 0,0,0,0,0,0,0,1,2,1,0,0,0,0,0,0,0
;data = 0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0

[range]
code = range2CellCircle
size = 5
data = 0,0,1,0,0
data = 0,1,2,1,0
data = 1,2,3,2,1
data = 0,1,2,1,0
data = 0,0,1,0,0

[range]
code = range3CellCircle
size = 7
data = 0,0,0,1,0,0,0
data = 0,0,1,2,1,0,0
data = 0,1,2,3,2,1,0
data = 1,2,3,4,3,2,1
data = 0,1,2,3,2,1,0
data = 0,0,1,2,1,0,0
data = 0,0,0,1,0,0,0

[range]
code = range4CellCircle
size = 9
data = 0,0,0,0,1,0,0,0,0
data = 0,0,0,1,2,1,0,0,0
data = 0,0,1,2,3,2,1,0,0
data = 0,1,2,3,4,3,2,1,0
data = 1,2,3,4,5,4,3,2,1
data = 0,1,2,3,4,3,2,1,0
data = 0,0,1,2,3,2,1,0,0
data = 0,0,0,1,2,1,0,0,0
data = 0,0,0,0,1,0,0,0,0

[range]
code = range5CellCircle
size = 11
data = 0,0,0,0,0,1,0,0,0,0,0
data = 0,0,0,0,1,2,1,0,0,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,1,2,3,4,5,4,3,2,1,0
data = 1,2,3,4,5,6,5,4,3,2,1
data = 0,1,2,3,4,5,4,3,2,1,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,0,0,1,2,1,0,0,0,0
data = 0,0,0,0,0,1,0,0,0,0,0

[range]
code = range6CellCircle
size = 13
data = 0,0,0,0,0,0,1,0,0,0,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,0,1,2,3,2,1,0,0,0,0
data = 0,0,0,1,2,3,4,3,2,1,0,0,0
data = 0,0,1,2,3,4,5,4,3,2,1,0,0
data = 0,1,2,3,4,5,6,5,4,3,2,1,0
data = 1,2,3,4,5,6,7,6,5,4,3,2,1
data = 0,1,2,3,4,5,6,5,4,3,2,1,0
data = 0,0,1,2,3,4,5,4,3,2,1,0,0
data = 0,0,0,1,2,3,4,3,2,1,0,0,0
data = 0,0,0,0,1,2,3,2,1,0,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,0,0,0,1,0,0,0,0,0,0

[range]
code = range7CellCircle
size = 15
data = 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,1,2,1,0,0,0,0,0,0
data = 0,0,0,0,0,1,2,3,2,1,0,0,0,0,0
data = 0,0,0,0,1,2,3,4,3,2,1,0,0,0,0
data = 0,0,0,1,2,3,4,5,4,3,2,1,0,0,0
data = 0,0,1,2,3,4,5,6,5,4,3,2,1,0,0
data = 0,1,2,3,4,5,6,7,6,5,4,3,2,1,0
data = 1,2,3,4,5,6,7,8,7,6,5,4,3,2,1
data = 0,1,2,3,4,5,6,7,6,5,4,3,2,1,0
data = 0,0,1,2,3,4,5,6,5,4,3,2,1,0,0
data = 0,0,0,1,2,3,4,5,4,3,2,1,0,0,0
data = 0,0,0,0,1,2,3,4,3,2,1,0,0,0,0
data = 0,0,0,0,0,1,2,3,2,1,0,0,0,0,0
data = 0,0,0,0,0,0,1,2,1,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0

[range]
code = range3CellThrust
size = 7
data = 0,0,0,1,0,0,0
data = 0,0,0,2,0,0,0
data = 0,0,2,3,2,0,0
data = 1,2,3,4,3,2,1
data = 0,0,2,3,2,0,0
data = 0,0,0,2,0,0,0
data = 0,0,0,1,0,0,0

[range]
code = range4CellThrust
size = 9
data = 0,0,0,0,1,0,0,0,0
data = 0,0,0,0,2,0,0,0,0
data = 0,0,0,2,3,2,0,0,0
data = 0,0,2,3,4,3,2,0,0
data = 1,2,3,4,5,4,3,2,1
data = 0,0,2,3,4,3,2,0,0
data = 0,0,0,2,3,2,0,0,0
data = 0,0,0,0,2,0,0,0,0
data = 0,0,0,0,1,0,0,0,0

[range]
code = range1CellFull
size = 5
data = 0,0,0,0,0
data = 0,1,2,1,0
data = 0,2,3,2,0
data = 0,1,2,1,0
data = 0,0,0,0,0

[range]
code = range2CellFull
size = 9
data = 0,0,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,0,0
data = 0,0,1,2,3,2,1,0,0
data = 0,0,2,3,4,3,2,0,0
data = 0,0,3,4,5,4,3,0,0
data = 0,0,2,3,4,3,2,0,0
data = 0,0,1,2,3,2,1,0,0
data = 0,0,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,0,0

[range]
code = range3CellFull
size = 11
data = 0,0,0,0,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,0,0,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,0,2,3,4,5,4,3,2,0,0
data = 0,0,3,4,5,6,5,4,3,0,0
data = 0,0,2,3,4,5,4,3,2,0,0
data = 0,0,1,2,3,4,3,2,1,0,0
data = 0,0,0,1,2,3,2,1,0,0,0
data = 0,0,0,0,0,0,0,0,0,0,0
data = 0,0,0,0,0,0,0,0,0,0,0

[range]
code = range4CellFull
size = 13
data = 0,0,0,0,0,0,0,0,0,0,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,1,1,2,3,2,1,1,0,0,0
data = 0,0,1,1,2,3,4,3,2,1,1,0,0
data = 0,0,1,2,3,4,5,4,3,2,1,0,0
data = 0,1,2,3,4,5,6,5,4,3,2,1,0
data = 0,2,3,4,5,6,7,6,5,4,3,2,0
data = 0,1,2,3,4,5,6,5,4,3,2,1,0
data = 0,0,1,2,3,4,5,4,3,2,1,0,0
data = 0,0,1,1,2,3,4,3,2,1,1,0,0
data = 0,0,0,1,1,2,3,2,1,1,0,0,0
data = 0,0,0,0,0,1,2,1,0,0,0,0,0
data = 0,0,0,0,0,0,0,0,0,0,0,0,0

[range]
code = range3CellDir
size = 3
data = 3
data = 2
data = 1

[range]
code = range4CellDir
size = 4
data = 4
data = 3
data = 2
data = 1

[range]
code = range5CellDir
size = 5
data = 5
data = 4
data = 3
data = 2
data = 1

#include SHAPEDEF.H

[define]        ; disp = 28
code            = SID_PLAYER0
hit             = SHAPE\001-P.SHP
stand           = SHAPE\001-00001.SHP
stand_num       = 6
walk_up         = SHAPE\001-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\001-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\001-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\001-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\001-M0001.SHP
use_magic_num	= 6

;hit             = SHAPE\010-P.SHP
;stand           = SHAPE\010-00001.SHP
;stand_num       = 6
;walk_up         = SHAPE\010-30001.SHP
;walk_up_num     = 6
;walk_down       = SHAPE\010-10001.SHP
;walk_down_num   = 6
;walk_left       = SHAPE\010-40001.SHP
;walk_left_num   = 6
;walk_right      = SHAPE\010-20001.SHP
;walk_right_num  = 6
;use_magic		= SHAPE\010-M0001.SHP
;use_magic_num	= 6

[define]
code            = SID_PLAYER1
hit             = SHAPE\002-P.SHP
stand           = SHAPE\002-00001.SHP
stand_num       = 6
walk_up         = SHAPE\002-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\002-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\002-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\002-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\002-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER2
hit             = SHAPE\003-P.SHP
stand           = SHAPE\003-00001.SHP
stand_num       = 6
walk_up         = SHAPE\003-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\003-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\003-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\003-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\003-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER3
hit             = SHAPE\004-P.SHP
stand           = SHAPE\004-00001.SHP
stand_num       = 6
walk_up         = SHAPE\004-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\004-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\004-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\004-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\004-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER4
hit             = SHAPE\005-P.SHP
stand           = SHAPE\005-00001.SHP
stand_num       = 6
walk_up         = SHAPE\005-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\005-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\005-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\005-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\005-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER5
hit             = SHAPE\006-P.SHP
stand           = SHAPE\006-00001.SHP
stand_num       = 6
walk_up         = SHAPE\006-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\006-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\006-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\006-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\006-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER6
hit             = SHAPE\007-P.SHP
stand           = SHAPE\007-00001.SHP
stand_num       = 6
walk_up         = SHAPE\007-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\007-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\007-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\007-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\007-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER7
hit             = SHAPE\008-P.SHP
stand           = SHAPE\008-00001.SHP
stand_num       = 6
walk_up         = SHAPE\008-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\008-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\008-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\008-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\008-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER8
hit             = SHAPE\009-P.SHP
stand           = SHAPE\009-00001.SHP
stand_num       = 6
walk_up         = SHAPE\009-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\009-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\009-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\009-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\009-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER9
hit             = SHAPE\010-P.SHP
stand           = SHAPE\010-00001.SHP
stand_num       = 6
walk_up         = SHAPE\010-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\010-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\010-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\010-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\010-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER10
hit             = SHAPE\011-P.SHP
stand           = SHAPE\011-00001.SHP
stand_num       = 6
walk_up         = SHAPE\011-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\011-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\011-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\011-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\011-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER11
hit             = SHAPE\012-P.SHP
stand           = SHAPE\012-00001.SHP
stand_num       = 6
walk_up         = SHAPE\012-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\012-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\012-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\012-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\012-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER12
hit             = SHAPE\013-P.SHP
stand           = SHAPE\013-00001.SHP
stand_num       = 6
walk_up         = SHAPE\013-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\013-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\013-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\013-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\013-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER13
hit             = SHAPE\014-P.SHP
stand           = SHAPE\014-00001.SHP
stand_num       = 6
walk_up         = SHAPE\014-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\014-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\014-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\014-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\014-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER14
hit             = SHAPE\015-P.SHP
stand           = SHAPE\015-00001.SHP
stand_num       = 6
walk_up         = SHAPE\015-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\015-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\015-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\015-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\015-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER15
hit             = SHAPE\016-P.SHP
stand           = SHAPE\016-00001.SHP
stand_num       = 6
walk_up         = SHAPE\016-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\016-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\016-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\016-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\016-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER16
hit             = SHAPE\017-P.SHP
stand           = SHAPE\017-00001.SHP
stand_num       = 6
walk_up         = SHAPE\017-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\017-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\017-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\017-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\017-M0001.SHP
use_magic_num	= 6

;[define]
;code            = SID_PLAYER17
;hit             = SHAPE\018-P.SHP
;stand           = SHAPE\018-00001.SHP
;stand_num       = 6
;walk_up         = SHAPE\018-30001.SHP
;walk_up_num     = 6
;walk_down       = SHAPE\018-10001.SHP
;walk_down_num   = 6
;walk_left       = SHAPE\018-40001.SHP
;walk_left_num   = 6
;walk_right      = SHAPE\018-20001.SHP
;walk_right_num  = 6
;use_magic		= SHAPE\018-M0001.SHP
;use_magic_num	= 6

[define]
code            = SID_PLAYER17
hit             = SHAPE\053-P.SHP
stand           = SHAPE\053-00001.SHP
stand_num       = 6
walk_up         = SHAPE\053-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\053-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\053-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\053-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\053-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER18
hit             = SHAPE\019-P.SHP
stand           = SHAPE\019-00001.SHP
stand_num       = 6
walk_up         = SHAPE\019-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\019-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\019-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\019-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\019-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_PLAYER19
hit             = SHAPE\020-P.SHP
stand           = SHAPE\020-00001.SHP
stand_num       = 6
walk_up         = SHAPE\020-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\020-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\020-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\020-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\020-M0001.SHP
use_magic_num	= 6

;[define]
;code            = SID_PLAYER20
;hit             = SHAPE\020-P.SHP
;stand           = SHAPE\020-00001.SHP
;stand_num       = 6
;walk_up         = SHAPE\020-30001.SHP
;walk_up_num     = 6
;walk_down       = SHAPE\020-10001.SHP
;walk_down_num   = 6
;walk_left       = SHAPE\020-40001.SHP
;walk_left_num   = 6
;walk_right      = SHAPE\020-20001.SHP
;walk_right_num  = 6
;use_magic		= SHAPE\020-M0001.SHP
;use_magic_num	= 6
; ---------------------------------------------------------
[define]
code            = SID_ENEMY021
hit             = SHAPE\021-P.SHP
stand           = SHAPE\021-00001.SHP
stand_num       = 6
walk_up         = SHAPE\021-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\021-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\021-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\021-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\021-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY022
hit             = SHAPE\022-P.SHP
stand           = SHAPE\022-00001.SHP
stand_num       = 6
walk_up         = SHAPE\022-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\022-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\022-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\022-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\022-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY023
hit             = SHAPE\023-P.SHP
stand           = SHAPE\023-00001.SHP
stand_num       = 6
walk_up         = SHAPE\023-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\023-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\023-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\023-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\023-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY024
hit             = SHAPE\024-P.SHP
stand           = SHAPE\024-00001.SHP
stand_num       = 6
walk_up         = SHAPE\024-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\024-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\024-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\024-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\024-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY025
hit             = SHAPE\025-P.SHP
stand           = SHAPE\025-00001.SHP
stand_num       = 13
walk_up         = SHAPE\025-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\025-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\025-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\025-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\025-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY026
hit             = SHAPE\026-P.SHP
stand           = SHAPE\026-00001.SHP
stand_num       = 6
walk_up         = SHAPE\026-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\026-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\026-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\026-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\026-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY027
hit             = SHAPE\027-P.SHP
stand           = SHAPE\027-00001.SHP
stand_num       = 6
walk_up         = SHAPE\027-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\027-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\027-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\027-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\027-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY028
hit             = SHAPE\028-P.SHP
stand           = SHAPE\028-00001.SHP
stand_num       = 6
walk_up         = SHAPE\028-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\028-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\028-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\028-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\028-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY029
hit             = SHAPE\029-P.SHP
stand           = SHAPE\029-00001.SHP
stand_num       = 6
walk_up         = SHAPE\029-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\029-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\029-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\029-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\029-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY030
hit             = SHAPE\030-P.SHP
stand           = SHAPE\030-00001.SHP
stand_num       = 6
walk_up         = SHAPE\030-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\030-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\030-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\030-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\030-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY031
hit             = SHAPE\031-P.SHP
stand           = SHAPE\031-00001.SHP
stand_num       = 6
walk_up         = SHAPE\031-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\031-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\031-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\031-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\031-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY032
hit             = SHAPE\032-P.SHP
stand           = SHAPE\032-00001.SHP
stand_num       = 6
walk_up         = SHAPE\032-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\032-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\032-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\032-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\032-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY033
hit             = SHAPE\033-P.SHP
stand           = SHAPE\033-00001.SHP
stand_num       = 6
walk_up         = SHAPE\033-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\033-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\033-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\033-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\033-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY034
hit             = SHAPE\034-P.SHP
stand           = SHAPE\034-00001.SHP
stand_num       = 6
walk_up         = SHAPE\034-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\034-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\034-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\034-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\034-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY035
hit             = SHAPE\035-P.SHP
stand           = SHAPE\035-00001.SHP
stand_num       = 6
walk_up         = SHAPE\035-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\035-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\035-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\035-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\035-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY036
hit             = SHAPE\036-P.SHP
stand           = SHAPE\036-00001.SHP
stand_num       = 6
walk_up         = SHAPE\036-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\036-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\036-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\036-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\036-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY037
hit             = SHAPE\037-P.SHP
stand           = SHAPE\037-00001.SHP
stand_num       = 6
walk_up         = SHAPE\037-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\037-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\037-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\037-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\037-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY038
hit             = SHAPE\038-P.SHP
stand           = SHAPE\038-00001.SHP
stand_num       = 6
walk_up         = SHAPE\038-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\038-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\038-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\038-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\038-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY039
hit             = SHAPE\039-P.SHP
stand           = SHAPE\039-00001.SHP
stand_num       = 6
walk_up         = SHAPE\039-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\039-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\039-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\039-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\039-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY041
hit             = SHAPE\041-P.SHP
stand           = SHAPE\041-00001.SHP
stand_num       = 6
walk_up         = SHAPE\041-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\041-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\041-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\041-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\041-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY043
hit             = SHAPE\043-P.SHP
stand           = SHAPE\043-00001.SHP
stand_num       = 6
walk_up         = SHAPE\043-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\043-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\043-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\043-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\043-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY044
hit             = SHAPE\044-P.SHP
stand           = SHAPE\044-00001.SHP
stand_num       = 6
walk_up         = SHAPE\044-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\044-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\044-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\044-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\044-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY045
hit             = SHAPE\045-P.SHP
stand           = SHAPE\045-00001.SHP
stand_num       = 6
walk_up         = SHAPE\045-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\045-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\045-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\045-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\045-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY048
hit             = SHAPE\048-P.SHP
stand           = SHAPE\048-00001.SHP
stand_num       = 6
walk_up         = SHAPE\048-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\048-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\048-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\048-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\048-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY049
hit             = SHAPE\049-P.SHP
stand           = SHAPE\049-00001.SHP
stand_num       = 6
walk_up         = SHAPE\049-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\049-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\049-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\049-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\049-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY050
hit             = SHAPE\050-P.SHP
stand           = SHAPE\050-00001.SHP
stand_num       = 6
walk_up         = SHAPE\050-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\050-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\050-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\050-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\050-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY051
hit             = SHAPE\051-P.SHP
stand           = SHAPE\051-00001.SHP
stand_num       = 6
walk_up         = SHAPE\051-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\051-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\051-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\051-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\051-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY052
hit             = SHAPE\052-P.SHP
stand           = SHAPE\052-00001.SHP
stand_num       = 6
walk_up         = SHAPE\052-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\052-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\052-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\052-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\052-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY053
hit             = SHAPE\009-P.SHP
stand           = SHAPE\009-00001.SHP
stand_num       = 6
walk_up         = SHAPE\009-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\009-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\009-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\009-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\009-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY054
hit             = SHAPE\054-P.SHP
stand           = SHAPE\054-00001.SHP
stand_num       = 6
walk_up         = SHAPE\054-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\054-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\054-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\054-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\054-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY055
hit             = SHAPE\055-P.SHP
stand           = SHAPE\055-00001.SHP
stand_num       = 6
walk_up         = SHAPE\055-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\055-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\055-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\055-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\055-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY056
hit             = SHAPE\056-P.SHP
stand           = SHAPE\056-00001.SHP
stand_num       = 6
walk_up         = SHAPE\056-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\056-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\056-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\056-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\056-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY057
hit             = SHAPE\057-P.SHP
stand           = SHAPE\057-00001.SHP
stand_num       = 6
walk_up         = SHAPE\057-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\057-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\057-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\057-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\057-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY058
hit             = SHAPE\058-P.SHP
stand           = SHAPE\058-00001.SHP
stand_num       = 6
walk_up         = SHAPE\058-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\058-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\058-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\058-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\058-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY059
hit             = SHAPE\059-P.SHP
stand           = SHAPE\059-00001.SHP
stand_num       = 6
walk_up         = SHAPE\059-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\059-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\059-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\059-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\059-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY060
hit             = SHAPE\60-10001.SHP
stand           = SHAPE\60-10001.SHP
stand_num       = 14
walk_up         = SHAPE\60-10001.SHP
walk_up_num     = 14
walk_down       = SHAPE\60-10001.SHP
walk_down_num   = 14
walk_left       = SHAPE\60-10001.SHP
walk_left_num   = 14
walk_right      = SHAPE\60-10001.SHP
walk_right_num  = 14
use_magic		= SHAPE\60-10001.SHP
use_magic_num	= 14

[define]
code            = SID_ENEMY061
hit             = SHAPE\061-P.SHP
stand           = SHAPE\061-00001.SHP
stand_num       = 6
walk_up         = SHAPE\061-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\061-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\061-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\061-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\061-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY062
hit             = SHAPE\062-P.SHP
stand           = SHAPE\062-00001.SHP
stand_num       = 6
walk_up         = SHAPE\062-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\062-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\062-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\062-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\062-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY064
hit             = SHAPE\064-P.SHP
stand           = SHAPE\064-00001.SHP
stand_num       = 6
walk_up         = SHAPE\064-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\064-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\064-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\064-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\064-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY065
hit             = SHAPE\065-P.SHP
stand           = SHAPE\065-00001.SHP
stand_num       = 6
walk_up         = SHAPE\065-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\065-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\065-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\065-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\065-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY066
hit             = SHAPE\050-P.SHP
stand           = SHAPE\050-00001.SHP
stand_num       = 6
walk_up         = SHAPE\050-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\050-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\050-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\050-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\050-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY067
hit             = MAGIC\MIN12_11.SHP
stand           = MAGIC\MIN12_11.SHP
stand_num       = 3
walk_up         = MAGIC\MIN12_21.SHP
walk_up_num     = 3
walk_down       = MAGIC\MIN12_21.SHP
walk_down_num   = 3
walk_left       = MAGIC\MIN12_21.SHP
walk_left_num   = 3
walk_right      = MAGIC\MIN12_21.SHP
walk_right_num  = 3
use_magic		= MAGIC\MIN12_21.SHP
use_magic_num	= 3

[define]
code            = SID_ENEMY068
hit             = SHAPE\68-003.SHP
stand           = SHAPE\68-001.SHP
stand_num       = 5
walk_up         = SHAPE\68-001.SHP
walk_up_num     = 5
walk_down       = SHAPE\68-001.SHP
walk_down_num   = 5
walk_left       = SHAPE\68-001.SHP
walk_left_num   = 5
walk_right      = SHAPE\68-001.SHP
walk_right_num  = 5
use_magic		= SHAPE\68-001.SHP
use_magic_num	= 5

[define]
code            = SID_ENEMY069
hit             = SHAPE\022-P.SHP
stand           = SHAPE\022-00001.SHP
stand_num       = 6
walk_up         = SHAPE\022-30001.SHP
walk_up_num     = 6
walk_down       = SHAPE\022-10001.SHP
walk_down_num   = 6
walk_left       = SHAPE\022-40001.SHP
walk_left_num   = 6
walk_right      = SHAPE\022-20001.SHP
walk_right_num  = 6
use_magic		= SHAPE\022-M0001.SHP
use_magic_num	= 6

[define]
code            = SID_ENEMY100
hit             = SHAPE11\18_DOOR01.SHP
stand           = SHAPE11\18_DOOR01.SHP
stand_num       = 1
walk_up         = SHAPE11\18_DOOR01.SHP
walk_up_num     = 1
walk_down       = SHAPE11\18_DOOR01.SHP
walk_down_num   = 1
walk_left       = SHAPE11\18_DOOR01.SHP
walk_left_num   = 1
walk_right      = SHAPE11\18_DOOR01.SHP
walk_right_num  = 1
use_magic		= SHAPE11\18_DOOR01.SHP
use_magic_num	= 1

[define]
code            = SID_ENEMY101
hit             = SHAPE11\18_DOOR01.SHP
stand           = SHAPE11\18_DOOR01.SHP
stand_num       = 1
walk_up         = SHAPE11\18_DOOR01.SHP
walk_up_num     = 1
walk_down       = SHAPE11\18_DOOR01.SHP
walk_down_num   = 1
walk_left       = SHAPE11\18_DOOR01.SHP
walk_left_num   = 1
walk_right      = SHAPE11\18_DOOR01.SHP
walk_right_num  = 1
use_magic		= SHAPE11\18_DOOR01.SHP
use_magic_num	= 1
#INCLUDE ANIMAL.H
#INCLUDE SHAPEDEF.H

[animal]
code     = SID_PLAYER0
k_action = aniKRight                    // hit move flag
fh_shape = MAGIC\PATT001.SHP            // attack flash shape
shape    = ANIMAL\P001_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,8,aniSetShape,2,aniDelay,3
action   = aniInsertAttackFlash,-90,-120,aniSetShape,3,aniDelay,30
s_shape  = ANIMAL\P001_201.SHP
s_number = 7
s_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_PLAYER1
k_action = aniKRight
fh_shape = MAGIC\PATT002.SHP            // attack flash shape
shape    = ANIMAL\P002_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,2,aniSetShape,2,aniDelay,2,aniSetShape,3
action   = aniSetSubSpeed,192,0x00100000,0x00010000,0,aniDelay,18
action   = aniSetAddSpeed,64,0x00000000,0x00010000,0x00100000,aniDelay,15,aniSetStopSpeed
action   = aniInsertAttackFlash,-60,-240,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P002_101.SHP
m_number = 7
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,4,4
s_shape  = ANIMAL\P002_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,4,4

[animal]
code     = SID_PLAYER2
k_action = aniKRight
shape    = ANIMAL\P003_001.SHP
number   = 6
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2,aniDelay,4,aniSetShape,3
action   = aniDelay,12,aniInsertAttackFlash,0,0,aniSetShape,4,aniDelay,30
s_shape  = ANIMAL\P003_201.SHP
s_number = 6
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER3
k_action = aniKRight
fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P004_001.SHP
number   = 5
action   = aniSetSubSpeed,0,0x000a0000,0x00010000,0
action   = aniSetXYDisp,50,0,aniDelay,12,aniSetShape,1,aniDelay,2,aniSetShape,2,aniDelay,12
action   = aniSetSubSpeed,128,0x000a0000,0x00008000,0
action   = aniInsertAttackFlash,-63,-70,aniSetShape,3,aniDelay,35
s_shape  = ANIMAL\P004_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER4
k_action = aniKRight
fh_shape = MAGIC\PATT005.SHP            // attack flash shape
shape    = ANIMAL\P005_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,6,aniSetShape,2,aniDelay,4,aniSetShape,3
action   = aniDelay,18,aniInsertAttackFlash,-30,-140,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P005_101.SHP
m_number = 8
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_PLAYER5
k_action = aniKRight
fh_shape = MAGIC\PATT006.SHP            // attack flash shape
shape    = ANIMAL\P006_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12,aniSetXYDisp,0,-140,aniSetShape,3
action   = aniInsertAttackFlash,-20,10,aniSetZoom,0x00011000,aniSetZoom,0x00012000
action   = aniSetZoom,0x00013000,aniSetZoom,0x00014000
action   = aniSetZoom,0x00015000,aniSetZoom,0x00016000
action   = aniDelay,20
m_shape  = ANIMAL\P006_101.SHP
m_number = 5
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,4,6,8
s_shape  = ANIMAL\P006_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER6
k_action = aniKRight
fh_shape = MAGIC\PATT007.SHP            // attack flash shape
shape    = ANIMAL\P007_001.SHP
number   = 5
;action   = aniSetXYDisp,50,0,aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniSetXYDisp,26,0,aniDelay,2,aniSetXYDisp,13,0,aniDelay,2,aniSetXYDisp,6,0,aniDelay,2,aniSetXYDisp,3,0,aniDelay,1,aniSetXYDisp,2,0
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniSetSubSpeed,128,0x000a0000,0x00008000,0
action   = aniInsertAttackFlash,-42,-125,aniSetShape,3,aniDelay,35
s_shape  = ANIMAL\P007_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER7
k_action = aniKRight
shape    = ANIMAL\P008_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,8,aniSetShape,0,aniDelay,6
action   = aniSetShape,1,aniDelay,4,aniSetShape,0,aniDelay,3,aniSetShape,1,aniDelay,2
action   = aniSetShape,2,aniDelay,2,aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_PLAYER8
k_action = aniKRight
fh_shape = MAGIC\PATT009.SHP            // attack flash shape
shape    = ANIMAL\P009_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,3,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,20,-120,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P009_101.SHP
m_number = 8
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,6,8,6
s_shape  = ANIMAL\P009_201.SHP
s_number = 4
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,3,10,10
; -----------------------------------------------------------------------
[animal]
code     = SID_PLAYER9
k_action = aniKRight
fh_shape = MAGIC\PATT013.SHP            // attack flash shape
shape    = ANIMAL\P010_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
;action   = aniInsertAttackFlash,-194,-143,aniSetShape,3,aniDelay,30
action   = aniInsertAttackFlash,-300,-60,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P010_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,8,6
s_shape  = ANIMAL\P010_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,10,10

[animal]
code     = SID_PLAYER10
k_action = aniKRight
fh_shape = MAGIC\PATT011.SHP            // attack flash shape
shape    = ANIMAL\P011_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,6,aniSetShape,2,aniDelay,4,aniSetShape,3
action   = aniDelay,18,aniInsertAttackFlash,-144,-124,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P011_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,4,4

[animal]
code     = SID_PLAYER11
k_action = aniKRight
;fh_shape = MAGIC\PATT001.SHP            // attack flash shape
shape    = ANIMAL\P012_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,12,aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30
s_shape  = ANIMAL\P012_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER12
k_action = aniKRight
fh_shape = MAGIC\PATT013.SHP            // attack flash shape
shape    = ANIMAL\P013_001.SHP
number   = 4
action   = aniDelay,12,aniSetShape,1,aniDelay,16
action   = aniInsertAttackFlash,-188,-84,aniSetShape,2,aniDelay,30
s_shape  = ANIMAL\P013_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER13
k_action = aniKRight
fh_shape = MAGIC\PATT014.SHP            // attack flash shape
shape    = ANIMAL\P014_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,16,aniInsertAttackFlash,-127,-122,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P014_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,4,4

[animal]
code     = SID_PLAYER14
k_action = aniKRight
;fh_shape = MAGIC\PATT001.SHP            // attack flash shape
shape    = ANIMAL\P015_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,16,aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P015_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,4,4

[animal]
code     = SID_PLAYER15
k_action = aniKRight
fh_shape = MAGIC\PATT016.SHP            // attack flash shape
shape    = ANIMAL\P016_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,16,aniInsertAttackFlash,7,-12,aniSetShape,3,aniDelay,30
s_shape  = ANIMAL\P016_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_PLAYER16
k_action = aniKRight
fh_shape = MAGIC\PATT017.SHP            // attack flash shape
shape    = ANIMAL\P017_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,24,aniInsertAttackFlash,30,-18,aniSetShape,3,aniDelay,30
s_shape  = ANIMAL\P017_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,10,10

[animal]
code     = SID_PLAYER17
k_action = aniKRight
fh_shape = MAGIC\PATT018.SHP            // attack flash shape
shape    = ANIMAL\P018_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,16
action   = aniInsertAttackFlash,-241,0,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P018_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,8,6
s_shape  = ANIMAL\P018_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,10,10
; -----------------------------------------------------------------------
[animal]
code     = SID_PLAYER18
k_action = aniKRight
fh_shape = MAGIC\PATT019.SHP            // attack flash shape
shape    = ANIMAL\P019_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,24
action   = aniInsertAttackFlash,-180,-294,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P019_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,8,6
s_shape  = ANIMAL\P019_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,10,10

[animal]
code     = SID_PLAYER19
k_action = aniKRight
fh_shape = MAGIC\PATT020.SHP            // attack flash shape
shape    = ANIMAL\P020_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,-233,-172,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P020_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,4,4
s_shape  = ANIMAL\P020_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,4,4
; ---------------------------------------------------------------------------
[animal]
code     = SID_ENEMY021
k_action = aniKLeft
fh_shape = MAGIC\PATT021.SHP            // attack flash shape
shape    = ANIMAL\P021_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY022
k_action = aniKRight
fh_shape = MAGIC\PATT022.SHP            // attack flash shape
shape    = ANIMAL\P022_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,4,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,86,-81,aniSetShape,4,aniDelay,30

[animal]
code     = SID_ENEMY023
k_action = aniKRight
fh_shape = MAGIC\PATT023.SHP            // attack flash shape
shape    = ANIMAL\P023_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY024
k_action = aniKRight
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P024_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
;action   = aniInsertAttackFlash,0,-120,aniSetShape,3,aniDelay,30
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY025
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P025_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P025_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_ENEMY026
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P026_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30
;m_shape  = ANIMAL\P009_101.SHP
;m_number = 8
;m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
;m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_ENEMY027
k_action = aniKLeft
fh_shape = MAGIC\PATT014.SHP            // attack flash shape
shape    = ANIMAL\P027_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,24
action   = aniInsertAttackFlash,51,-211,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY028
k_action = aniKLeft
fh_shape = MAGIC\PATT028.SHP            // attack flash shape
shape    = ANIMAL\P028_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,-126,7,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY029
k_action = aniKRight
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P068_001.SHP
number   = 1
action   = aniDelay,30

[animal]
code     = SID_ENEMY030
k_action = aniKLeft
fh_shape = MAGIC\PATT030.SHP            // attack flash shape
shape    = ANIMAL\P030_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,141,-21,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY031
k_action = aniKLeft
fh_shape = MAGIC\PATT031.SHP            // attack flash shape
shape    = ANIMAL\P031_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,285,-32,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY032
k_action = aniKLeft
fh_shape = MAGIC\PATT032.SHP            // attack flash shape
shape    = ANIMAL\P032_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,16
action   = aniInsertAttackFlash,-32,-22,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY033
k_action = aniKLeft
fh_shape = MAGIC\PATT033.SHP            // attack flash shape
shape    = ANIMAL\P033_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,18,aniInsertAttackFlash,260,-60,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY034
k_action = aniKLeft
fh_shape = MAGIC\PATT034.SHP            // attack flash shape
shape    = ANIMAL\P034_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,16
action   = aniInsertAttackFlash,78,-196,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY035
k_action = aniKLeft
fh_shape = MAGIC\PATT035.SHP            // attack flash shape
shape    = ANIMAL\P035_001.SHP
number   = 6
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2,aniDelay,4,aniSetShape,3
action   = aniDelay,16,aniInsertAttackFlash,-109,-36,aniSetShape,4,aniDelay,30

[animal]
code     = SID_ENEMY036
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P036_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY037
k_action = aniKLeft
fh_shape = MAGIC\PATT037.SHP            // attack flash shape
shape    = ANIMAL\P037_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,16
action   = aniInsertAttackFlash,170,-185,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY038
k_action = aniKLeft
fh_shape = MAGIC\PATT038.SHP            // attack flash shape
shape    = ANIMAL\P038_001.SHP
number   = 3
action   = aniDelay,28
action   = aniInsertAttackFlash,301,-187,aniSetShape,1,aniDelay,30

[animal]
code     = SID_ENEMY039
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P039_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,0,0,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY041
k_action = aniKLeft
fh_shape = MAGIC\PATT041.SHP            // attack flash shape
shape    = ANIMAL\P041_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,12
action   = aniInsertAttackFlash,145,-16,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY043
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P043_001.SHP
number   = 3
action   = aniDelay,24
action   = aniInsertAttackFlash,0,0,aniSetShape,1,aniDelay,30

[animal]
code     = SID_ENEMY044
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P044_001.SHP
number   = 3
action   = aniDelay,24
action   = aniInsertAttackFlash,0,0,aniSetShape,1,aniDelay,30

[animal]
code     = SID_ENEMY045
k_action = aniKLeft
fh_shape = MAGIC\PATT041.SHP            // attack flash shape
shape    = ANIMAL\P045_001.SHP
number   = 4
action   = aniDelay,16,aniSetShape,1
action   = aniDelay,14,aniInsertAttackFlash,-9,-24,aniSetShape,2,aniDelay,30

[animal]
code     = SID_ENEMY048
k_action = aniKLeft
fh_shape = MAGIC\PATT048.SHP            // attack flash shape
shape    = ANIMAL\P048_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
action   = aniInsertAttackFlash,300,-147,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY049
k_action = aniKLeft
fh_shape = MAGIC\PATT033.SHP            // attack flash shape
shape    = ANIMAL\P049_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,16
action   = aniInsertAttackFlash,262,-63,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY050
k_action = aniKLeft
fh_shape = MAGIC\PATT050.SHP            // attack flash shape
shape    = ANIMAL\P050_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,5,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,81,-144,aniSetShape,4,aniDelay,30

[animal]
code     = SID_ENEMY051
k_action = aniKLeft
fh_shape = MAGIC\PATT051.SHP            // attack flash shape
shape    = ANIMAL\P051_001.SHP
number   = 4
action   = aniDelay,20,aniSetShape,1,aniDelay,24
action   = aniInsertAttackFlash,87,-158,aniSetShape,2,aniDelay,30

[animal]
code     = SID_ENEMY052
k_action = aniKLeft
fh_shape = MAGIC\PATT052.SHP            // attack flash shape
shape    = ANIMAL\P052_001.SHP
number   = 5
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2
action   = aniDelay,24,aniInsertAttackFlash,-219,-251,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY053
k_action = aniKLeft
fh_shape = MAGIC\PATT053.SHP            // attack flash shape
shape    = ANIMAL\P053_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,3,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,-20,-120,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P009_101.SHP
m_number = 8
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,6,8,6
s_shape  = ANIMAL\P009_201.SHP
s_number = 4
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,3,10,10

[animal]
code     = SID_ENEMY054
k_action = aniKLeft
fh_shape = MAGIC\PATT054.SHP            // attack flash shape
shape    = ANIMAL\P054_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
action   = aniInsertAttackFlash,-107,-36,aniSetShape,3,aniDelay,30
s_shape  = ANIMAL\P054_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_ENEMY055
k_action = aniKLeft
fh_shape = MAGIC\PATT055.SHP            // attack flash shape
shape    = ANIMAL\P055_001.SHP
number   = 4
action   = aniDelay,12,aniSetShape,1,aniDelay,16
action   = aniInsertAttackFlash,90,0,aniSetShape,2,aniDelay,30
s_shape  = ANIMAL\P055_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,10,10

[animal]
code     = SID_ENEMY056
k_action = aniKLeft
fh_shape = MAGIC\PATT056.SHP            // attack flash shape
shape    = ANIMAL\P056_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
action   = aniInsertAttackFlash,-27,-46,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P056_101.SHP
m_number = 3
m_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_ENEMY057
k_action = aniKLeft
fh_shape = MAGIC\PATT034.SHP            // attack flash shape
shape    = ANIMAL\P057_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,3,aniSetShape,3,aniDelay,16
action   = aniInsertAttackFlash,16,-117,aniSetShape,4,aniDelay,30
s_shape  = ANIMAL\P057_201.SHP
s_number = 3
s_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
s_action = aniInsertCastObject,160,-150,2,6,6

[animal]
code     = SID_ENEMY058
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P058_001.SHP
number   = 3
action   = aniDelay,24
action   = aniInsertAttackFlash,0,0,aniSetShape,1,aniDelay,30
m_shape  = ANIMAL\P058_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,8,6

[animal]
code     = SID_ENEMY059
k_action = aniKLeft
fh_shape = MAGIC\PATT059.SHP            // attack flash shape
shape    = ANIMAL\P059_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
action   = aniInsertAttackFlash,20,-80,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P059_101.SHP
m_number = 3
m_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_ENEMY060
k_action = aniKLeft
fh_shape = MAGIC\PATT060.SHP            // attack flash shape
shape    = ANIMAL\P060_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,20
action   = aniInsertAttackFlash,0,-150,aniSetShape,3,aniDelay,30
m_shape  = ANIMAL\P060_101.SHP
m_number = 3
m_action = aniSetXYDisp,640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,6,6

[animal]
code     = SID_ENEMY061
k_action = aniKRight
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P061_001.SHP
number   = 2
action   = aniDelay,30

[animal]
code     = SID_ENEMY062
k_action = aniKRight
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P062_001.SHP
number   = 2
action   = aniDelay,30

[animal]
code     = SID_ENEMY064
k_action = aniKRight
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P064_001.SHP
number   = 2
action   = aniDelay,30

[animal]
code     = SID_ENEMY065
k_action = aniKLeft
fh_shape = MAGIC\PATT014.SHP            // attack flash shape
shape    = ANIMAL\P065_001.SHP
number   = 5
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,24
action   = aniInsertAttackFlash,59,-213,aniSetShape,3,aniDelay,30

[animal]
code     = SID_ENEMY066
k_action = aniKLeft
fh_shape = MAGIC\PATT050.SHP            // attack flash shape
shape    = ANIMAL\P050_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,5,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,81,-144,aniSetShape,4,aniDelay,30

[animal]
code     = SID_ENEMY067
k_action = aniKLeft
;fh_shape = MAGIC\PATT004.SHP            // attack flash shape
shape    = ANIMAL\P067_001.SHP
number   = 1
action   = aniDelay,30

[animal]
code     = SID_ENEMY068
k_action = aniKLeft
fh_shape = MAGIC\PATT034.SHP            // attack flash shape
shape    = ANIMAL\P068_001.SHP
number   = 6
action   = aniDelay,16,aniSetShape,1,aniDelay,6,aniSetShape,2,aniDelay,4,aniSetShape,3
action   = aniDelay,16,aniInsertAttackFlash,68,-126,aniSetShape,4,aniDelay,30
m_shape  = ANIMAL\P068_101.SHP
m_number = 3
m_action = aniSetXYDisp,-640,0,aniShadowBG,aniMoveToCenter
m_action = aniInsertCastObject,-160,-150,2,8,6

[animal]
code     = SID_ENEMY069
k_action = aniKRight
fh_shape = MAGIC\PATT022.SHP            // attack flash shape
shape    = ANIMAL\P022_001.SHP
number   = 6
action   = aniDelay,12,aniSetShape,1,aniDelay,3,aniSetShape,2,aniDelay,4,aniSetShape,3,aniDelay,12
action   = aniInsertAttackFlash,86,-81,aniSetShape,4,aniDelay,30

[animal]
code     = SID_ENEMY100
k_action = aniKLeft                    	// hit move flag
;fh_shape = MAGIC\PATT001.SHP            // attack flash shape
shape    = ANIMAL\P100_001.SHP
number   = 1
action   = aniDelay,12
action   = aniDelay,30

[animal]
code     = SID_ENEMY101
k_action = aniKRight                   	// hit move flag
;fh_shape = MAGIC\PATT001.SHP            // attack flash shape
shape    = ANIMAL\P101_001.SHP
number   = 1
action   = aniDelay,12
action   = aniDelay,30
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-052.H

[story]
action = actSetBGToObject,SID_ENEMY025,1
action = actPlayLevelMusic
action = actDelay,40
action = actMessage,SID_ENEMY026,1,379
action = actMessage,SID_ENEMY025,1,380
action = actMessage,SID_ENEMY026,2,381
action = actWalkDispWait,SID_ENEMY025,1,0,96,1
action = actDelay,20,actMessage,SID_ENEMY025,1,383
action = actWalkDispWait,SID_ENEMY026,1,0,32,0
action = actMessage,SID_ENEMY026,1,384
action = actPlaySound,WAV\CLIP001.WAV,actDelay,60
action = actScrollBGToObject,SID_PLAYER0,1
action = actWalkDispWait,SID_PLAYER0,1,0,-224,2
action = actWalkDispWait,SID_ENEMY023,1,0,-224,8
action = actWalkDispWait,SID_ENEMY023,2,0,-224,8
action = actWalkDispWait,SID_ENEMY024,1,0,-224,4
action = actWalkDispWait,SID_ENEMY024,2,0,-224,4
action = actMessage,SID_PLAYER0,1,385
action = actScrollBGToObject,SID_ENEMY026,2
action = actWalkDispWait,SID_ENEMY026,2,32,64,0
action = actMessage,SID_ENEMY026,2,386
action = actWalkDispWait,SID_ENEMY026,1,0,32,0
action = actMessage,SID_ENEMY026,1,387
;...............
action = actInsertObject,obj_Story_Level52_Enemy21,-54,583
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,260,485,8
action = actInsertObject,obj_Story_Level52_Enemy21,-54,583
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,323,549,8
;action = actInsertObject,obj_Story_Level52_Enemy21,-54,583
;action = actSetPrevInsertObjectWaitRound,2
;action = actWalkPrevInsertObjectWait,194,580,8
action = actInsertObject,obj_Story_Level52_Enemy21,650,583
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,388,484,8
action = actInsertObject,obj_Story_Level52_Enemy21,650,583
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,419,578,8
;
action = actInsertObject,obj_Story_Level52_Enemy21,-54,800
action = actWalkPrevInsertObjectWait,256,800,8
action = actInsertObject,obj_Story_Level52_Enemy21,-54,800
action = actWalkPrevInsertObjectWait,192,864,8
action = actInsertObject,obj_Story_Level52_Enemy21,650,800
action = actWalkPrevInsertObjectWait,480,800,8
action = actInsertObject,obj_Story_Level52_Enemy21,650,800
action = actWalkPrevInsertObjectWait,416,864,8
action = actDelay,20
;................
action = actMessage,SID_PLAYER0,1,388
action = actMessage,SID_ENEMY023,1,389
action = actMessage,SID_ENEMY025,1,390
action = actMessage,SID_PLAYER0,1,391
;
action = actSetDeadMessage,SID_PLAYER0,1,394,0
;
action = actShowSectionName,SHAPE01\WORD052.SHP
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
action = actInsertEventStatus,1
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H

[story]
action = actPlayMusic,8,actDelay,40
action = actMessage,SID_[,1,705,actMessage,SID_ENEMY061,3,706
action = actMessage,SID_[,1,707,actMessage,SID_pگǼw,1,708,actMessage,SID_pگǼw,1,709
action = actWalkDispWait,SID_ENEMY062,1,0,32,0,actMessage,SID_ENEMY062,1,710
action = actMessage,SID_pگǼw,1,711,actMessage,SID_ENEMY062,2,380
action = actDelay,20,actMessage,defNoOne,1,712
;
;action = actInsertObject,obj_Story_Level1_Enemy62,576,1152
;action = actWalkPrevInsertObjectWait,512,544,8
action = actWalkWait,SID_ENEMY062,4,512,544,8,actMessage,SID_ENEMY062,4,713
;
action = actWalkDisp,SID_ENEMY061,1,0,32,0,actDelay,4,actWalkDispWait,SID_ENEMY061,3,0,-32,0
action = actWalkDisp,SID_ENEMY062,1,32,0,0,actDelay,4,actWalkDispWait,SID_ENEMY062,2,0,32,0
action = actWalkDisp,SID_ENEMY061,1,0,-32,0,actDelay,4,actWalkDispWait,SID_ENEMY061,3,0,32,0
action = actWalkDisp,SID_ENEMY062,1,-32,0,0,actDelay,4,actWalkDispWait,SID_ENEMY062,2,0,-32,0
action = actDelay,20
action = actMessage,SID_ENEMY062,1,714,actMessage,SID_ENEMY062,2,715,actMessage,SID_ENEMY061,1,716
;
action = actWalkDispWait,SID_pگǼw,1,0,32,2,actDelay,10,actMessage,SID_pگǼw,1,717
action = actMessage,SID_[,1,718,actDelay,20
action = actWalkWait,SID_ENEMY062,2,544,512,8,actMessage,SID_ENEMY062,2,719
action = actMessage,SID_pگǼw,1,720,actDelay,20,actMessage,SID_pگǼw,1,721
action = actMessage,SID_pگǼw,1,722,actMessage,SID_ENEMY062,2,380
action = actMessage,SID_[,1,723,actMessage,SID_pگǼw,1,724
action = actWalkDispWait,SID_pگǼw,1,-32,128,0
action = actWalkDispWait,SID_[,1,-32,128,8,actDelay,20
action = actSetDeadMessage,SID_pگǼw,1,743,0
action = actSetDeadMessage,SID_[,1,742,0
;
action = actShowSectionName,SHAPE01\WORD001.SHP
action = actInsertWinStatus,0,actInsertWinStatus,1
action = actInsertFailStatus,0,actInsertFailStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
; -----------------------------------------------------------------
action = actWalkDisp,SID_ENEMY028,1,0,-192,0,actDelay,4,actWalkDispWait,SID_ENEMY028,2,0,-192,0,actDelay,12
action = actWalkDisp,SID_ENEMY028,3,0,-192,0,actDelay,4,actWalkDispWait,SID_ENEMY028,4,0,-192,0,actDelay,12
action = actWalkDisp,SID_ENEMY028,5,0,-192,0,actDelay,4,actWalkDispWait,SID_ENEMY028,6,0,-192,0
action = actWalkDispWait,SID_ENEMY036,1,0,-128,0,actWalkDispWait,SID_ENEMY036,2,0,-128,0
action = actDelay,20,actMessage,SID_ENEMY028,1,725,actMessage,SID_ENEMY028,2,726
action = actMessage,SID_pگǼw,1,727,actMessage,SID_ENEMY028,1,728,actMessage,SID_ENEMY028,1,729
action = actMessage,SID_pگǼw,1,730,actDelay,10,actMessage,SID_[,1,731
action = actMessage,SID_ENEMY028,3,732
#include RANGE.H
#include TYPE.H
#include EFFECTS.H

; ----------- Earth -----------
[special]
code = magicCode01
name = 272;;;;;;;;;;;;;;;;;;;;;;;;;;
type = magicEARTH
range = range2CellCircle
effect_range = range1Cell
expend = 1
damage = 60,80
hit_ratio = 96
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode73
defense_code = specCode74

[special]
code = magicCode02
name = 274
type = magicEARTH
range = range2CellCircle
effect_range = range2CellFull
expend = 3
damage = 90,120
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode77
defense_code = specCode78

[special]
code = magicCode03
name = 276
type = magicEARTH
range = range0Cell
effect_range = range3CellThrust
expend = 2
damage = 130,170
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode81
defense_code = specCode82

[special]							; enemy
code = magicCode04
name = 293
type = magicEARTH
range = range0Cell
effect_range = range4CellThrust
expend = 2
damage = 140,180
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode115
defense_code = specCode116

[special]							; enemy
code = magicCode05
name = 294
type = magicEARTH
range = range2CellCircle
effect_range = range2CellCircle
expend = 1
damage = 60,75
hit_ratio = 94
use_ratio = 75
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode117
defense_code = specCode118

;[special]
;code = magicCode20
;name = 145
;type = magicEARTH
;range = range0Cell
;effect_range = range2Cell
;expend = 1
;damage = 10,20
;hit_ratio = 90
;use_ratio = 90
;function = magicFun_Attack
;attackpow_ratio = 100
;attack_code = specCode17
;defense_code = specCode18

;[special]
;code = magicCode21
;name = 253
;type = magicEARTH
;range = range0Cell
;effect_range = range1CellFull
;expend = 2
;damage = 10,20
;hit_ratio = 90
;use_ratio = 90
;function = magicFun_Heal,magicFun_HealMP
;attackpow_ratio = 100
;attack_code = specCode35
;defense_code = specCode36

;[special]
;code = magicCode22
;name = 279
;type = magicEARTH
;range = range0Cell
;effect_range = range4CellDir
;expend = 1
;damage = 10,20
;hit_ratio = 90
;use_ratio = 90
;function = magicFun_Attack
;attackpow_ratio = 100
;attack_code = specCode87
;defense_code = specCode88
; ----------- Water -----------
[special]
code = magicCode01
name = 140
type = magicWATER
range = range0Cell
effect_range = range1CellFull
expend = 1
damage = 12,16
hit_ratio = 96
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode07
defense_code = specCode08

[special]
code = magicCode02
name = 192
type = magicWATER
range = range0Cell
effect_range = range2CellCircle
expend = 2
damage = 100,130
hit_ratio = 100
use_ratio = 90
function = magicFun_Heal
attackpow_ratio = 100
attack_code = specCode21
defense_code = specCode22

[special]
code = magicCode03
name = 247
type = magicWATER
range = range0Cell
effect_range = range2CellCircle
expend = 3
damage = 10,20
hit_ratio = 100
use_ratio = 90
function = magicFun_CureParalysis,magicFun_CurePoison,magicFun_CureNoMagic,magicFun_CureWeaken
attackpow_ratio = 100
attack_code = specCode23
defense_code = specCode24

[special]
code = magicCode04
name = 252
type = magicWATER
range = range0Cell
effect_range = range1CellFull
expend = 2
damage = 120,160
hit_ratio = 100
use_ratio = 90
function = magicFun_Heal,magicFun_HealMP
attackpow_ratio = 100
attack_code = specCode33
defense_code = specCode34

[special]							; enemy
code = magicCode05
name = 297
type = magicWATER
range = range0Cell
effect_range = range1Cell
expend = 1
damage = 11,15
hit_ratio = 92
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode123
defense_code = specCode124
; ----------- Air -----------
[special]
code = magicCode01
name = 138
type = magicAIR
range = range2CellCircle
effect_range = range3CellThrust
expend = 2
damage = 70,90
hit_ratio = 97
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode03
defense_code = specCode04

[special]
code = magicCode02
name = 256
type = magicAIR
range = range0Cell
effect_range = range3CellShoot
expend = 3
damage = 75,100
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode41
defense_code = specCode42

[special]
code = magicCode03
name = 258
type = magicAIR
range = range3CellCircle
effect_range = range1Cell
expend = 2
damage = 150,180
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode45
defense_code = specCode46

[special]
code = magicCode04
name = 259
type = magicAIR
range = range4CellCircle
effect_range = range2CellCircle
expend = 3
damage = 64,80
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode47
defense_code = specCode48

[special]
code = magicCode05
name = 267
type = magicAIR
range = range0Cell
effect_range = range0Cell
expend = 2
damage = 40,60
hit_ratio = 100
use_ratio = 90
function = magicFun_DefUp
attackpow_ratio = 100
attack_code = specCode63
defense_code = specCode64

[special]							; enemy
code = magicCode06
name = 288
type = magicAIR
range = range3CellCircle
effect_range = range2Cell
expend = 3
damage = 160,200
hit_ratio = 90
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode105
defense_code = specCode106

[special]
code = magicCode07
name = 271
type = magicAIR
range = range1Cell
effect_range = range4CellDir
expend = 3
damage = 240,280
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode71
defense_code = specCode72

[special]
code = magicCode08
name = 253
type = magicAIR
range = range4CellCircle
effect_range = range0Cell
expend = 1
damage = 60,72
hit_ratio = 96
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode109
defense_code = specCode110
; ----------- Fire -----------
[special]
code = magicCode01
name = 251
type = magicFIRE
range = range0Cell
effect_range = range2CellCircle
expend = 1
damage = 240,300
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode31
defense_code = specCode32

[special]
code = magicCode02
name = 273
type = magicFIRE
range = range0Cell
effect_range = range0Cell
expend = 2
damage = 50,70
hit_ratio = 100
use_ratio = 90
function = magicFun_AttUp
attackpow_ratio = 100
attack_code = specCode75
defense_code = specCode76

;[special]
;code = magicCode03
;name = 295
;type = magicFIRE
;range = range0Cell
;effect_range = range0Cell
;expend = 1
;damage = 10,20
;hit_ratio = 90
;use_ratio = 90
;function = magicFun_AttUp
;attackpow_ratio = 100
;attack_code = specCode119
;defense_code = specCode120
; ----------- Mind -----------
[special]
code = magicCode01
name = 141
type = magicMIND
range = range0Cell
effect_range = range0Cell
expend = 2
damage = 40,60
hit_ratio = 100
use_ratio = 80
function = magicFun_DefUp,magicFun_AttUp
attackpow_ratio = 100
attack_code = specCode09
defense_code = specCode10

[special]
code = magicCode02
name = 250
type = magicMIND
range = range1Cell
effect_range = range1Cell
expend = 3
damage = 10,20
hit_ratio = 100
use_ratio = 90
function = magicFun_ActiveAgain
attackpow_ratio = 100
attack_code = specCode29
defense_code = specCode30

[special]
code = magicCode03
name = 254
type = magicMIND
range = range3CellCircle
effect_range = range1Cell
expend = 1
damage = 44,54
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack,magicFun_Poison
attackpow_ratio = 100
attack_code = specCode37
defense_code = specCode38

[special]
code = magicCode04
name = 257
type = magicMIND
range = range3CellThrust
effect_range = range1Cell
expend = 1
damage = 120,150
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack,magicFun_Weaken
attackpow_ratio = 100
attack_code = specCode43
defense_code = specCode44

[special]
code = magicCode05
name = 281
type = magicMIND
range = range2Cell
effect_range = range1Cell
expend = 1
damage = 60,80
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode91
defense_code = specCode92

[special]
code = magicCode06
name = 284
type = magicMIND
range = range0Cell
effect_range = range1CellFull
expend = 1
damage = 160,200
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode97
defense_code = specCode98
; ----------- Other -----------
[special]
code = magicCode01
name = 137
type = magicOTHER
range = range2Cell
effect_range = range0Cell
expend = 1
damage = 52,64
hit_ratio = 98
use_ratio = 100
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode01
defense_code = specCode02

[special]
code = magicCode02
name = 139
type = magicOTHER
range = range1Cell
effect_range = range3CellDir
expend = 3
damage = 150,180
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode05
defense_code = specCode06

[special]
code = magicCode03
name = 142
type = magicOTHER
range = range2CellCircle
effect_range = range1Cell
expend = 3
damage = 48,60
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 26
attack_code = specCode11
defense_code = specCode12

[special]
code = magicCode04
name = 143
type = magicOTHER
range = range2Cell
effect_range = range1Cell
expend = 1
damage = 100,125
hit_ratio = 98
use_ratio = 60
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode13
defense_code = specCode14

[special]
code = magicCode05
name = 144
type = magicOTHER
range = range3CellCircle
effect_range = range2CellCircle
expend = 2
damage = 50,60
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode15
defense_code = specCode16

[special]
code = magicCode06
name = 146
type = magicOTHER
range = range0Cell
effect_range = range1CellFull
expend = 1
damage = 9,14
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 36
attack_code = specCode19
defense_code = specCode20

[special]
code = magicCode07
name = 248
type = magicOTHER
range = range0Cell
effect_range = range1CellFull
expend = 1
damage = 60,80
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode25
defense_code = specCode26

[special]
code = magicCode08
name = 249
type = magicOTHER
range = range0Cell
effect_range = range1Cell
expend = 2
damage = 120,160
hit_ratio = 100
use_ratio = 90
function = magicFun_HealMP
attackpow_ratio = 100
attack_code = specCode27
defense_code = specCode28

[special]
code = magicCode09
name = 255
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 2
damage = 10,20
hit_ratio = 98
use_ratio = 90
function = magicFun_Paralysis
attackpow_ratio = 100
attack_code = specCode39
defense_code = specCode40

[special]
code = magicCode10
name = 260
type = magicOTHER
range = range1Cell
effect_range = range0Cell
expend = 1
damage = 10,20
hit_ratio = 98
use_ratio = 90
function = 20496
attackpow_ratio = 100
attack_code = specCode49
defense_code = specCode50

[special]
code = magicCode11
name = 261
type = magicOTHER
range = range2Cell
effect_range = range2Cell
expend = 2
damage = 55,70
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode51
defense_code = specCode52

[special]
code = magicCode12
name = 262
type = magicOTHER
range = range1Cell
effect_range = range0Cell
expend = 2
damage = 10,20
hit_ratio = 90
use_ratio = 90
function = magicFun_StealItem
attackpow_ratio = 100
attack_code = specCode53
defense_code = specCode54

[special]
code = magicCode13
name = 263
type = magicOTHER
range = range2Cell
effect_range = range1Cell
expend = 1
damage = 40,50
hit_ratio = 94
use_ratio = 90
function = magicFun_Attack,magicFun_StealGold
attackpow_ratio = 80
attack_code = specCode55
defense_code = specCode56

[special]
code = magicCode14
name = 264
type = magicOTHER
range = range1Cell
effect_range = range0Cell
expend = 3
damage = 10,20
hit_ratio = 90
use_ratio = 90
function = magicFun_StealItem
attackpow_ratio = 100
attack_code = specCode57
defense_code = specCode58

[special]
code = magicCode15
name = 265
type = magicOTHER
range = range2CellCircle
effect_range = range1Cell
expend = 3
damage = 25,30
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 30
attack_code = specCode59
defense_code = specCode60

[special]
code = magicCode16
name = 266
type = magicOTHER
range = range2Cell
effect_range = range1Cell
expend = 1
damage = 38,50
hit_ratio = 96
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode61
defense_code = specCode62

[special]
code = magicCode17
name = 268
type = magicOTHER
range = range2CellCircle
effect_range = range1Cell
expend = 3
damage = 90,110
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode65
defense_code = specCode66

[special]
code = magicCode18
name = 269
type = magicOTHER
range = range2Cell
effect_range = range2CellCircle
expend = 1
damage = 22,28
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 16
attack_code = specCode67
defense_code = specCode68

[special]
code = magicCode19
name = 270
type = magicOTHER
range = range1Cell
effect_range = range4CellDir
expend = 2
damage = 140,180
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode69
defense_code = specCode70

[special]
code = magicCode20
name = 275
type = magicOTHER
range = range2Cell
effect_range = range0Cell
expend = 1
damage = 10,20
hit_ratio = 100
use_ratio = 90
function = magicFun_CancelActive
attackpow_ratio = 100
attack_code = specCode79
defense_code = specCode80

[special]
code = magicCode21
name = 277
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 3
damage = 200,240
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack,magicFun_Weaken
attackpow_ratio = 100
attack_code = specCode83
defense_code = specCode84

[special]
code = magicCode22
name = 278
type = magicOTHER
range = range1Cell
effect_range = range4CellDir
expend = 1
damage = 140,170
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode85
defense_code = specCode86

[special]
code = magicCode23
name = 280
type = magicOTHER
range = range4CellCircle
effect_range = range1Cell
expend = 2
damage = 220,250
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode89
defense_code = specCode90

[special]
code = magicCode24
name = 282
type = magicOTHER
range = range3CellCircle
effect_range = range0Cell
expend = 2
damage = 50,70
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack,magicFun_StealHP
attackpow_ratio = 100
attack_code = specCode93
defense_code = specCode94

[special]
code = magicCode25
name = 283
type = magicOTHER
range = range3CellCircle
effect_range = range2Cell
expend = 3
damage = 90,120
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode95
defense_code = specCode96

[special]
code = magicCode26
name = 285
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 2
damage = 9,13
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 20
attack_code = specCode99
defense_code = specCode100

[special]
code = magicCode27
name = 286
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 3
damage = 240,280
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode101
defense_code = specCode102

[special]							; enemy
code = magicCode28
name = 287
type = magicOTHER
range = range4CellCircle
effect_range = range2CellCircle
expend = 3
damage = 200,240
hit_ratio = 94
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode103
defense_code = specCode104

[special]							; enemy
code = magicCode29
name = 289
type = magicOTHER
range = range2Cell
effect_range = range2CellCircle
expend = 2
damage = 22,28
hit_ratio = 94
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 14
attack_code = specCode107
defense_code = specCode108

[special]							; enemy
code = magicCode30
name = 290
type = magicOTHER
range = range2Cell
effect_range = range1Cell
expend = 1
damage = 16,24
hit_ratio = 92
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode109
defense_code = specCode110

[special]							; enemy
code = magicCode31
name = 291
type = magicOTHER
range = range0Cell
effect_range = range3CellCircle
expend = 3
damage = 26,32
hit_ratio = 90
use_ratio = 95
function = magicFun_Attack
attackpow_ratio = 26
attack_code = specCode111
defense_code = specCode112

[special]							; enemy
code = magicCode32
name = 292
type = magicOTHER
range = range0Cell
effect_range = range2Cell
expend = 3
damage = 75,90
hit_ratio = 98
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode01
defense_code = specCode02

; ----------- Other 2 -----------
[special]							; enemy
code = magicCode01
name = 296
type = magicOTHER2
range = range2Cell
effect_range = range0Cell
expend = 1
damage = 36,48
;damage = 24,36
hit_ratio = 90
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode121
defense_code = specCode122

[special]							; enemy
code = magicCode02
name = 298
type = magicOTHER2
range = range1Cell
effect_range = range4CellDir
expend = 3
damage = 150,180
hit_ratio = 90
use_ratio = 90
function = magicFun_Attack
attackpow_ratio = 100
attack_code = specCode125
defense_code = specCode126
;;;;;;
[special]							; enemy
code = magicCode03
name = 299
type = magicOTHER2
range = range1Cell
effect_range = range0Cell
expend = 1
damage = 20,26
hit_ratio = 90
use_ratio = 90
function = magicFun_Attack,magicFun_StealHP
attackpow_ratio = 100
attack_code = specCode127
defense_code = specCode128

#include RANGE.H
#include EFFECTS.H
#include TYPE.H
#include OBJ-ALL.H
; ----------- Earth -----------
[magic]
code = magicCode01
name = 147
type = magicEARTH
range = range2CellCircle
effect_range = range1Cell
expend = 8
damage = 18,26
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode01
;;
[magic]
code = magicCode02
name = 148
type = magicEARTH
range = range3CellCircle
effect_range = range2CellCircle
expend = 16
damage = 48,68
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode02

[magic]
code = magicCode03
name = 149
type = magicEARTH
range = range5CellCircle
effect_range = range3CellCircle
expend = 32
damage = 90,110
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode03

[magic]
code = magicCode04
name = 150
type = magicEARTH
range = range6CellCircle
effect_range = range4CellCircle
expend = 64
damage = 140,170
hit_ratio = 94
function = magicFun_Attack
use_ratio = 95
effect_proc = eff_proc_Global
effect_code = effCode04

[magic]
code = magicCode05
name = 151
type = magicEARTH
range = range3CellCircle
effect_range = range1Cell
expend = 16
damage = 12,36
hit_ratio = 40
status_hit_ratio = 40
function = magicFun_Paralysis
use_ratio = 80
effect_proc = eff_proc_Local
effect_code = effCode05

[magic]
code = magicCode06
name = 152
type = magicEARTH
range = range3CellCircle
effect_range = range0Cell
expend = 12
damage = 18,24
hit_ratio = 96
function = magicFun_DefUp
use_ratio = 40
effect_proc = eff_proc_Local
effect_code = effCode06

[magic]
code = magicCode07
name = 153
type = magicEARTH
range = range4CellCircle
effect_range = range2CellCircle
expend = 30
damage = 45,60
hit_ratio = 96
function = magicFun_DefUp
use_ratio = 40
effect_proc = eff_proc_Global
effect_code = effCode07

[magic]
code = magicCode08
name = 186
type = magicEARTH
range = range4CellCircle
effect_range = range3CellCircle
expend = 30
damage = 60,70
hit_ratio = 100
function = magicFun_Heal
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode21
effect_caster = obj_Effect_EarthStone7,140

[magic]
code = magicCode09
name = 187
type = magicEARTH
range = range6CellCircle
effect_range = range4CellCircle
expend = 50
damage = 110,120
hit_ratio = 100
function = magicFun_Heal
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode22

; ----------- Water -----------
[magic]
code = magicCode01
name = 154
type = magicWATER
range = range2CellCircle
effect_range = range1Cell
expend = 8
damage = 18,26
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode08

[magic]
code = magicCode02
name = 155
type = magicWATER
range = range3CellCircle
effect_range = range2CellCircle
expend = 16
damage = 48,64
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode09

[magic]
code = magicCode03
name = 156
type = magicWATER
range = range5CellCircle
effect_range = range3CellCircle
expend = 32
damage = 90,110
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode10

[magic]
code = magicCode04
name = 157
type = magicWATER
range = range6CellCircle
effect_range = range4CellCircle
expend = 64
damage = 140,170
hit_ratio = 94
function = magicFun_Attack
use_ratio = 95
effect_proc = eff_proc_Global
effect_code = effCode11

[magic]
code = magicCode05
name = 158
type = magicWATER
range = range3CellCircle
effect_range = range1Cell
expend = 4
damage = 20,48
hit_ratio = 100
function = magicFun_CurePoison
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode12

[magic]
code = magicCode06
name = 159
type = magicWATER
range = range3CellCircle
effect_range = range0Cell
expend = 6
damage = 28,36
hit_ratio = 100
function = magicFun_Heal
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode13

[magic]
code = magicCode07
name = 160
type = magicWATER
range = range4CellCircle
effect_range = range0Cell
expend = 14
damage = 60,72
hit_ratio = 100
function = magicFun_Heal
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode14

[magic]
code = magicCode08
name = 161
type = magicWATER
range = range5CellCircle
effect_range = range0Cell
expend = 28
damage = 150,180
hit_ratio = 100
function = magicFun_Heal
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode15

; ----------- Air -----------
[magic]
code = magicCode01
name = 162
type = magicAIR
range = range3CellCircle
effect_range = range0Cell
expend = 8
damage = 24,32
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode16

[magic]
code = magicCode02
name = 163
type = magicAIR
range = range4CellCircle
effect_range = range1Cell
expend = 16
damage = 52,70
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode17

[magic]
code = magicCode03
name = 164
type = magicAIR
range = range5CellCircle
effect_range = range3CellCircle
expend = 32
damage = 90,110
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode18

[magic]
code = magicCode04
name = 165
type = magicAIR
range = range6CellCircle
effect_range = range4CellCircle
expend = 64
damage = 140,170
hit_ratio = 96
function = magicFun_Attack
use_ratio = 95
effect_proc = eff_proc_Global
effect_code = effCode19

[magic]
code = magicCode05
name = 166
type = magicAIR
range = range4CellCircle
effect_range = range1Cell
expend = 10
damage = 16,32
hit_ratio = 80
status_hit_ratio = 80
function = magicFun_Poison
use_ratio = 80
effect_proc = eff_proc_Local
effect_code = effCode20

; ----------- Fire -----------
[magic]
code = magicCode01
name = 169
type = magicFIRE
range = range3CellCircle
effect_range = range0Cell
expend = 8
damage = 24,32
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode23

[magic]
code = magicCode02
name = 170
type = magicFIRE
range = range4CellCircle
effect_range = range1Cell
expend = 16
damage = 54,72
hit_ratio = 94
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode24

[magic]
code = magicCode03
name = 171
type = magicFIRE
range = range5CellCircle
effect_range = range3CellCircle
expend = 32
damage = 90,110
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode25

[magic]
code = magicCode04
name = 172
type = magicFIRE
range = range6CellCircle
effect_range = range4CellCircle
expend = 64
damage = 140,180
hit_ratio = 92
function = magicFun_Attack
use_ratio = 95
effect_proc = eff_proc_Global
effect_code = effCode26

[magic]
code = magicCode05
name = 173
type = magicFIRE
range = range3CellCircle
effect_range = range0Cell
expend = 16
damage = 16,24
hit_ratio = 96
function = magicFun_AttUp
use_ratio = 40
effect_proc = eff_proc_Local
effect_code = effCode27

[magic]
code = magicCode06
name = 174
type = magicFIRE
range = range4CellCircle
effect_range = range2CellCircle
expend = 38
damage = 40,55
hit_ratio = 96
function = magicFun_AttUp
use_ratio = 40
effect_proc = eff_proc_Local
effect_code = effCode28
effect_caster = obj_Effect_FireBeast2,300

; ----------- Mind -----------
[magic]
code = magicCode01
name = 175
type = magicMIND
range = range3CellCircle
effect_range = range0Cell
expend = 9
damage = 28,36
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode29
effect_caster = obj_Effect_MindWord,60

[magic]
code = magicCode02
name = 176
type = magicMIND
range = range4CellCircle
effect_range = range0Cell
expend = 20
damage = 24,34
hit_ratio = 90
status_hit_ratio = 70
function = magicFun_Attack,magicFun_NoMagic
use_ratio = 85
effect_proc = eff_proc_Local
effect_code = effCode30
effect_caster = obj_Effect_MindWord2,60

[magic]
code = magicCode03
name = 177
type = magicMIND
range = range3CellCircle
effect_range = range1CellFull
expend = 36
damage = 12,20
hit_ratio = 92
status_hit_ratio = 65
function = magicFun_Attack,magicFun_Paralysis
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode31
effect_caster = obj_Effect_MindWord3,60

[magic]
code = magicCode04
name = 185
type = magicMIND
range = range3CellCircle
effect_range = range1Cell
expend = 12
damage = 8,24
hit_ratio = 70
status_hit_ratio = 70
function = magicFun_Weaken
use_ratio = 70
effect_proc = eff_proc_Local
effect_code = effCode39
effect_caster = obj_Effect_MindWord4,60

[magic]
code = magicCode05
name = 178
type = magicMIND
range = range6CellCircle
effect_range = range3CellCircle
expend = 80
damage = 80,100
hit_ratio = 92
status_hit_ratio = 40
function = magicFun_Attack,magicFun_Paralysis,magicFun_Poison,magicFun_NoMagic,magicFun_Weaken
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode32

[magic]
code = magicCode06
name = 179
type = magicMIND
range = range4CellCircle
effect_range = range0Cell
expend = 18
damage = 26,64
hit_ratio = 90
function = magicFun_ClearAtDfUp
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode33

[magic]
code = magicCode07
name = 180
type = magicMIND
range = range3CellCircle
effect_range = range0Cell
expend = 20
damage = 36,84
hit_ratio = 100
function = magicFun_CureParalysis,magicFun_CurePoison,magicFun_CureNoMagic,magicFun_CureWeaken
use_ratio = 95
effect_proc = eff_proc_Local
effect_code = effCode34

; ----------- Other -----------
[magic]
code = magicCode01
name = 181
type = magicOTHER
range = range2CellCircle
effect_range = range0Cell
expend = 18
damage = 32,40
hit_ratio = 96
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode35
effect_caster = obj_Effect_OtherWord,120

[magic]
code = magicCode02
name = 182
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 40
damage = 56,70
hit_ratio = 96
function = magicFun_Attack
use_ratio = 95
effect_proc = eff_proc_Local
effect_code = effCode36
effect_caster = obj_Effect_OtherWord2,160

[magic]
code = magicCode03
name = 183
type = magicOTHER
range = range5CellCircle
effect_range = range3CellCircle
expend = 100
damage = 75,90
hit_ratio = 92
function = magicFun_Attack
use_ratio = 90
effect_proc = eff_proc_Global
effect_code = effCode37

[magic]
code = magicCode04
name = 184
type = magicOTHER
range = range3CellCircle
effect_range = range1Cell
expend = 30
damage = 24,32
hit_ratio = 96
function = magicFun_AllUp
use_ratio = 90
effect_proc = eff_proc_Local
effect_code = effCode38
#include EFFECTS.H
#include TYPE.H
#include OBJ-ALL.H
//#include SFX.H
#include ANIMAL.H

[effect]	// -------------- earth -----------------
code = effCode01
action = effInsertRandomObject,obj_Effect_Smoke1,0,0,36,6,24,8
action = effWait,24
action = effInsertObject,obj_Effect_Blade1,0,4
action = effWait,60

[effect]
code = effCode02
action = effInsertObject,obj_Effect_EarthBeast1,0,0,effWait,10
action = effWait,40,effPlaySound,WAV\QUAKE003.WAV
action = effWait,20
action = effInsertRandomObject,obj_Effect_EarthSmoke1,0,-8,86,8,8,36
action = effWait,30
action = effInsertRandomObject,obj_Effect_EarthStone2,0,12,72,0,18,6
action = effWait,120

[effect]
code = effCode03
action = effPlaySound,WAV\QUAKE004.WAV
action = effInsertObject,obj_Effect_EarthQuake1,0,0,effWait,40
;
;action = effInsertRandomObject,obj_Effect_EarthSmoke2,0,0,480,380,12,38
;action = effInsertRandomObject,obj_Effect_EarthSmoke2,0,0,480,380,12,36
action = effInsertRandomObject,obj_Effect_EarthSmoke2,-160,0,320,380,16,32
action = effInsertRandomObject,obj_Effect_EarthSmoke2,160,0,320,380,16,32
action = effInsertRandomObject,obj_Effect_EarthSmoke2,-160,0,320,380,12,36
action = effInsertRandomObject,obj_Effect_EarthSmoke2,160,0,320,380,12,36
action = effWait,16
action = effInsertRandomObject,obj_Effect_EarthStone5,-160,80,300,320,24,16
action = effInsertRandomObject,obj_Effect_EarthStone5,160,80,300,320,24,12
action = effWait,260

[effect]
code = effCode04
action = effPlaySound,WAV\QUAKE005.WAV
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,24,24,24,8
action = effWait,24
action = effInsertObject,obj_Effect_EarthQuake2,0,0
action = effInsertObject,obj_Effect_EarthZoomOutRing2,0,0,effWait,10
action = effInsertObject,obj_Effect_EarthZoomOutRing2,0,0,effWait,10
action = effInsertObject,obj_Effect_EarthZoomOutRing2,0,0,effWait,10
action = effWait,8
;action = effInsertObject,obj_Effect_EarthZoomOutRing2,0,0
action = effInsertObject,obj_Effect_EarthLaser1,0,96,effWait,10
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,420,300,24,4
action = effWait,20
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,420,300,24,6
;action = effInsertRandomObject,obj_Effect_EarthLaser2,0,36,420,300,16,8
;action = effInsertRandomObject,obj_Effect_EarthUpShape,0,80,420,300,6,48
action = effInsertRandomObject,obj_Effect_EarthLaser2,-160,36,320,300,16,5
action = effInsertRandomObject,obj_Effect_EarthLaser2,160,36,320,300,16,5
action = effInsertRandomObject,obj_Effect_EarthUpShape,-160,80,320,300,6,48
action = effInsertRandomObject,obj_Effect_EarthUpShape,160,80,320,300,6,48
action = effWait,30
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,420,300,24,4
action = effWait,30
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,420,300,24,4
action = effWait,30
action = effInsertRandomObject,obj_Effect_EarthSmoke3,0,0,420,300,24,4
action = effWait,50
action = effInsertObject,obj_Effect_EarthAllBall,0,0
action = effPlaySound,WAV\UPGROUND04.WAV
action = effWait,140

[effect]
code = effCode05
action = effInsertRandomObject,obj_Effect_EarthSpray,0,0,36,6,6,12
action = effInsertRandomObject,obj_Effect_Smoke1,0,0,48,6,6,16
action = effInsertObject,obj_Effect_EarthUpBrk,0,0,effWait,10
action = effWait,36,effPlaySound,WAV\BOMB0006.WAV
action = effWait,164

[effect]
code = effCode06
action = effInsertObject,obj_Effect_EarthRoundBall,0,-24,effWait,10
action = effWait,200

[effect]
code = effCode07
action = effInsertObject,obj_Effect_EarthUpBall,0,0,effWait,10
action = effWait,140
action = effInsertObject,obj_Effect_EarthShield,0,-24,effWait,10
action = effWait,60

[effect]
code = effCode21
action = effInsertObject,obj_Effect_EarthRoundS1,0,0
action = effInsertObject,obj_Effect_EarthRoundS2,0,0
action = effInsertObject,obj_Effect_EarthRoundS3,0,0
action = effWait,80

[effect]
code = effCode22
action = effPlaySound,WAV\EFF0007.WAV
action = effInsertRandomObject,obj_Effect_EarthRoundStar1,0,-36,0,16,8,12
action = effInsertRandomObject,obj_Effect_EarthRoundStar2,0,-36,0,16,8,12
action = effInsertRandomObject,obj_Effect_EarthRoundStar3,0,-36,0,16,8,12
action = effWait,80
action = effInsertObject,obj_Effect_EarthZoomOut,0,0
action = effWait,20
action = effPlaySound,WAV\SPRAY0001.WAV
action = effInsertRandomObject,obj_Effect_EarthRandomFade,0,0,48,12,8,16
action = effWait,40
action = effInsertObject,obj_Effect_EarthBeast3,0,-48
action = effWait,40
action = effPlaySound,WAV\LASERUP001.WAV
action = effInsertObject,obj_Effect_EarthRestoreBall,0,-64
action = effWait,180
action = effInsertObject,obj_Effect_EarthZoomOutRing,0,0,effWait,20
action = effInsertObject,obj_Effect_EarthZoomOutRing,0,0
action = effInsertRandomObject,obj_Effect_EarthUpLight,0,0,400,360,4,20
action = effInsertObject,obj_Effect_EarthZoomOutRing,0,0,effWait,20
action = effInsertObject,obj_Effect_EarthZoomOutRing,0,0
action = effInsertRandomObject,obj_Effect_EarthUpLight,0,0,360,300,2,64
;action = effWait,10
;action = effInsertRandomObject,obj_Effect_EarthUpLight,0,0,400,360,4,64
;action = effInsertRandomObject,obj_Effect_EarthUpLight,0,0,360,300,2,64
action = effWait,100

[effect]	// -------------- water -----------------
code = effCode08
action = effPlaySound,WAV\WATER005.WAV
action = effInsertRandomObject,obj_Effect_WaterFlyUp,0,0,48,24,12,12
action = effWait,80
action = effInsertRandomObject,obj_Effect_WaterDrop,0,0,48,48,16,12
action = effWait,30
action = effInsertRandomObject,obj_Effect_WaterDrop,0,0,48,48,12,5
action = effWait,120

[effect]
code = effCode09
action = effPlaySound,WAV\WATER006.WAV
action = effInsertRandomObject,obj_Effect_WaterSmoke,-54,0,6,6,12,1
action = effInsertRandomObject,obj_Effect_WaterSmoke,-42,0,6,6,12,1
action = effInsertRandomObject,obj_Effect_WaterSmoke,-32,0,6,8,12,2
action = effInsertRandomObject,obj_Effect_WaterSmoke,-16,0,8,10,12,3
action = effInsertRandomObject,obj_Effect_WaterSmoke,0,0,14,24,12,6
action = effInsertRandomObject,obj_Effect_WaterSmoke,16,0,8,10,12,3
action = effInsertRandomObject,obj_Effect_WaterSmoke,32,0,6,8,12,2
action = effInsertRandomObject,obj_Effect_WaterSmoke,42,0,6,6,12,1
action = effInsertRandomObject,obj_Effect_WaterSmoke,54,0,6,6,12,1
action = effWait,40
action = effInsertObject,obj_Effect_WaterBeast,0,0,effWait,10
action = effWait,160

[effect]
code = effCode10
action = effInsertRandomObject,obj_Effect_WaterTrace1,-24,0,24,24,14,12
action = effInsertRandomObject,obj_Effect_WaterTrace1,-64,0,24,24,14,12
action = effInsertRandomObject,obj_Effect_WaterTrace2,24,0,24,24,14,12
action = effInsertRandomObject,obj_Effect_WaterTrace2,64,0,24,24,14,12
action = effPlaySound,WAV\WATER007.WAV
action = effWait,40
action = effInsertObject,obj_Effect_WaterBig1,0,0
action = effInsertObject,obj_Effect_WaterBig2,0,0
action = effWait,440

[effect]
code = effCode11
action = effPlaySound,WAV\WIND0005.WAV
action = effInsertRandomObject,obj_Effect_WaterSnow,0,-240,480,24,14,40
action = effWait,40
action = effInsertObject,obj_Effect_WaterBGSet,0,0
action = effWait,120
action = effPlaySound,WAV\LASERUP002.WAV
action = effInsertRandomObject,obj_Effect_WaterCollectSpray1,0,-96,24,24,12,24
action = effWait,20
action = effInsertObject,obj_Effect_WaterBigBall,0,-96
action = effWait,100
action = effInsertRandomObject,obj_Effect_WaterCollectSpray2,0,-96,24,24,6,42
action = effWait,320
action = effInsertRandomObject,obj_Effect_WaterSmoke3,0,86,86,100,6,32
action = effPlaySound,WAV\EARTH0005.WAV
action = effInsertObject,obj_Effect_WaterBigIce,0,96
action = effWait,20,effPlaySound,WAV\QUAKE006.WAV
action = effWait,100
;action = effInsertRandomObject,obj_Effect_WaterStar,0,0,400,300,8,24
action = effWait,120

[effect]
code = effCode12
action = effPlaySound,WAV\SHOOT005.WAV
action = effInsertObject,obj_Effect_WaterRing,0,0,effWait,6
action = effInsertObject,obj_Effect_WaterRing,0,0,effWait,6
action = effInsertObject,obj_Effect_WaterRing,0,0,effWait,6
action = effInsertObject,obj_Effect_WaterRing,0,0,effWait,6
action = effInsertObject,obj_Effect_WaterRing,0,0,effWait,6
action = effPlaySound,WAV\MHEAL003.WAV
action = effInsertObject,obj_Effect_WaterUpFade,0,16,effWait,12
action = effWait,80

[effect]
code = effCode13
action = effPlaySound,WAV\MHEAL006.WAV
action = effInsertRandomObject,obj_Effect_Water_GStarSmall,0,0,68,16,6,32
action = effWait,6
action = effInsertRandomObject,obj_Effect_Water_GStar,0,0,48,12,16,4
action = effWait,6
action = effInsertRandomObject,obj_Effect_Water_GStar2,0,0,48,12,16,4
action = effWait,80

[effect]
code = effCode14
action = effPlaySound,WAV\MHEAL007.WAV
action = effInsertObject,obj_Effect_Water_GStarBig,0,0,effWait,10
action = effWait,60

[effect]
code = effCode15
action = effPlaySound,WAV\LASERUP003.WAV
action = effInsertObject,obj_Effect_Water_GStarCollect,0,0
action = effInsertRandomObject,obj_Effect_Water_GStarCollect2,0,0,128,16,6,36
action = effWait,10
action = effInsertRandomObject,obj_Effect_Water_GStarCollect2,0,0,96,16,6,24
action = effWait,210
;
action = effPlaySound,WAV\MHEAL008.WAV
action = effInsertRandomObject,obj_Effect_Water_GStarSmall,0,0,96,16,4,56
action = effWait,6
action = effInsertRandomObject,obj_Effect_Water_GStar,0,0,82,12,16,12
action = effWait,6
action = effInsertRandomObject,obj_Effect_Water_GStar2,0,0,82,12,16,12
action = effWait,80

[effect]	// -------------- air -----------------
code = effCode16
action = effInsertRandomObject,obj_Effect_AirWave1,0,0,10,36,16,6
action = effWait,4
action = effInsertRandomObject,obj_Effect_AirWave2,0,0,10,36,16,6
action = effWait,50
action = effInsertObject,obj_Effect_AirBlade1,0,0,effWait,10
action = effInsertObject,obj_Effect_AirBlade2,0,0,effWait,50

[effect]
code = effCode17
action = effInsertObject,obj_Effect_AirBeast,-64,-64,effWait,10
action = effWait,60,effPlaySound,WAV\WIND0007.WAV
action = effWait,140

[effect]
code = effCode18
action = effPlaySound,WAV\WIND0007.WAV
action = effInsertRandomObject,obj_Effect_AirSmoke3,0,-12,96,36,16,12
action = effWait,50
action = effInsertObject,obj_Effect_AirGroundTornado,0,-12
action = effPlaySound,WAV\WIND0008.WAV
action = effInsertObject,obj_Effect_AirTornado,0,-12
action = effWait,160
;
action = effWait,20
action = effInsertObject,obj_Effect_AirBomb2,0,-24
action = effPlaySound,WAV\EARTH0005.WAV
action = effInsertRandomObject,obj_Effect_AirSpray2,0,-24,36,36,4,32
action = effInsertRandomObject,obj_Effect_AirSpray2,0,-24,36,36,4,12
action = effWait,20
action = effInsertRandomObject,obj_Effect_AirSmoke3,0,0,48,36,16,6
action = effInsertRandomObject,obj_Effect_AirSmoke3,-120,0,48,36,16,6
action = effInsertRandomObject,obj_Effect_AirSmoke3,120,0,48,36,16,6
action = effWait,30
action = effWait,80

[effect]
code = effCode19
action = effInsertRandomObject,obj_Effect_AirLighten1,0,0,400,80,16,32
action = effInsertObject,obj_Effect_AirQuake,0,0
action = effPlaySound,WAV\QUAKE007.WAV
action = effWait,40
action = effInsertRandomObject,obj_Effect_AirLighten1,0,0,64,32,8,12
action = effInsertRandomObject,obj_Effect_AirSpray3,0,0,64,32,6,32
action = effWait,60
action = effInsertRandomObject,obj_Effect_AirLgtnBall,0,0,64,32,12,20
action = effPlaySound,WAV\LIGHTN005.WAV
action = effWait,80
action = effInsertObject,obj_Effect_AirLighten2,0,0
action = effWait,20
action = effInsertObject,obj_Effect_AirBigLgtn,0,0
action = effPlaySound,WAV\LIGHTN003.WAV
action = effWait,50
action = effInsertRandomObject,obj_Effect_AirBomb3,0,0,240,200,6,64
action = effPlaySound,WAV\LIGHTN005.WAV
action = effWait,40
action = effInsertRandomObject,obj_Effect_AirSpray3,0,0,64,32,6,36
action = effWait,100,effPlaySound,WAV\BOMB0009.WAV
action = effWait,60

[effect]
code = effCode20
action = effInsertRandomObject,obj_Effect_AirSmoke1,0,-24,128,128,12,6
action = effWait,40
action = effInsertRandomObject,obj_Effect_AirSmoke1,0,-24,128,128,12,4
action = effWait,10
action = effInsertObject,obj_Effect_AirSmoke2,0,-24,effWait,10
action = effWait,40,effPlaySound,WAV\CLOUD002.WAV
action = effWait,120

[effect]	// -------------- fire -----------------
code = effCode23
action = effInsertObject,obj_Effect_FlyDrop,0,0,effWait,50
action = effInsertRandomObject,obj_Effect_FireBomb,0,0,36,48,24,6
action = effWait,50
action = effInsertObject,obj_Effect_FireBomb2,0,0,effWait,50

[effect]
code = effCode24
action = effPlaySound,WAV\LASERUP004.WAV
action = effInsertObject,obj_Effect_FireRndBall,0,0,effWait,50
action = effWait,70,effPlaySound,WAV\BOMB0010.WAV
action = effWait,10
action = effInsertObject,obj_Effect_FireBeast,0,0,effWait,60
action = effInsertRandomObject,obj_Effect_FireFire,0,16,64,16,12,8
action = effInsertRandomObject,obj_Effect_Smoke1,0,0,64,16,4,48
action = effWait,120

[effect]
code = effCode25
action = effPlaySound,WAV\FIRE0003.WAV
action = effInsertObject,obj_Effect_IconBGSet1,0,0,effWait,20
action = effInsertRandomObject,obj_Effect_FireFlyUp,0,0,480,320,8,48
action = effWait,100
action = effInsertRandomObject,obj_Effect_FireDropZoom,0,0,480,320,12,24
action = effWait,20
action = effInsertRandomObject,obj_Effect_FireDropZoom,0,0,480,320,12,24
action = effWait,150

[effect]
code = effCode26
action = effPlaySound,WAV\FIRE0004.WAV
action = effInsertObject,obj_Effect_FireBGSet,0,24,effWait,60
action = effInsertObject,obj_Effect_FireArray,0,24
action = effWait,200,effPlaySound,WAV\FIRE0005.WAV
action = effWait,280
action = effInsertObject,obj_Effect_FireBigHead,0,16,effWait,240

[effect]
code = effCode27
action = effPlaySound,WAV\EFF0008.WAV
action = effInsertRandomObject,obj_Effect_FireDownShape1,0,-100,36,12,12,8
action = effInsertRandomObject,obj_Effect_FireDownShape2,0,-100,36,12,12,18
action = effInsertRandomObject,obj_Effect_FireDownShape3,0,-100,36,12,12,6
action = effWait,60
action = effPlaySound,WAV\FIRE0006.WAV
action = effInsertObject,obj_Effect_FireRoundFire,0,0,effWait,50
action = effWait,90,effPlaySound,WAV\LASERUP006.WAV
action = effWait,30
action = effPlaySound,WAV\EFF0009.WAV
action = effInsertObject,obj_Effect_FireRing,0,-8,effWait,40
action = effWait,40

[effect]
code = effCode28
;action = effInsertRandomObject,obj_Effect_FireDownShape1,0,-100,36,12,12,8
;action = effInsertRandomObject,obj_Effect_FireDownShape2,0,-100,36,12,12,18
;action = effInsertRandomObject,obj_Effect_FireDownShape3,0,-100,36,12,12,6
;action = effWait,60
;action = effInsertObject,obj_Effect_FireRoundFire,0,0,effWait,50
;action = effWait,120
action = effPlaySound,WAV\EFF0009.WAV
action = effInsertObject,obj_Effect_FireRing,0,-8,effWait,40
action = effWait,40

[effect]	// -------------- mind -----------------
code = effCode29
action = effInsertRandomObject,obj_Effect_MindBomb,0,-24,36,36,12,20
action = effWait,10
action = effInsertRandomObject,obj_Effect_MindSpray,0,-24,48,48,8,16
action = effWait,60

[effect]
code = effCode30
action = effPlaySound,WAV\EFF0010.WAV
action = effInsertObject,obj_Effect_MindBall,0,-24
action = effWait,120

[effect]
code = effCode31
action = effPlaySound,WAV\CLOUD003.WAV
action = effInsertRandomObject,obj_Effect_MindSmokeLeft,-8,-4,16,24,12,24
action = effInsertRandomObject,obj_Effect_MindSmokeRight,8,-4,16,24,12,24
action = effWait,24
action = effInsertRandomObject,obj_Effect_MindHandLeft,-12,-4,24,6,20,6
action = effInsertRandomObject,obj_Effect_MindHandRight,12,-4,24,6,20,6
action = effWait,80

[effect]
code = effCode39
action = effPlaySound,WAV\EFF0011.WAV
action = effInsertObject,obj_Effect_MindBall2,0,-90
action = effWait,100

[effect]
code = effCode32
action = effInsertObject,obj_Effect_MindDish1,0,96
action = effWait,16,effPlaySound,WAV\SHOOT007.WAV
action = effWait,24
action = effInsertObject,obj_Effect_MindDish2,0,96
action = effWait,16,effPlaySound,WAV\SHOOT007.WAV
action = effWait,24
action = effPlaySound,WAV\EFF0012.WAV
action = effInsertRandomObject,obj_Effect_MindGhost,0,64,400,300,16,58
action = effInsertRandomObject,obj_Effect_MindDropStar,0,-80,96,24,8,16
action = effWait,70
action = effInsertObject,obj_Effect_MindZoomDish,0,96
action = effWait,40
action = effInsertObject,obj_Effect_MindZoomRing,0,96,effWait,10
action = effInsertObject,obj_Effect_MindZoomRing,0,96,effWait,10
action = effInsertObject,obj_Effect_MindZoomRing,0,96,effWait,10
action = effInsertObject,obj_Effect_MindBeast,0,96
action = effWait,320

[effect]
code = effCode33
action = effPlaySound,WAV\EFF0013.WAV
action = effInsertRandomObject,obj_Effect_MindRandomDropFade,0,8,28,12,8,32
action = effInsertRandomObject,obj_Effect_MindRoundDropShape,0,-250,36,16,8,24
action = effWait,100
action = effInsertObject,obj_Effect_MindUBrkShp1,-14,-16
action = effInsertObject,obj_Effect_MindUBrkShp2,14,-16
action = effInsertObject,obj_Effect_MindUBrkShp3,24,16
action = effInsertObject,obj_Effect_MindUBrkShp4,-24,16
action = effWait,80

[effect]
code = effCode34
action = effInsertObject,obj_Effect_MindWordDish,0,-24
action = effPlaySound,WAV\EFF0015.WAV
action = effWait,10
action = effInsertRandomObject,obj_Effect_MindRotateSpray,0,-24,0,0,8,6
action = effWait,8
action = effInsertRandomObject,obj_Effect_MindRotateSpray,0,-24,0,0,6,12
action = effWait,2
action = effInsertRandomObject,obj_Effect_MindRotateSpray,0,-24,0,0,6,12
action = effWait,8
action = effInsertRandomObject,obj_Effect_MindRotateSpray,0,-24,0,0,10,6
action = effWait,80
action = effPlaySound,WAV\SHOOT007.WAV
action = effInsertObject,obj_Effect_MindBomb2,0,-24
action = effWait,40
action = effPlaySound,WAV\EFF0014.WAV
action = effInsertObject,obj_Effect_MindUpFade,0,0
action = effInsertRandomObject,obj_Effect_MindSpray2,0,0,36,16,6,36
action = effInsertRandomObject,obj_Effect_MindSpray2,0,0,36,16,6,12
action = effWait,120

[effect]	// -------------- other -----------------
code = effCode35
action = effInsertRandomObject,obj_Effect_OtherDropLighten,0,-250,48,16,9,24
action = effInsertRandomObject,obj_Effect_OtherRoundDropShape,0,-250,48,16,8,24
action = effWait,100
action = effInsertRandomObject,obj_Effect_OtherBombLighten,0,-32,36,24,8,6
action = effInsertRandomObject,obj_Effect_OtherBombSpray,0,-32,36,24,6,32
action = effWait,12
action = effInsertRandomObject,obj_Effect_OtherBombLighten,0,-32,36,24,8,14
action = effWait,100

[effect]
code = effCode36
action = effInsertObject,obj_Effect_OtherBall,0,-36
action = effPlaySound,WAV\QUAKE004.WAV
action = effInsertObject,obj_Effect_OtherQuake,0,0,effWait,40
action = effWait,40
action = effPlaySound,WAV\SHOOT010.WAV
action = effInsertRandomObject,obj_Effect_OtherZoomBar,0,-36,72,72,4,82
action = effWait,40
action = effInsertObject,obj_Effect_OtherRing2,0,-36
action = effWait,50,effPlaySound,WAV\SHOOT003.WAV,effWait,50
action = effInsertRandomObject,obj_Effect_OtherBBomb,0,-36,86,86,24,4
action = effWait,140

[effect]
code = effCode37
action = effInsertObject,obj_Effect_OtherWord3,0,0
action = effWait,110
action = effInsertObject,obj_Effect_OtherBomb4,0,0,effWait,10
action = effPlaySound,WAV\BOMB0016.WAV
action = effInsertObject,obj_Effect_OtherBomb5,0,0,effWait,10
action = effWait,30
action = effInsertRandomObject,obj_Effect_OtherTrace1,-48,0,64,24,4,64
action = effInsertRandomObject,obj_Effect_OtherTrace2,48,0,64,24,4,32
action = effPlaySound,WAV\LASERUP001.WAV
action = effWait,40
action = effInsertObject,obj_Effect_OtherBBall1,0,0
action = effWait,20
action = effInsertObject,obj_Effect_OtherBBall2,0,0
action = effWait,160,effPlaySound,WAV\QUAKE008.WAV
action = effWait,20
action = effInsertObject,obj_Effect_OtherQuake,0,0
action = effWait,20
action = effInsertObject,obj_Effect_OtherBigBomb,0,0
action = effPlaySound,WAV\BOMB0009.WAV
action = effWait,20
action = effPlaySound,WAV\LASERUP004.WAV
action = effInsertRandomObject,obj_Effect_OtherRotateBomb,0,0,0,0,8,16
;action = effInsertRandomObject,obj_Effect_OtherBomb6,0,0,64,64,12,16
action = effInsertRandomObject,obj_Effect_OtherBomb6,0,0,128,128,16,12
action = effWait,80
action = effInsertRandomObject,obj_Effect_OtherUpSmoke,0,0,16,16,16,16
action = effInsertRandomObject,obj_Effect_OtherUpSpry1,0,0,240,26,10,24
action = effInsertRandomObject,obj_Effect_OtherUpSpry2,0,0,240,26,10,36
;action = effInsertRandomObject,obj_Effect_OtherBomb6,0,0,240,160,12,24
action = effInsertRandomObject,obj_Effect_OtherBomb6,0,0,360,260,12,20
action = effInsertRandomObject,obj_Effect_OtherSpray1,0,0,240,160,6,24
action = effInsertRandomObject,obj_Effect_OtherSpray2,0,0,240,160,6,24
action = effWait,80
action = effInsertRandomObject,obj_Effect_OtherSpray1,0,0,240,160,6,24
action = effInsertRandomObject,obj_Effect_OtherSpray2,0,0,240,160,6,24
action = effWait,80

[effect]
code = effCode38
action = effInsertObject,obj_Effect_OtherGlass,0,0
action = effWait,140
action = effPlaySound,WAV\EFF0013.WAV
action = effInsertObject,obj_Effect_OtherShield,4,-32,effWait,10
action = effInsertObject,obj_Effect_OtherRing,-40,-80,effWait,20
action = effInsertObject,obj_Effect_OtherRing,-40,-80,effWait,20
action = effInsertObject,obj_Effect_OtherRing,-40,-80,effWait,20
action = effInsertObject,obj_Effect_OtherRing,-40,-80,effWait,20
action = effInsertObject,obj_Effect_OtherRing,-40,-80,effWait,20
action = effWait,40
; ------------------------ special -----------------------------------------------
[effect]	       ; for attack
code = specCode01
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP,aniInsertObject,obj_Special01_01,700,160
action = aniPlaySound,WAV\SP01-001.WAV
;action = aniDelay,90
action = aniDelay,60
[effect]	       ; for defense
code = specCode02
action = aniDelay,20,aniInsertObject,obj_Special01_02,700,160
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special01_03,320,160,126,126,4,6,aniInsertHitRandomObject,obj_Special01_04,320,160,32,32,2,24
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode03
action = aniInsertSpecialBG,MAGIC\SP00_003.SHP,aniInsertObject,obj_Special02_01,660,160
action = aniPlaySound,WAV\SHOOT012.WAV
action = aniDelay,70
[effect]	       ; for defense
code = specCode04
action = aniDelay,20
action = aniPlaySound,WAV\LIGHTN007.WAV
action = aniInsertRandomObject,obj_Special02_02,240,280,120,16,6,1,aniDelay,10
action = aniPlaySound,WAV\LIGHTN007.WAV
action = aniInsertRandomObject,obj_Special02_02,400,280,120,16,6,1,aniDelay,10
action = aniPlaySound,WAV\LIGHTN007.WAV
action = aniInsertRandomObject,obj_Special02_02,320,280,120,16,6,2,aniDelay,30
action = aniPlaySound,WAV\SHOOT012.WAV
action = aniInsertObject,obj_Special02_01,660,160
action = aniDelay,20,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special02_03,320,160,160,126,4,6
action = aniPlayHitSound,WAV\BOMB0021.WAV
action = aniDelay,40,aniShowHitResult


[effect]	       ; for attack
code = specCode05
[effect]	       ; for defense
code = specCode06
action = aniDelay,20
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniInsertObject,obj_Special03_01,320,160,aniDelay,30
action = aniPlaySound,WAV\WIND0003.WAV
action = aniInsertObject,obj_Special03_02,660,-40
action = aniInsertObject,obj_Special03_03,280,200,aniDelay,20
action = aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniDelay,40,aniShowHitResult

[effect]	       ; for attack
code = specCode07
[effect]	       ; for defense
code = specCode08
action = aniDelay,20,aniInsertRandomObject,obj_Special04_01,160,0,320,36,12,42
action = aniPlaySound,WAV\WATER009.WAV
action = aniInsertRandomObject,obj_Special04_01,480,0,320,36,12,42
action = aniInsertRandomObject,obj_Special04_01,700,0,320,36,12,42
action = aniDelay,40,aniDoublePageMode
action = aniInsertRandomObjectDelay,obj_Special04_02,500,0,20,20,0,1,1
action = aniInsertRandomObjectDelay,obj_Special04_02,560,-80,20,20,24,1,1
action = aniInsertRandomObjectDelay,obj_Special04_02,580,-20,20,20,48,1,1
action = aniInsertRandomObjectDelay,obj_Special04_02,540,-100,20,20,72,1,1
action = aniInsertRandomObjectDelay,obj_Special04_03,550,-70,20,20,106,1,1
action = aniDelay,10
;
action = aniInsertRandomObject,obj_Special04_01,160,0,320,36,16,28
action = aniInsertRandomObject,obj_Special04_01,480,0,320,36,16,28
action = aniInsertRandomObject,obj_Special04_01,700,0,320,36,16,28
;
action = aniProcessHitMissMulti,aniDelay,60

[effect]	       ; for attack
code = specCode09
[effect]	       ; for defense
code = specCode10
action = aniDelay,20,aniInsertObject,obj_Special05_01,320,320
action = aniPlaySound,WAV\EFF0019.WAV
action = aniInsertRandomObject,obj_Special05_02,320,320,360,20,6,64
action = aniDelay,30,aniProcessHitMiss,aniDelay,160,aniShowHitResult

[effect]	       ; for attack
code = specCode11
[effect]	       ; for defense
code = specCode12
action = aniDelay,20,aniInsertObject,obj_Special06_01,0,0,aniInsertObject,obj_Special06_01,640,0
action = aniPlaySound,WAV\EFF0010.WAV
action = aniInsertRandomObjectFixDelay,obj_Special06_02,320,320,120,36,0,12,24
action = aniInsertRandomObjectFixDelay,obj_Special06_02,140,320,160,36,8,20,16
action = aniInsertRandomObjectFixDelay,obj_Special06_02,500,320,160,36,10,20,16
action = aniDelay,120,aniInsertAngleObject,obj_Special06_03,320,180,-32,0,0
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniDelay,80,aniInsertObject,obj_Special06_04,320,180
action = aniPlaySound,WAV\ENERGY002.WAV
action = aniDelay,30,aniInsertAngleObject,obj_Special06_05,320,180,-8,0,0
action = aniPlaySound,WAV\BOMB0024.WAV
action = aniDelay,50,aniDoublePageMode
action = aniInsertAngleObject,obj_Special06_06,320,180,8,0,0
action = aniPlaySound,WAV\CAST003.WAV
action = aniDelay,1,aniProcessHitMissMulti
action = aniDelay,1,aniInsertObject,obj_Special06_08,320,160
action = aniPlayHitSound,WAV\BOMB0009.WAV
action = aniDelay,80

[effect]	       ; for attack
code = specCode13
[effect]	       ; for defense
code = specCode14
action = aniDelay,20,aniInsertObject,obj_Special07_01,320,160
action = aniPlaySound,WAV\LASERUP006.WAV
action = aniDelay,40,aniInsertObject,obj_Special07_02,320,160
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniDelay,60,aniInsertObject,obj_Special07_03,380,-20
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,10,aniInsertObject,obj_Special07_04,380,-20
action = aniDelay,16
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniProcessHitMiss,aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode15
[effect]	       ; for defense
code = specCode16
action = aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special08_01,320,160,36,36,0,16,3
action = aniPlaySound,WAV\SPRAY0002.WAV
action = aniInsertRandomObjectFixDelay,obj_Special08_02,320,160,36,36,4,20,3
action = aniInsertRandomObjectFixDelay,obj_Special08_03,320,160,36,36,2,24,3
action = aniInsertRandomObjectFixDelay,obj_Special08_04,320,160,36,36,8,24,3
action = aniInsertRandomObjectFixDelay,obj_Special08_05,320,160,36,36,6,22,3
action = aniInsertRandomObjectFixDelay,obj_Special08_06,320,160,36,36,10,26,3
action = aniInsertRandomObjectFixDelay,obj_Special08_07,320,160,36,36,3,18,3
action = aniInsertRandomObjectFixDelay,obj_Special08_08,320,160,36,36,10,25,3
;
action = aniDelay,30,aniInsertRandomObjectFixDelay,obj_Special08_01,320,160,36,36,36,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_02,320,160,36,36,38,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_03,320,160,36,36,32,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_04,320,160,36,36,46,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_05,320,160,36,36,40,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_06,320,160,36,36,38,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_07,320,160,36,36,44,16,3
action = aniInsertRandomObjectFixDelay,obj_Special08_08,320,160,36,36,42,16,3
;
action = aniDelay,60,aniInsertRandomObjectFixDelay,obj_Special08_09,320,160,100,100,0,12,6
action = aniDelay,10,aniProcessHitMiss,aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode17
[effect]	       ; for defense
code = specCode18

[effect]	       ; for attack
code = specCode19
[effect]	       ; for defense
code = specCode20
action = aniDelay,20
action = aniInsertRandomObject,obj_Special10_01,360,0,480,0,6,64
action = aniPlaySound,WAV\WIND0009.WAV
action = aniDelay,60,aniProcessHitMiss,aniInsertHitRandomObjectDisp,obj_Special10_02,60,-160,40,80,2,1
action = aniPlayHitSound,WAV\BOMB0005.WAV,aniShowHitResultNoWait
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObjectDisp,obj_Special10_02,60,-160,40,80,2,1
action = aniPlayHitSound,WAV\BOMB0005.WAV,aniShowHitResultNoWait
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObjectDisp,obj_Special10_02,60,-160,40,80,2,1
action = aniPlayHitSound,WAV\BOMB0005.WAV,aniShowHitResultNoWait
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObjectDisp,obj_Special10_02,60,-160,40,80,2,1
action = aniPlayHitSound,WAV\BOMB0005.WAV,aniShowHitResultNoWait
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObjectDisp,obj_Special10_02,60,-160,40,80,2,1
action = aniPlayHitSound,WAV\BOMB0005.WAV,aniShowHitResultNoWait
action = aniDelay,60

[effect]	       ; for attack
code = specCode21
[effect]	       ; for defense
code = specCode22
action = aniDelay,20
action = aniPlaySound,WAV\EFF0010.WAV
action = aniInsertRandomObject,obj_Special11_01,320,160,0,0,6,32
action = aniDelay,80,aniInsertObject,obj_Special11_02,320,160,aniInsertRandomObject,obj_Special11_03,320,300,480,40,6,36
action = aniPlaySound,WAV\EFF0007.WAV
action = aniDelay,20,aniProcessHitMiss
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode23
[effect]	       ; for defense
code = specCode24
action = aniDelay,20,aniInsertObject,obj_Special12_01,320,160
action = aniPlaySound,WAV\EFF0015.WAV
action = aniDelay,20,aniInsertRoundRandomObject,obj_Special12_02,320,250,0x00c60000,0,2,3,64,16
action = aniPlaySound,WAV\EFF0016.WAV
action = aniDelay,40,aniInsertRoundRandomObject,obj_Special12_02,320,250,0x00f60000,0,2,3,64,16
action = aniDelay,40,aniProcessHitMiss
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode25
[effect]	       ; for defense
code = specCode26
action = aniNoSpecialDarkBG
action = aniPlaySound,WAV\WIND0009.WAV
action = aniInsertObject,obj_Special13_06,0,0,aniInsertObject,obj_Special13_06,320,0
action = aniInsertObject,obj_Special13_06,640,0
action = aniInsertObject,obj_Special13_06,0,320,aniInsertObject,obj_Special13_06,320,320
action = aniInsertObject,obj_Special13_06,640,320
action = aniInsertObject,obj_Special13_06,0,640,aniInsertObject,obj_Special13_06,320,640
action = aniInsertObject,obj_Special13_06,640,640
action = aniInsertRandomObject,obj_Special13_01,240,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_01,500,0,120,36,28,16
;action = aniInsertRandomObject,obj_Special13_02,240,0,120,36,28,8
;action = aniInsertRandomObject,obj_Special13_02,500,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_03,220,0,120,36,28,16
action = aniInsertRandomObject,obj_Special13_03,520,0,120,36,28,8
;action = aniInsertRandomObject,obj_Special13_04,240,0,120,36,28,8
;action = aniInsertRandomObject,obj_Special13_04,500,0,120,36,28,8
action = aniDelay,26,aniDoublePageMode
;action = aniInsertRandomObject,obj_Special13_01,380,0,120,36,28,8
;action = aniInsertRandomObject,obj_Special13_01,680,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_02,340,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_02,660,0,120,36,28,16
;action = aniInsertRandomObject,obj_Special13_03,380,0,120,36,28,8
;action = aniInsertRandomObject,obj_Special13_03,680,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_04,360,0,120,36,28,8
action = aniInsertRandomObject,obj_Special13_04,700,0,120,36,28,16
action = aniDelay,30,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special13_05,260,140,80,40,16,1
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,10,aniInsertHitRandomObject,obj_Special13_05,340,200,80,40,16,1
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,30,aniInsertHitRandomObject,obj_Special13_05,260,220,80,40,16,1
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,30,aniInsertHitRandomObject,obj_Special13_05,360,160,80,40,16,1
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode27
[effect]	       ; for defense
code = specCode28
action = aniPlaySound,WAV\EFF0018.WAV
action = aniInsertObject,obj_Special14_01,320,320,aniDelay,40
;action = aniInsertRandomObject,obj_Special14_02,320,-20,240,64,12,16
action = aniInsertRandomObject,obj_Special14_03,320,-20,240,64,12,24
action = aniInsertRandomObject,obj_Special14_04,320,-20,240,64,12,24
action = aniDelay,100
action = aniInsertObject,obj_Special14_05,320,320,aniInsertObject,obj_Special14_05,320,320
action = aniPlaySound,WAV\EFF0015.WAV
action = aniDelay,40,aniProcessHitMiss,aniDelay,120,aniShowHitResult

[effect]	       ; for attack
code = specCode29
[effect]	       ; for defense
code = specCode30
action = aniPlaySound,WAV\LASERUP001.WAV
action = aniInsertObject,obj_Special15_01,320,320,aniDelay,30
;action = aniInsertRandomObject,obj_Special15_02,320,320,320,64,12,32
action = aniDelay,30
action = aniInsertObject,obj_Special15_03,320,320
action = aniDelay,60,aniProcessHitMiss
action = aniDelay,40,aniPlaySound,WAV\WIND0004.WAV
action = aniDelay,20,aniPlaySound,WAV\UPGROUND04.WAV
action = aniDelay,70,aniShowHitResult

[effect]	       ; for attack
code = specCode31
[effect]	       ; for defense
code = specCode32
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniInsertObject,obj_Special16_01,320,160,aniDelay,40
action = aniInsertAngleObject,obj_Special16_02,320,160,16,0,1
action = aniInsertAngleObject,obj_Special16_02,320,160,16,17,1
action = aniInsertAngleObject,obj_Special16_02,320,160,16,33,1
action = aniPlaySound,WAV\SHOOT015.WAV
action = aniDelay,60
action = aniPlaySound,WAV\LASERUP006.WAV
action = aniInsertObject,obj_Special16_05,320,160,aniDelay,40
action = aniInsertRandomObject,obj_Special16_03,320,160,280,140,12,16
action = aniInsertRandomObject,obj_Special16_04,320,160,360,100,16,16
action = aniPlaySound,WAV\FIRE0007.WAV
action = aniDelay,20,aniProcessHitMiss,aniDelay,120,aniShowHitResult

[effect]	       ; for attack
code = specCode33
[effect]	       ; for defense
code = specCode34
action = aniPlaySound,WAV\EFF0017.WAV
action = aniInsertRandomObjectFixDelay,obj_Special17_01,320,300,90,36,0,16,18
action = aniDelay,20
action = aniInsertRandomObject,obj_Special17_02,320,0,360,60,8,32
action = aniInsertRandomObject,obj_Special17_03,320,0,360,60,14,24
action = aniDelay,40
action = aniInsertObject,obj_Special17_04,320,-20,aniDelay,60
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniInsertAngleObjectMakeShape,obj_Special17_05,320,160,16,0,0
action = aniDelay,100
action = aniPlaySound,WAV\EFF0007.WAV
action = aniInsertRandomObject,obj_Special17_06,320,300,360,60,8,18
action = aniProcessHitMiss,aniDelay,120,aniShowHitResult

[effect]	       ; for attack
code = specCode35
[effect]	       ; for defense
code = specCode36

[effect]	       ; for attack
code = specCode37
action = aniInsertSpecialBG,MAGIC\SP00_003.SHP
action = aniInsertObject,obj_Special19_01,680,160,aniInsertObject,obj_Special19_02,680,160
action = aniDelay,20,aniPlaySound,WAV\SHOOT001.WAV
action = aniDelay,60
[effect]	       ; for defense
code = specCode38
action = aniInsertObject,obj_Special19_01,680,160,aniInsertObject,obj_Special19_02,680,160
action = aniDelay,20,aniPlaySound,WAV\SHOOT001.WAV
action = aniDelay,12,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special19_03,320,160,126,126,1,16
action = aniPlayHitSound,WAV\BOMB0024.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode39
action = aniNoSpecialDarkBG,aniInsertSpecialBG,MAGIC\SP00_002.SHP
action = aniInsertObject,obj_Special20_01,680,160
action = aniPlaySound,WAV\SHOOT016.WAV
action = aniDelay,80
[effect]	       ; for defense
code = specCode40
action = aniInsertObject,obj_Special20_02,680,160
action = aniPlaySound,WAV\SHOOT016.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special20_03,320,160,160,140,12,6
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode41
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP
action = aniInsertObject,obj_Special21_01,740,160,aniInsertObject,obj_Special21_02,740,160
action = aniPlaySound,WAV\SHOOT013.WAV
action = aniDelay,80
[effect]	       ; for defense
code = specCode42
action = aniInsertObject,obj_Special21_03,740,160,aniInsertObject,obj_Special21_04,740,160
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special21_06,320,160,160,140,12,4,aniInsertHitRandomObject,obj_Special21_07,320,160,36,36,1,24
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,70,aniShowHitResult

[effect]	       ; for attack
code = specCode43
action = aniInsertSpecialBG,MAGIC\SP00_003.SHP
action = aniInsertObject,obj_Special22_01,680,160,aniInsertObject,obj_Special22_02,680,160
action = aniDelay,20,aniPlaySound,WAV\SHOOT001.WAV
action = aniDelay,60
[effect]	       ; for defense
code = specCode44
action = aniInsertObject,obj_Special22_01,680,160,aniInsertObject,obj_Special22_02,680,160
action = aniDelay,20,aniPlaySound,WAV\SHOOT001.WAV
action = aniDelay,16,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special22_03,320,160,126,126,2,24
action = aniPlayHitSound,WAV\BOMB0024.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode45
action = aniDelay,20,aniInsertObject,obj_Special23_01,680,500
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniDelay,80
[effect]	       ; for defense
code = specCode46
action = aniDelay,10,aniInsertObject,obj_Special23_03,800,-758
action = aniPlaySound,WAV\SHOOT007.WAV
action = aniDelay,16,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniInsertHitRandomObject,obj_Special23_04,320,160,36,36,2,24,aniDelay,5
action = aniInsertHitRandomObject,obj_Special23_05,320,160,0,0,1,1
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode47
[effect]	       ; for defense
code = specCode48
action = aniDelay,20,aniInsertRandomObjectDelay,obj_Special24_01,160,0,320,36,0,34,12
action = aniPlaySound,WAV\SHOOT014.WAV
action = aniInsertRandomObjectDelay,obj_Special24_01,480,0,320,36,8,34,12
action = aniInsertRandomObjectDelay,obj_Special24_01,700,0,320,36,16,34,12
action = aniInsertRandomObjectDelay,obj_Special24_03,800,-758,320,36,10,20,2
action = aniDelay,40,aniDoublePageMode
action = aniInsertRandomObjectDelay,obj_Special24_02,500,0,20,20,0,1,1
action = aniInsertRandomObjectDelay,obj_Special24_02,560,-80,20,20,12,1,1
action = aniInsertRandomObjectDelay,obj_Special24_02,580,-20,20,20,24,1,1
action = aniInsertRandomObjectDelay,obj_Special24_02,540,-100,20,20,36,1,1
action = aniInsertRandomObjectDelay,obj_Special24_02,550,-70,20,20,48,1,1
action = aniInsertRandomObjectDelay,obj_Special24_02,500,0,20,20,60,1,1
action = aniDelay,10
;
action = aniInsertRandomObjectDelay,obj_Special24_03,720,-758,240,36,0,32,2
action = aniInsertRandomObjectDelay,obj_Special24_03,800,-758,240,36,21,16,4
action = aniInsertRandomObjectDelay,obj_Special24_03,880,-758,240,36,24,32,2
;
action = aniProcessHitMissMulti
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniInsertRandomObject,obj_Special24_06,160,400,12,12,1,1
action = aniDelay,160

[effect]	       ; for attack
code = specCode49
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP
action = aniInsertObject,obj_Special25_01,640,160
action = aniPlaySound,WAV\SHOOT017.WAV
action = aniDelay,160
[effect]	       ; for defense
code = specCode50
action = aniInsertObject,obj_Special25_03,640,160
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special25_04,320,160,0,0,1,1
action = aniPlayHitSound,WAV\HIT00014.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode51
[effect]	       ; for defense
code = specCode52
action = aniInsertObject,obj_Special26_01,350,280
action = aniPlaySound,WAV\ATTACK17.WAV
action = aniDelay,8,aniInsertObject,obj_Special26_02,276,200
action = aniDelay,50,aniInsertObject,obj_Special26_03,276,200
action = aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special21_07,320,160,36,36,2,26
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode53
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP
action = aniInsertObject,obj_Special27_01,640,160
action = aniPlaySound,WAV\SHOOT017.WAV
action = aniDelay,160
[effect]	       ; for defense
code = specCode54
action = aniInsertObject,obj_Special27_03,640,160
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special27_04,320,160,0,0,1,1
action = aniPlayHitSound,WAV\BOMB0009.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode55
[effect]	       ; for defense
code = specCode56
action = aniDelay,20,aniInsertObject,obj_Special28_01,320,180
action = aniPlaySound,WAV\ATTACK06.WAV
action = aniDelay,4,aniInsertHitRandomObject,obj_Special28_02,320,160,24,16,2,12
action = aniPlaySound,WAV\GOLD001.WAV
action = aniDelay,36,aniInsertObject,obj_Special28_03,320,160
action = aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special28_04,320,160,36,36,2,18
action = aniPlayHitSound,WAV\SHOOT016.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode57
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP
action = aniInsertObject,obj_Special27_01,640,160
action = aniPlaySound,WAV\SHOOT017.WAV
action = aniDelay,160
[effect]	       ; for defense
code = specCode58
action = aniInsertObject,obj_Special27_03,640,160
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special27_04,320,160,0,0,1,1
action = aniPlayHitSound,WAV\BOMB0009.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode59
[effect]	       ; for defense
code = specCode60
action = aniDelay,20,aniInsertRandomObjectDelay,obj_Special30_01,340,140,64,48,0,64,2
action = aniInsertRandomObjectDelay,obj_Special30_03,340,220,64,48,16,64,2
action = aniInsertRandomObjectDelay,obj_Special30_02,360,100,64,48,32,64,1
action = aniInsertRandomObjectDelay,obj_Special30_04,360,180,64,48,48,64,1
action = aniInsertRandomObjectDelay,obj_Special30_05,330,160,64,48,90,1,1
action = aniProcessHitMissMulti,aniDelay,60

[effect]	       ; for attack
code = specCode61
[effect]	       ; for defense
code = specCode62
action = aniDelay,20,aniInsertRandomObject,obj_Special31_01,460,160,240,200,12,10
action = aniInsertRandomObject,obj_Special31_02,460,160,240,200,4,32,aniDelay,10
action = aniProcessHitMiss
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode63
[effect]	       ; for defense
code = specCode64
action = aniDelay,20,aniInsertRandomObject,obj_Special32_01,320,40,0,80,5,5
action = aniPlaySound,WAV\EFF0018.WAV
action = aniInsertRandomObject,obj_Special32_01,320,120,0,80,5,8
action = aniInsertRandomObject,obj_Special32_01,320,200,0,80,5,8
action = aniInsertRandomObject,obj_Special32_01,320,280,0,80,5,5
;action = aniInsertRoundRandomObject,obj_Special32_01,320,160,0x00e00000,0,0,0,0,32
action = aniDelay,170,aniInsertObject,obj_Special32_02,320,160
action = aniPlaySound,WAV\EFF0013.WAV
action = aniProcessHitMiss
action = aniDelay,130,aniShowHitResult

[effect]	       ; for attack
code = specCode65
[effect]	       ; for defense
code = specCode66
action = aniDelay,20,aniInsertObject,obj_Special33_01,490,0
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,30,aniInsertObject,obj_Special33_03,490,0
action = aniPlaySound,WAV\SHOOT016.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,10,aniPlaySound,WAV\LASERUP004.WAV
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode67
[effect]	       ; for defense
code = specCode68
action = aniDelay,20,aniInsertRandomObjectDelay,obj_Special34_01,640,130,60,200,0,24,9
action = aniInsertRandomObjectDelay,obj_Special34_01,640,190,60,200,2,24,9
action = aniInsertRandomObjectDelay,obj_Special34_05,600,80,60,80,0,10,24
action = aniInsertRandomObjectDelay,obj_Special34_05,600,240,60,80,0,10,24
action = aniInsertRandomObjectDelay,obj_Special34_03,640,160,60,120,30,32,8
action = aniProcessHitMissMulti
action = aniDelay,60

[effect]	       ; for attack
code = specCode69
action = aniInsertSpecialBG,MAGIC\SP00_004.SHP
action = aniDelay,20,aniInsertObject,obj_Special35_01,720,190
action = aniPlaySound,WAV\EFF0021.WAV
action = aniInsertRandomObjectFixDelay,obj_Special35_03,640,110,60,200,6,12,5
action = aniInsertRandomObjectFixDelay,obj_Special35_03,640,240,60,200,8,12,5
action = aniInsertRandomObjectFixDelay,obj_Special35_03,320,110,60,200,46,12,5
action = aniInsertRandomObjectFixDelay,obj_Special35_03,320,240,60,200,48,12,5
action = aniDelay,160
[effect]	       ; for defense
code = specCode70
action = aniDelay,20,aniInsertObject,obj_Special35_01,720,190
action = aniPlaySound,WAV\EFF0021.WAV
action = aniDelay,26,aniProcessHitMiss,aniDoublePageMode
action = aniInsertHitRandomObjectFixDelay,obj_Special35_05,320,160,80,80,0,16,3
action = aniInsertHitRandomObjectFixDelay,obj_Special35_06,320,160,180,180,0,8,4
action = aniInsertHitRandomObject,obj_Special35_07,320,160,36,36,2,24
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode71
action = aniInsertSpecialBG,MAGIC\SP00_004.SHP
action = aniDelay,20,aniInsertObject,obj_Special36_01,720,180
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniInsertDistanceObjectFixDelay,obj_Special36_02,620,180,-100,0,10,4,6
action = aniInsertRandomObjectFixDelay,obj_Special36_03,720,110,0,120,16,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_04,720,210,0,120,24,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_05,720,160,0,500,36,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_06,720,110,60,200,6,12,4
action = aniInsertRandomObjectFixDelay,obj_Special36_06,720,240,60,200,8,12,6
action = aniInsertRandomObjectFixDelay,obj_Special36_06,640,110,60,200,6,12,4
action = aniInsertRandomObjectFixDelay,obj_Special36_06,640,240,60,200,8,12,6
action = aniDelay,30,aniPlaySound,WAV\LIGHTN004.WAV
action = aniDelay,40,aniPlaySound,WAV\LIGHTN004.WAV
action = aniDelay,70
[effect]	       ; for defense
code = specCode72
action = aniDelay,20,aniInsertObject,obj_Special36_01,720,180,aniDoublePageMode
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniInsertDistanceObjectFixDelay,obj_Special36_02,620,180,-100,0,10,4,6
action = aniInsertRandomObjectFixDelay,obj_Special36_03,720,110,0,120,16,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_04,720,210,0,120,24,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_05,720,160,0,500,36,12,2
action = aniInsertRandomObjectFixDelay,obj_Special36_06,720,110,60,200,6,12,4
action = aniInsertRandomObjectFixDelay,obj_Special36_06,720,240,60,200,8,12,6
action = aniInsertRandomObjectFixDelay,obj_Special36_06,640,110,60,200,6,12,4
action = aniInsertRandomObjectFixDelay,obj_Special36_06,640,240,60,200,8,12,6
action = aniPlaySound,WAV\LIGHTN004.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,30,aniPlaySound,WAV\LIGHTN004.WAV
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode73
[effect]	       ; for defense
code = specCode74
action = aniDelay,20,aniInsertObject,obj_Special37_01,540,180
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObject,obj_Special37_02,320,160,32,32,2,24
action = aniPlayHitSound,WAV\HIT00013.WAV
action = aniDelay,50,aniShowHitResult

[effect]	       ; for attack
code = specCode75
[effect]	       ; for defense
code = specCode76
action = aniSetXYDisp,50,0
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniDelay,20,aniInsertObject,obj_Special38_01,320,160
action = aniPlaySound,WAV\WIND0004.WAV
action = aniDelay,30,aniInsertObject,obj_Special38_01,320,160
action = aniPlaySound,WAV\WIND0004.WAV
action = aniDelay,30,aniInsertObject,obj_Special38_01,320,160
action = aniPlaySound,WAV\WIND0004.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode77
[effect]	       ; for defense
code = specCode78
action = aniPlaySound,WAV\QUAKE003.WAV
action = aniDelay,20,aniInsertObject,obj_Special39_01,660,320
action = aniPlaySound,WAV\SHOOT003.WAV
action = aniDelay,16,aniProcessHitMiss
;action = aniInsertHitRandomObject,obj_Special39_03,300,320,0,0,0,1
action = aniInsertHitRandomObject,obj_Special39_04,320,200,200,160,4,8
action = aniInsertHitRandomObject,obj_Special39_05,320,300,48,32,2,18
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode79
action = aniShowAttacker,aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special40_01,320,160,0,0,0,20,2
action = aniInsertRandomObjectFixDelay,obj_Special40_01,320,160,0,0,0,60,1
action = aniPlaySound,WAV\SHOOT018.WAV
action = aniDelay,120
[effect]	       ; for defense
code = specCode80
action = aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special40_02,320,160,0,0,0,12,3
action = aniPlaySound,WAV\SHOOT018.WAV
action = aniInsertRandomObjectFixDelay,obj_Special40_02,320,160,0,0,0,40,1
action = aniDoublePageMode,aniDelay,20,aniProcessHitMiss
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode81
action = aniInsertSpecialBG,MAGIC\SP00_003.SHP
action = aniDelay,20,aniInsertObject,obj_Special41_01,680,320,aniInsertObject,obj_Special41_02,640,320
action = aniPlaySound,WAV\QUAKE009.WAV
action = aniDelay,90
[effect]	       ; for defense
code = specCode82
action = aniDelay,20,aniInsertObject,obj_Special41_01,680,320,aniInsertObject,obj_Special41_02,640,320
action = aniPlaySound,WAV\QUAKE009.WAV
action = aniDoublePageMode,aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObjectFixDelay,obj_Special41_06,320,180,40,160,0,8,6
action = aniInsertHitRandomObjectFixDelay,obj_Special37_02,320,160,36,36,0,1,32
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode83
[effect]	       ; for defense
code = specCode84
action = aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special42_01,320,320,500,36,0,4,16
action = aniDelay,32,aniInsertRandomObjectFixDelay,obj_Special42_02,320,320,500,0,0,18,6
action = aniDelay,60,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,140,aniShowHitResult

[effect]	       ; for attack
code = specCode85
[effect]	       ; for defense
code = specCode86
action = aniDelay,20,aniInsertObject,obj_Special43_01,320,0,aniDoublePageMode
action = aniPlaySound,WAV\UPGROUND04.WAV
action = aniDelay,20,aniInsertObject,obj_Special43_02,320,0
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniDelay,5,aniInsertObject,obj_Special43_03,320,320
action = aniDelay,15,aniInsertDistanceObjectFixDelay,obj_Special43_06,320,320,60,0,0,3,4
action = aniDelay,20,aniInsertDistanceObjectFixDelay,obj_Special43_04,480,320,-60,0,0,4,8
action = aniDelay,10,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,10
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniPlaySound,WAV\SHOOT007.WAV
action = aniInsertDistanceObjectFixDelay,obj_Special42_03,60,580,105,0,0,0,6
action = aniInsertObject,obj_Special43_05,320,580,aniInsertObject,obj_Special43_05,320,900
action = aniInsertObject,obj_Special43_05,320,1220,aniInsertObject,obj_Special43_05,320,1540
action = aniInsertObject,obj_Special43_05,320,1860,aniInsertObject,obj_Special43_05,320,2180
action = aniDelay,140,aniShowHitResult

[effect]	       ; for attack
code = specCode87
[effect]	       ; for defense
code = specCode88

[effect]	       ; for attack
code = specCode89
[effect]	       ; for defense
code = specCode90
action = aniDoublePageMode
action = aniDelay,20,aniInsertRandomObject,obj_Special45_01,160,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,160,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,160,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,400,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,400,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,400,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,280,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,280,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,280,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,560,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,560,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,560,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,90,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,90,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,90,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,480,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,480,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,480,320,32,0,2,12
;
action = aniDelay,20,aniInsertRandomObject,obj_Special45_01,160,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,160,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,160,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,400,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,400,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,400,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,280,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,280,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,280,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,560,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,560,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,560,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,90,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,90,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,90,320,32,0,2,12
action = aniDelay,10,aniInsertRandomObject,obj_Special45_01,480,0,32,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_02,480,320,32,0,1,1
action = aniPlaySound,WAV\BOMB0009.WAV
action = aniInsertRandomObject,obj_Special37_02,480,320,32,0,2,12
;
action = aniDelay,10,aniInsertRandomObject,obj_Special45_03,320,0,0,0,1,1
action = aniDelay,4,aniInsertRandomObject,obj_Special45_04,320,320,0,0,1,1
action = aniPlaySound,WAV\BOMB0005.WAV
action = aniInsertRandomObject,obj_Special37_02,320,320,32,0,2,24
action = aniDelay,10,aniProcessHitMiss
;
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,8
action = aniPlaySound,WAV\LASERUP004.WAV
action = aniInsertObject,obj_Special45_05,0,0,aniInsertObject,obj_Special45_05,640,0
action = aniInsertObject,obj_Special45_05,0,320,aniInsertObject,obj_Special45_05,640,320
action = aniInsertObject,obj_Special45_05,0,640,aniInsertObject,obj_Special45_05,640,640
action = aniDelay,200,aniShowHitResult

[effect]	       ; for attack
code = specCode91
[effect]	       ; for defense
code = specCode92
action = aniDelay,20,aniInsertObject,obj_Special46_01,340,290
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,16,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special46_02,320,160,36,36,1,24
action = aniPlayHitSound,WAV\HIT00013.WAV
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode93
[effect]	       ; for defense
code = specCode94
action = aniDelay,20,aniInsertObject,obj_Special47_01,300,220
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,20,aniInsertObject,obj_Special47_02,300,220
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,1,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,20,aniInsertHitRandomObject,obj_Special47_03,320,160,0,0,1,1
action = aniPlayHitSound,WAV\EFF0022.WAV
action = aniDelay,5,aniInsertHitRandomObject,obj_Special47_04,320,160,0,0,2,32
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode95
[effect]	       ; for defense
code = specCode96
action = aniNoSpecialDarkBG
action = aniDelay,20,aniInsertObject,obj_Special48_01,320,0
action = aniPlaySound,WAV\SHOOT007.WAV
action = aniDelay,40,aniInsertObject,obj_Special48_02,320,160
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniDelay,40,aniInsertRandomObject,obj_Special48_04,260,0,120,96,8,24
action = aniPlaySound,WAV\SHOOT010.WAV
action = aniInsertRandomObject,obj_Special48_04,320,0,120,96,8,24
action = aniInsertRandomObject,obj_Special48_04,380,0,120,96,8,24
action = aniDelay,20,aniInsertObject,obj_Special48_03,320,160
action = aniPlaySound,WAV\UPGROUND05.WAV
action = aniDelay,20,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,40,aniPlaySound,WAV\EFF0010.WAV
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode97
action = aniDelay,20
action = aniPlaySound,WAV\EFF0020.WAV
action = aniInsertObject,obj_Special49_01,320,160,aniDelay,80
action = aniInsertRandomObjectFixDelay,obj_Special49_02,320,180,36,36,0,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_03,320,180,36,36,12,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_04,320,180,36,36,24,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_05,320,180,36,36,16,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_06,320,180,36,36,32,36,2
action = aniPlaySound,WAV\WIND0006.WAV
action = aniDelay,30,aniPlaySound,WAV\WIND0006.WAV
action = aniDelay,90
[effect]	       ; for defense
code = specCode98
action = aniDelay,20,aniDoublePageMode
action = aniPlaySound,WAV\WIND0006.WAV
action = aniInsertRandomObjectFixDelay,obj_Special49_02,320,180,36,36,0,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_03,320,180,36,36,32,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_04,320,180,36,36,12,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_05,320,180,36,36,24,36,2
action = aniInsertRandomObjectFixDelay,obj_Special49_06,320,180,36,36,16,36,2
action = aniDelay,30
action = aniInsertHitRandomObjectFixDelay,obj_Special49_07,320,170,0,0,0,6,1
action = aniInsertHitRandomObjectFixDelay,obj_Special49_08,320,170,48,48,2,6,10
action = aniInsertHitRandomObjectFixDelay,obj_Special49_09,320,170,24,24,2,1,42
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniProcessHitMiss,aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode99
[effect]	       ; for defense
code = specCode100
action = aniDelay,20
action = aniInsertRandomObjectFixDelay,obj_Special50_01,320,180,96,128,0,20,2
action = aniInsertRandomObjectFixDelay,obj_Special50_01,320,180,96,128,40,12,2
action = aniInsertRandomObjectFixDelay,obj_Special50_01,320,180,96,128,64,3,8
action = aniInsertRandomObjectFixDelay,obj_Special50_03,0,0,0,0,70,0,1
action = aniDelay,1,aniProcessHitMissMulti,aniDelay,80

[effect]	       ; for attack
code = specCode101
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP
action = aniDelay,20,aniInsertObject,obj_Special51_01,640,320,aniInsertObject,obj_Special51_02,640,320
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniDelay,40
[effect]	       ; for defense
code = specCode102
action = aniDelay,20,aniInsertObject,obj_Special51_01,640,320,aniInsertObject,obj_Special51_02,640,320
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniDelay,10,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniInsertHitRandomObject,obj_Special51_03,320,320,0,0,0,1
action = aniDelay,12,aniInsertHitRandomObject,obj_Special51_04,320,320,0,0,0,1
action = aniPlayHitSound,WAV\SHOOT007.WAV
action = aniDelay,12,aniInsertHitRandomObject,obj_Special51_05,320,320,0,0,0,1
action = aniPlaySound,WAV\SHOOT007.WAV
action = aniDelay,40,aniShowHitResult

[effect]	       ; for attack
code = specCode103
[effect]	       ; for defense
code = specCode104
action = aniDelay,20,aniInsertObject,obj_Special52_01,320,160
action = aniPlaySound,WAV\SHOOT019.WAV
action = aniInsertRandomObject,obj_Special52_02,320,160,36,36,2,18,aniDelay,30
action = aniInsertTornadoObject,obj_Special52_03,320,320,-8,0x00060000,0x00040000,0,4,0x0000c000,-0x00000800,15
action = aniInsertTornadoObject,obj_Special52_03,320,200,-10,0x00420000,0x00040000,60,4,0x00004800,0x00001800,20
action = aniPlaySound,WAV\WIND0009.WAV
action = aniDelay,90,aniInsertRandomObject,obj_Special52_04,230,240,0,0,1,1
action = aniDelay,10,aniInsertRandomObject,obj_Special52_05,410,120,0,0,1,1
;
action = aniDelay,20,aniInsertObject,obj_Special52_06,320,160
action = aniPlaySound,WAV\SHOOT019.WAV
action = aniInsertRandomObject,obj_Special52_07,320,160,36,36,2,18,aniDelay,20
action = aniInsertRandomObjectDelay,obj_Special52_08,320,180,280,280,0,12,8
action = aniInsertRandomObjectDelay,obj_Special52_09,320,160,320,280,3,6,12
action = aniPlaySound,WAV\BOMB0026.WAV
;
action = aniDelay,60,aniInsertObject,obj_Special52_10,320,160
action = aniPlaySound,WAV\SHOOT019.WAV
action = aniInsertRandomObject,obj_Special52_11,320,160,36,36,2,18,aniDelay,20
action = aniPlaySound,WAV\ICEBROKEN002.WAV
action = aniInsertObject,obj_Special52_12,320,160
action = aniInsertRandomObject,obj_Special52_13,320,160,36,36,2,28
;
action = aniDelay,50,aniInsertObject,obj_Special52_14,320,160
action = aniPlaySound,WAV\SHOOT019.WAV
action = aniInsertRandomObject,obj_Special52_15,320,160,36,36,2,18,aniDelay,20
action = aniInsertRandomObjectDelay,obj_Special52_16,320,320,620,64,0,8,24
action = aniPlaySound,WAV\SHOOT020.WAV
;
action = aniDelay,90,aniInsertObject,obj_Special52_17,320,160
action = aniPlaySound,WAV\SHOOT019.WAV
action = aniInsertRandomObject,obj_Special52_18,320,160,36,36,2,18,aniDelay,20
action = aniInsertObject,obj_Special52_19,320,160,aniDelay,30
action = aniInsertRandomObjectDelay,obj_Special52_20,320,160,120,120,0,6,24
action = aniInsertRandomObjectDelay,obj_Special52_21,320,160,36,36,0,3,56
action = aniPlaySound,WAV\BOMB0027.WAV
;
action = aniDelay,20,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode105
action = aniDelay,20,aniInsertObject,obj_Special53_01,-40,500
action = aniPlaySound,WAV\SHOOT005.WAV
action = aniDelay,80
[effect]	       ; for defense
code = specCode106
action = aniDelay,10,aniInsertObject,obj_Special53_03,-160,-758
action = aniPlaySound,WAV\SHOOT007.WAV
action = aniDelay,16,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0022.WAV
action = aniInsertHitRandomObject,obj_Special23_04,320,160,36,36,2,24,aniDelay,5
action = aniInsertHitRandomObject,obj_Special23_05,320,160,0,0,1,1
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode107
[effect]	       ; for defense
code = specCode108
action = aniDelay,20,aniInsertRandomObjectDelay,obj_Special54_01,0,130,60,200,0,24,9
action = aniInsertRandomObjectDelay,obj_Special54_01,0,190,60,200,2,24,9
action = aniInsertRandomObjectDelay,obj_Special54_05,40,80,60,80,0,10,24
action = aniInsertRandomObjectDelay,obj_Special54_05,40,240,60,80,0,10,24
action = aniInsertRandomObjectDelay,obj_Special54_03,0,160,60,120,30,32,8
action = aniProcessHitMissMulti
action = aniDelay,60

[effect]	       ; for attack
code = specCode109
[effect]	       ; for defense
code = specCode110
action = aniDelay,20,aniInsertRandomObject,obj_Special55_01,180,160,240,200,12,10
action = aniInsertRandomObject,obj_Special55_02,180,160,240,200,4,32,aniDelay,10
action = aniProcessHitMiss
action = aniDelay,90,aniShowHitResult

[effect]	       ; for attack
code = specCode111
[effect]	       ; for defense
code = specCode112
action = aniDelay,20,aniInsertRandomObjectDelay,obj_Special56_01,300,140,64,48,0,64,2
action = aniInsertRandomObjectDelay,obj_Special56_03,300,220,64,48,16,64,2
action = aniInsertRandomObjectDelay,obj_Special56_02,280,100,64,48,32,64,1
action = aniInsertRandomObjectDelay,obj_Special56_04,280,180,64,48,48,64,1
action = aniInsertRandomObjectDelay,obj_Special56_05,310,160,64,48,90,1,1
action = aniProcessHitMissMulti,aniDelay,60

[effect]	       ; for attack
code = specCode113
action = aniShowAttacker,aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special40_01,320,160,0,0,0,20,2
action = aniInsertRandomObjectFixDelay,obj_Special40_01,320,160,0,0,0,60,1
action = aniPlaySound,WAV\SHOOT018.WAV
action = aniDelay,120
[effect]	       ; for defense
code = specCode114
action = aniDelay,20,aniInsertRandomObjectFixDelay,obj_Special40_02,320,160,0,0,0,12,3
action = aniPlaySound,WAV\SHOOT018.WAV
action = aniInsertRandomObjectFixDelay,obj_Special40_02,320,160,0,0,0,40,1
action = aniDoublePageMode,aniDelay,20,aniProcessHitMiss
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode115
action = aniInsertSpecialBG,MAGIC\SP00_003.SHP
action = aniDelay,20,aniInsertObject,obj_Special58_01,-40,320,aniInsertObject,obj_Special58_02,0,320
action = aniPlaySound,WAV\QUAKE009.WAV
action = aniDelay,90
[effect]	       ; for defense
code = specCode116
action = aniDelay,20,aniInsertObject,obj_Special58_01,-40,320,aniInsertObject,obj_Special58_02,0,320
action = aniPlaySound,WAV\QUAKE009.WAV
action = aniDoublePageMode,aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObjectFixDelay,obj_Special41_06,320,180,40,160,0,8,6
action = aniInsertHitRandomObjectFixDelay,obj_Special37_02,320,160,36,36,0,1,32
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode117
[effect]	       ; for defense
code = specCode118
action = aniDelay,20,aniInsertObject,obj_Special59_01,100,180
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,10,aniProcessHitMiss,aniInsertHitRandomObject,obj_Special37_02,320,160,32,32,2,24
action = aniPlayHitSound,WAV\HIT00013.WAV
action = aniDelay,50,aniShowHitResult

[effect]	       ; for attack
code = specCode119
[effect]	       ; for defense
code = specCode120

[effect]	       ; for attack
code = specCode121
action = aniInsertSpecialBG,MAGIC\SP00_001.SHP,aniInsertObject,obj_Special61_01,-60,160
action = aniPlaySound,WAV\SP01-001.WAV
action = aniDelay,60
[effect]	       ; for defense
code = specCode122
action = aniDelay,20,aniInsertObject,obj_Special61_02,-60,160
action = aniDelay,10,aniProcessHitMiss
action = aniInsertHitRandomObject,obj_Special01_03,320,160,126,126,4,6,aniInsertHitRandomObject,obj_Special01_04,320,160,32,32,2,24
action = aniDelay,60,aniShowHitResult

[effect]	       ; for attack
code = specCode123
[effect]	       ; for defense
code = specCode124
action = aniDelay,20,aniInsertRandomObject,obj_Special62_01,480,0,320,36,12,42
action = aniPlaySound,WAV\WATER009.WAV
action = aniInsertRandomObject,obj_Special62_01,160,0,320,36,12,42
action = aniInsertRandomObject,obj_Special62_01,-60,0,320,36,12,42
action = aniDelay,40,aniDoublePageMode
action = aniInsertRandomObjectDelay,obj_Special62_02,140,0,20,20,0,1,1
action = aniInsertRandomObjectDelay,obj_Special62_02,80,-80,20,20,24,1,1
action = aniInsertRandomObjectDelay,obj_Special62_02,60,-20,20,20,48,1,1
action = aniInsertRandomObjectDelay,obj_Special62_02,100,-100,20,20,72,1,1
action = aniInsertRandomObjectDelay,obj_Special62_03,90,-70,20,20,106,1,1
action = aniDelay,10
;
action = aniInsertRandomObject,obj_Special62_01,480,0,320,36,16,28
action = aniInsertRandomObject,obj_Special62_01,160,0,320,36,16,28
action = aniInsertRandomObject,obj_Special62_01,-60,0,320,36,16,28
;
action = aniProcessHitMissMulti,aniDelay,60

[effect]	       ; for attack
code = specCode125
action = aniInsertSpecialBG,MAGIC\SP00_004.SHP
action = aniDelay,20,aniInsertObject,obj_Special63_01,-80,130
action = aniPlaySound,WAV\EFF0021.WAV
action = aniInsertRandomObjectFixDelay,obj_Special63_03,0,110,60,200,6,12,5
action = aniInsertRandomObjectFixDelay,obj_Special63_03,0,240,60,200,8,12,5
action = aniInsertRandomObjectFixDelay,obj_Special63_03,320,110,60,200,46,12,5
action = aniInsertRandomObjectFixDelay,obj_Special63_03,320,240,60,200,48,12,5
action = aniDelay,160
[effect]	       ; for defense
code = specCode126
action = aniDelay,20,aniInsertObject,obj_Special63_01,-80,130
action = aniPlaySound,WAV\EFF0021.WAV
action = aniDelay,26,aniProcessHitMiss,aniDoublePageMode
action = aniInsertHitRandomObjectFixDelay,obj_Special35_05,320,160,80,80,0,16,3
action = aniInsertHitRandomObjectFixDelay,obj_Special35_06,320,160,180,180,0,8,4
action = aniInsertHitRandomObject,obj_Special35_07,320,160,36,36,2,24
action = aniDelay,80,aniShowHitResult

[effect]	       ; for attack
code = specCode127
[effect]	       ; for defense
code = specCode128
action = aniDelay,20,aniInsertObject,obj_Special64_01,300,220
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,20,aniInsertObject,obj_Special64_02,300,220
action = aniPlaySound,WAV\ATTACK16.WAV
action = aniDelay,1,aniProcessHitMiss
action = aniPlayHitSound,WAV\BOMB0018.WAV
action = aniDelay,20,aniInsertHitRandomObject,obj_Special47_03,320,160,0,0,1,1
action = aniPlayHitSound,WAV\EFF0022.WAV
action = aniDelay,5,aniInsertHitRandomObject,obj_Special47_04,320,160,0,0,2,32
action = aniDelay,100,aniShowHitResult

[effect]	       ; for attack
code = specCode129
action = aniInsertSpecialBG,MAGIC\SP00_004.SHP,aniDelay,10,aniInsertObject,obj_Special65_01,720,180
action = aniInsertRandomObjectFixDelay,obj_Special65_02,510,180,0,0,10,1,1
action = aniInsertRandomObjectFixDelay,obj_Special65_03,420,180,0,0,18,1,1
action = aniInsertRandomObjectFixDelay,obj_Special65_04,120,180,0,0,26,1,1
action = aniDelay,90
[effect]	       ; for defense
code = specCode130
action = aniDelay,10,aniInsertObject,obj_Special65_01,720,180
action = aniInsertRandomObjectFixDelay,obj_Special65_04,500,180,0,0,10,1,1
action = aniInsertRandomObjectFixDelay,obj_Special65_03,410,180,0,0,18,1,1
action = aniInsertRandomObjectFixDelay,obj_Special65_02,90,180,0,0,26,1,1
action = aniDelay,12,aniProcessHitMiss
action = aniDelay,60,aniShowHitResult

#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H

[story]
action = actPlayLevelMusic
action = actDelay,40
action = actWalkDispWait,SID_PLAYER0,1,0,-96,2				; walk forward
action = actDelay,10,actMessage,SID_PLAYER0,1,363
action = actMessage,SID_ENEMY023,1,364
action = actMessage,SID_ENEMY024,1,365
action = actMessage,SID_ENEMY023,2,366
action = actMessage,SID_PLAYER0,1,367
action = actMessage,SID_ENEMY024,2,364
;
action = actMessage,SID_ENEMY021,2,1101
action = actSetDeadMessage,SID_PLAYER0,1,304,0
;
action = actShowSectionName,SHAPE01\WORD051.SHP
;
;action = actInsertWinStatus,1
action = actInsertFailStatus,0
action = actInsertEventStatus,0
action = actInsertEventStatus,1
action = actInsertEventStatus,2
action = actInsertEventStatus,3
;
action = actShowWinFailStatus
#include OBJCOMD.H
#include OBJ-ALL.H
//#include SFX.H

[command]
code = 0
action = objmCircleNextShapeInv,-1,0
action = objmSetSpeed,128,0x00020000
;action = objmSetSpeed,128,0x00020000,objmSetAddSpeed,0x00002000,0x00200000
;action = objmDelay,30
action = objmSetAddSpeed,0x00020000,0x00200000,objmWaitOutScreen

[command]
code = 1
action = objmCircleProcNextShape,-1,-1
action = objmSetSpeed,128,0x00200000,objmWaitOutScreen

[command]
code = 2
action = objmPlaySound,WAV\BOMB0017.WAV
action = objmProcNextShapeDelete,-1,-1

[command]		; random spray shape change
code = 3
action = objmSetSpeed,0,0x00060000,objmSetRandomInvAngle,objmAddRandomSpeed,0x000c0000
action = objmProcNextShapeDelete,-1,-1

[command]
code = 4
action = objmCircleProcNextShape,-1,-1
action = objmSetSpeed,128,0x00190000,objmWaitSmallerX,-70,objmFadeIn,1

[command]		; Random shape and fade
code = 5
action = objmRandomShape,objmRandomDelay,8,12,objmFadeIn,2

[command]		; Random shape and fade
code = 6
action = objmRandomShape,objmRandomDelay,2,4,objmFadeIn,2

[command]		; zoom out
code = 7
action = objmZoomOutIn,0x00000400,0x00002000
action = objmWaitLargerZoom,0x00120000,objmFadeIn,2

[command]
code = 8
action = objmSetSpeed,102,0x00200000,objmSaveCommandPos
action = objmThrowRandomObject,obj_Special03_04,0,0,96,96,4,6
action = objmDelay,2,objmLoopCheckOutScreen

[command]		; fade out and in
code = 9
action = objmFadeOut,2,objmDelay,40,objmFadeIn,2

[command]		; leaves drop down
code = 10
action = objmCircleProcNextShape,-1,-1
action = objmSetSpeed,80,0x00080000,objmSaveCommandPos
action = objmRandomDelay,8,12,objmSetAngleRange,68,92
action = objmSetSubSpeed,0x00008000,0x00050000
action = objmRandomDelay,8,12,objmSetAngleRange,68,92
action = objmSetAddSpeed,0x0000a000,0x000c0000,objmLoopCheckOutScreen

[command]		; NextShapeInv and Delete(Bomb)
code = 11
action = objmNextShapeInvDelete,-1,-1

[command]		; Round center and fade
code = 12
action = objmFadeOut,1
action = objmRandomShape,objmSetRoundMove,0,0x00960000,3,objmSetRoundRandomInvAngle
action = objmSetRoundRadiusStep,-0x00020000,objmWaitRadiusBelow,0x00020000

[command]		; Zoom out fade(Bomb)
code = 13
action = objmZoomOutIn,0x00001000,0x00000800,objmWaitLargerZoom,0x00030000

[command]		; Star fly up
code = 14
action = objmSetSpeed,192,0x00004000,objmAddRandomSpeed,0x0000f000
action = objmSetAddSpeed,0x00002000,0x00060000,objmRandomDelay,20,40
action = objmZoomOutIn,0x00010000,-0x00000800,objmWaitSmallerZoom,0x00001000

[command]		; fade out delay and in
code = 15
action = objmFadeOut,4,objmWaitFadeOut,objmDelay,40,objmFadeIn,4

[command]		; fade out fly up
code = 16
action = objmFadeOut,1,objmDelay,40
action = objmSetSpeed,192,0x00060000,objmProcNextShape,-1,-1
action = objmDelay,10,objmSetAddSpeed,0x00008000,0x00200000,objmWaitOutScreen

[command]
code = 17
action = objmDelay,20,objmSetSpeed,128,0x00200000,objmDelay,10,objmWaitOutScreen

[command]
code = 18
action = objmDelay,20,objmSetSpeed,128,0x00200000,objmCircleProcNextShape,-1,4,objmDelay,10,,objmWaitOutScreen

[command]		; random spray random shape
code = 19
action = objmRandomShape,objmSetSpeed,0,0x00060000,objmSetRandomInvAngle,objmAddRandomSpeed,0x000c0000
action = objmRandomDelay,2,6

[command]
code = 20
action = objmCircleNextShapeInv,-1,4,objmSetSpeed,128,0x00200000,objmDelay,10,objmWaitOutScreen

[command]		; Zoom out fade 2(Bomb)
code = 21
action = objmZoomOutIn,0x00001000,0x00003000,objmWaitLargerZoom,0x00010000

[command]		; acc speed shoot
code = 22
action = objmSetSpeed,128,0x00020000,objmSetAddSpeed,0x00002000,0x00200000
action = objmDelay,30,objmSetAddSpeed,0x00020000,0x00200000
;action = objmWaitOutScreen
action = objmSaveCommandPos,objmDelay,2,objmThrowRandomObject,obj_Special21_05,-60,0,160,200,2,6,objmLoopCheckOutScreen

[command]		; acc speed shoot shadow
code = 23
action = objmSetSpeed,128,0x00020000,objmSetAddSpeed,0x00002000,0x00200000
action = objmDelay,30,objmSetAddSpeed,0x00020000,0x00200000
action = objmInsertShadowDelay,14,2,3,objmWaitOutScreen

[command]
code = 24
action = objmSetSpeed,128,0x00200000,objmDelay,1
;action = objmWaitOutScreen
action = objmSaveCommandPos,objmDelay,2,objmThrowRandomObject,obj_Special21_05,-60,0,160,200,2,6,objmLoopCheckOutScreen

[command]
code = 25
action = objmSetSpeed,128,0x00200000,objmInsertShadowDelay,14,2,3,objmDelay,10,objmWaitOutScreen

[command]		; effect line right
code = 26
action = objmRandomShape,objmFadeOut,1,objmSetSpeed,0,0x00060000,objmRandomDelay,12,10

[command]
code = 27
action = objmSetSpeed,128,0x000c0000,objmDelay,10
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00008000
action = objmSetSpeed,0,0x00060000,objmSetSubSpeed,0x00002000,0x00008000
action = objmWaitSpeedBelow,0x0000c000,objmSetStopSpeed
action = objmDelay,6,objmThrowRandomObject,obj_Special25_02,0,0,0,0,0,1,objmDelay,240

[command]               ; next shape end fade
code = 28
action = objmProcNextShape,-1,-1,objmWaitShapeEnd,objmFadeIn,2

[command]
code = 29
action = objmSetSpeed,128,0x000c0000,objmDelay,10
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00008000
action = objmSetSpeed,0,0x00060000,objmSetSubSpeed,0x00002000,0x00008000
action = objmWaitSpeedBelow,0x0000c000,objmSetStopSpeed
action = objmDelay,6,objmThrowRandomObject,obj_Special27_02,0,0,0,0,0,1,objmDelay,240

[command]
code = 30
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSpeed,128,0x00200000,objmAddRandomSpeed,0x000a0000
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x00060000

[command]		; effect line 2
code = 31
action = objmRandomShape,objmSetSpeed,128,0x00200000,objmAddRandomSpeed,0x000a0000
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x00060000

[command]
code = 32
action = objmFadeOut,1
action = objmCircleProcNextShape,-1,-1,objmSetRoundMove,0,0x00400000,2,objmSetRoundRandomInvAngle
action = objmSetRoundXYShift,0,2,objmSetRandomRadius,0x00400000,0x00200000,1,4
action = objmDelay,30,objmAddRoundAngleStep,1,objmSetRoundRadiusStep,0x00018000,objmDelay,30
action = objmDelay,30,objmAddRoundAngleStep,1,objmSetRoundRadiusStep,0,objmDelay,60
action = objmSetRoundRadiusStep,-0x00080000,objmSetPointMove,320,160,2,4
action = objmWaitPointMove,objmFadeIn,3

[command]
code = 33
action = objmSetSpeed,90,0x001c0000,objmSaveCommandPos
action = objmThrowRandomObject,obj_Special33_02,0,0,96,96,4,6
action = objmDelay,2,objmLoopCheckOutScreen

[command]
code = 34
action = objmSetSpeed,90,0x001c0000,objmDelay,14
action = objmThrowRandomObject,obj_Special33_04,0,0,0,0,0,1
action = objmDelay,2,objmSetStopSpeed,objmDelay,8
action = objmThrowRandomObject,obj_Special33_05,0,0,0,0,0,1,objmFadeIn,4

[command]		; wait shape change and fade
code = 35
action = objmProcNextShape,-1,-1,objmWaitShapeEnd,objmDelay,4,objmFadeIn,2

[command]		; random spray random shape 2
code = 36
action = objmRandomShape,objmSetSpeed,0,0x00040000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00060000
action = objmRandomDelay,2,6,objmFadeIn,2

[command]		; Zoom out fade 3(Bomb)
code = 37
action = objmZoomOutIn,0x00001000,0x00001000,objmWaitLargerZoom,0x00020000

[command]
code = 38
action = objmCircleProcNextShape,-1,-1,objmSetSpeed,128,0x00180000,objmSaveCommandPos
action = objmDelay,2,objmThrowRandomObject,obj_Special39_02,16,0,128,64,4,3,objmLoopCheckOutScreen

[command]		; Zoom out fade 4(Bomb)
code = 39
action = objmPlaySound,WAV\BOMB0017.WAV
action = objmRandomShape,objmZoomOutIn,0x00001000,0x00001000,objmWaitLargerZoom,0x00010000

[command]		; throw up down
code = 40
action = objmRandomShape,objmSetSpeed,208,0x00060000,objmAddRandomSpeed,0x000c0000
action = objmSetAngleRange,196,210,objmSetAddYSpeed,0x00008000,0x00100000
action = objmWaitLargerY,360,objmRandomDelay,2,8,objmFadeIn,2

[command]		; next shape and shadow fade
code = 41
action = objmProcNextShape,-1,-1,objmInsertShadowChange,12,4
action = objmWaitShapeEnd,objmDelay,20,objmFadeIn,3

[command]		; fade in slowly
code = 42
action = objmFadeIn,4

[command]		; round out and fade
code = 43
action = objmFadeOut,1
action = objmRandomShape,objmSetRoundMove,0,0x00060000,1,objmSetRoundRandomInvAngle
action = objmSetRoundRadiusStep,0x00020000,objmDelay,10,objmAddRoundAngleStep,1,objmDelay,10,objmAddRoundAngleStep,1
action = objmDelay,10,objmAddRoundAngleStep,1,objmSetRoundRadiusStep,0x00040000
action = objmWaitRadiusAbove,0x00960000,objmFadeIn,2

[command]
code = 44
action = objmSetSpeed,64,0x00160000,objmInsertShadowDelay,4,4,2,,objmWaitOutScreen

[command]
code = 45
action = objmSetData,1,objmXZoomOutIn,0x00000400,0x00001000
action = objmDelay,1,objmSetData,2,objmDelay,1,objmSetData,3,objmDelay,1,objmSetData,4
action = objmDelay,1,objmSetData,5,objmDelay,1,objmSetData,6
action = objmWaitLargerZoom,0x00028000,objmStopZoom,objmDelay,400

[command]
code = 46
action = objmFadeOut,3,objmDelay,60
action = objmXZoomOutIn,0x00010000,0x0000800,objmYZoomOutIn,0x00010000,-0x0000400
action = objmDelay,4,objmFadeIn,4

[command]		; effect line down
code = 47
action = objmRandomShape,objmFadeOut,1,objmSetSpeed,64,0x00038000
action = objmAddRandomSpeed,0x0003f000,objmRandomDelay,6,16,objmFadeIn,2

[command]		; rain drop
code = 48
action = objmRandomShape,objmSetSpeed,96,0x00030000,objmAddRandomSpeed,0x0006f000
action = objmSetAngleRange,92,100,objmRandomDelay,20,24,objmFadeIn,3

[command]
code = 49
action = objmInitMultiHitData,objmRandomShape,objmFadeOut,1,objmSetSpeed,96,0x000c0000,objmAddRandomSpeed,0x0001f000
;action = objmSetAngleRange,94,98,objmDelay,24,objmSetStopSpeed,objmSetMultiHitData,objmDelay,1
action = objmSetAngleRange,94,98,objmDelay,24,objmSetMultiHitData,objmDelay,1
action = objmPlayHitSound,WAV\BOMB0019.WAV
action = objmThrowHitRandomObject,obj_Special04_05,0,0,36,36,2,24
action = objmThrowHitRandomObject,obj_Special04_04,0,0,86,86,6,1
action = objmFadeIn,2

[command]
code = 50
action = objmInitMultiHitData,objmRandomShape,objmFadeOut,1,objmSetSpeed,96,0x000c0000,objmAddRandomSpeed,0x0001f000
;action = objmSetAngleRange,94,98,objmDelay,24,objmSetStopSpeed,objmSetMultiHitData,objmDelay,1
action = objmSetAngleRange,94,98,objmDelay,24,objmSetMultiHitData,objmDelay,1
action = objmPlayHitSound,WAV\BOMB0020.WAV
action = objmThrowHitRandomObject,obj_Special04_05,0,0,64,64,2,48
action = objmThrowHitRandomObject,obj_Special04_04,0,0,128,128,16,3
action = objmFadeIn,2

[command]
code = 51
action = objmCircleProcNextShape,-1,-1
action = objmDelay,140,objmFadeIn,2

[command]		; fly up
code = 52
action = objmRandomShape,objmFadeOut,1,objmSetSpeed,192,0x0000c000,objmDelay,30
action = objmSetSpeed,192,0x00040000,objmSetAddSpeed,0x00004000,0x00160000
action = objmSaveCommandPos,objmSetAngleRange,200,212,objmRandomDelay,4,8
action = objmSetAngleRange,172,184,objmRandomDelay,4,8,objmLoopCheckOutScreen

[command]		; leaves drop down 2
code = 53
action = objmCircleProcNextShape,-1,-1
action = objmSetSpeed,80,0x00048000,objmSaveCommandPos
action = objmSetAngleRange,98,112,objmRandomDelay,8,12
action = objmSetSubSpeed,0x00004000,0x00020000
action = objmSetAngleRange,48,56,objmRandomDelay,8,12
action = objmSetAddSpeed,0x0000e000,0x00120000,objmLoopCheckOutScreen

[command]		; BG scroll
code = 54
action = objmFadeOutLevel,6,8,objmSetSpeed,96,0x00038000,objmBGScroll,640,480,4000

[command]		; fade out and fade flash
code = 55
action = objmFadeOut,6,objmWaitFadeOut,objmSaveCommandPos
action = objmDelay,2,objmSetData,15,objmDelay,2,objmSetData,14,objmDelay,2,objmSetData,13
action = objmDelay,2,objmSetData,12,objmDelay,2,objmSetData,11,objmDelay,2,objmSetData,12
action = objmDelay,2,objmSetData,13,objmDelay,2,objmSetData,14,objmDelay,2,objmSetData,15
action = objmDelay,2,objmSetData,16,objmLoop

[command]		; random shape drop
code = 56
action = objmRandomShape,objmFadeOut,1,objmSetSpeed,64,0x0001c000,objmAddRandomSpeed,0x0003f000
action = objmRandomDelay,8,8,objmFadeIn,4

[command]
code = 57
action = objmFadeOut,2,objmSetRoundMove,-1,0x00b80000,4,objmSetSpeed,192,0x00028000
action = objmSetRoundXYShift,0,2,objmSetRoundRadiusStep,-0x0000c000,objmSaveCommandPos
action = objmDelay,3,objmThrowRandomObject,obj_Special14_06,0,0,64,64,3,2
action = objmDelay,3,objmThrowRandomObject,obj_Special14_07,0,0,64,64,3,2
;action = objmDelay,3,objmThrowRandomObject,obj_Special14_08,0,0,64,64,3,2
action = objmLoopCheckSmallerY,90,objmFadeIn,2

[command]		; random shape drop fade(star tail)
code = 58
action = objmRandomShape,objmSetSpeed,64,0x00004000,objmAddRandomSpeed,0x0001f000
action = objmRandomDelay,6,6,objmFadeIn,4

[command]		; fly up 2
code = 59
action = objmPlaySound,WAV\UPGROUND02.WAV
action = objmRandomShape,objmFadeOut,2,objmSetSpeed,192,0x00018000,objmDelay,30
action = objmAddRandomSpeed,0x0006f000,objmSetAddSpeed,0x00008000,0x00200000
action = objmWaitOutScreen

[command]
code = 60
action = objmFadeOut,4,objmSetZoomEffect,4,objmSetPointMove,320,160,1,2
action = objmWaitPointMove,objmDelay,10,objmStopZoom,objmZoomOutIn,-1,-0x00000800,objmWaitSmallerZoom,0x0000c000
action = objmDelay,6,objmThrowRandomObject,obj_Special15_04,0,0,0,0,1,1
action = objmDelay,10,objmStopZoom,objmZoomOutIn,-1,0x00003000,objmWaitLargerZoom,0x00020000

[command]		; Zoom out fade 5(Bomb)
code = 61
action = objmZoomOutIn,0x00001000,0x00003000,objmWaitLargerZoom,0x00020000

[command]               ; Zoom out stay fade
code = 62
action = objmZoomOutIn,0x00001000,0x00001000,objmWaitLargerZoom,0x00018000
action = objmStopZoom,objmSetZoomEffect,4,objmDelay,80,objmFadeIn,3

[command]               ; 16 degree
code = 63
action = objmFadeOut,1,objmZoomOutIn,0x00001000,0x00001800,objmSetSpeed,-1,0x00078000
action = objmWaitLargerZoom,0x00014000,objmFadeIn,2

[command]               ; random shape smoke
code = 64
action = objmRandomShape,objmFadeOut,2,objmSetSpeed,192,0x00018000,objmDelay,20
action = objmSetAddSpeed,0x00008000,0x00040000,objmRandomDelay,12,20,objmFadeIn,4

[command]
code = 65
action = objmSetPointMove,320,160,2,4,objmWaitPointMove
action = objmSetZoomEffect,4,objmDelay,16,objmDelay,80,objmFadeIn,3

[command]               ; round bomb light
code = 66
action = objmRandomDelay,1,40,objmSetRandomInvAngleShape,16,objmFadeOut,1,objmZoomOutIn,0x00001000,0x00001800,objmRandomDelay,8,12
action = objmFadeIn,3

[command]               ; Random shape and fade 2
code = 67
action = objmRandomShape,objmFadeOut,3,objmWaitFadeOut,objmRandomDelay,8,12,objmFadeIn,3

[command]               ; Zoom in (stay)
code = 68
action = objmZoomOutIn,0x00030000,-0x00002000,objmWaitSmallerZoom,0x00012000,objmFadeIn,2

[command]               ; Object zoom in (round radius)
code = 69
action = objmSetRoundMove,0,0x00c00000,0,objmSetRoundRandomInvAngle,objmSetRoundRadiusStep,-0x00060000
action = objmZoomOutIn,0x00030000,-0x00002000,objmWaitSmallerZoom,0x00012000,objmFadeIn,2

[command]               ; shape change and center X round (tornado)
code = 70
action = objmCircleProcNextShape,-1,-1,objmSetRoundMoveFlag,objmSetRoundXYShift,0,32
action = objmFadeOut,2,objmDelay,60,objmFadeIn,4

[command]
code = 71
action = objmDelay,20,objmSetSpeed,128,0x00160000,objmCircleProcNextShape,-1,4
action = objmSaveCommandPos,objmThrowRandomObject,obj_Special22_04,0,0,36,36,8,1,objmDelay,2
action = objmLoopCheckOutScreen

[command]               ; fly RD-LU throw
code = 72
action = objmSetSpeed,160,0x001c0000,objmSaveCommandPos,objmThrowRandomObject,obj_Special23_02,0,24,0,0,1,1,objmDelay,6
action = objmLoopCheckOutScreen

[command]               ; fly RU-LD then change shape fade
code = 73
action = objmSetSpeed,84,0x001c0000,objmDelay,26
action = objmSetStopSpeed,objmDelay,2,objmProcNextShapeDelete,-1,-1

[command]               ; fly RU-LD
code = 74
action = objmSetSpeed,84,0x001c0000,objmDelay,26,objmFadeIn,2

[command]               ; fly RU-LD multi attack
code = 75
action = objmInitMultiHitData,objmSetSpeed,84,0x001c0000,objmDelay,13,objmSetMultiHitData
action = objmDelay,1,objmThrowHitRandomObject,obj_Special24_04,0,0,36,36,2,24
action = objmPlayHitSound,WAV\BOMB0005.WAV
;action = objmThrowHitRandomObject,obj_Special24_05,0,0,0,0,1,1
action = objmDelay,13,objmFadeIn,2

[command]               ; Zoom out fade 6(Bomb)
code = 76
action = objmZoomOutIn,0x00001000,0x00003000,objmWaitLargerZoom,0x00010000
action = objmZoomOutIn,0x00010000,0x00000800

[command]               ; random spray shape change 2
code = 77
action = objmSetSpeed,0,0x00040000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00060000
action = objmRandomNextShape,objmCircleProcNextShape,-1,-1,objmRandomDelay,12,20

[command]               ; next shape end fade shadow
code = 78
action = objmInsertShadowChange,8,2,objmProcNextShape,-1,-1,objmWaitShapeEnd,objmFadeIn,2

[command]
code = 79
action = objmInitMultiHitData,objmDelay,1,objmInsertShadowChange,8,2,objmSetMultiHitData,objmDelay,1
action = objmThrowHitRandomObject,obj_Special30_06,0,0,32,32,4,8
action = objmThrowHitRandomObject,obj_Special30_07,0,0,32,32,4,16
action = objmPlayHitSound,WAV\BOMB0024.WAV
action = objmPlayHitSound,WAV\BOMB0016.WAV
action = objmProcNextShape,-1,-1,objmWaitShapeEnd,objmFadeIn,2

[command]
code = 80
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSpeed,128,0x00280000,objmAddRandomSpeed,0x00100000
action = objmSetSubSpeed,0x00058000,0x00000000,objmWaitSpeedBelow,0x00120000
action = objmThrowRandomObject,obj_Special34_02,0,0,16,0,1,1,objmFadeIn,1

[command]               ; thurst fly fade
code = 81
action = objmSetSpeed,128,0x001c0000,objmCircleProcNextShape,-1,-1
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x000a0000
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00040000,objmFadeIn,2

[command]
code = 82
action = objmInitMultiHitData,objmSetSpeed,128,0x00280000,objmAddRandomSpeed,0x00100000
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSubSpeed,0x00058000,0x00000000,objmWaitSpeedBelow,0x00120000
action = objmPlayHitSound,WAV\HIT00004.WAV
action = objmThrowRandomObject,obj_Special34_04,0,0,16,0,1,1,objmFadeIn,1

[command]
code = 83
action = objmSetSpeed,128,0x001c0000,objmCircleProcNextShape,-1,-1
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x000a0000,objmSetMultiHitData
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00040000,objmFadeIn,2

[command]               ; dragon head
code = 84
action = objmSetSpeed,128,0x000c0000,objmDragonWaveMove,128,6,12

[command]
code = 85
action = objmThrowRandomObjectFixDelay,obj_Special35_04,0,0,86,86,0,16,3
action = objmCircleProcNextShape,-1,-1,objmDelay,20,objmFadeIn,3

[command]               ; random left spray 1
code = 86
action = objmRandomShape,objmSetSpeed,0,0x00020000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00038000
action = objmMapAngleRange,68,188,objmRandomDelay,4,8,objmFadeIn,2

[command]               ; random left spray 2
code = 87
action = objmRandomShape,objmSetSpeed,0,0x00038000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00048000
action = objmMapAngleRange,68,188,objmRandomDelay,4,8,objmFadeIn,2

[command]
code = 88
action = objmInitMultiHitData,objmDelay,1,objmSetMultiHitData,objmDelay,1
action = objmThrowHitRandomObjectFixDelay,obj_Special30_06,0,0,36,36,0,2,14
action = objmThrowHitRandomObjectFixDelay,obj_Special30_07,0,0,36,36,0,1,24
action = objmPlayHitSound,WAV\HIT00012.WAV
action = objmPlayHitSound,WAV\BOMB0024.WAV
action = objmProcNextShape,-1,-1,objmWaitShapeEnd,objmFadeIn,2

[command]               ; long laser
code = 89
action = objmSetSpeed,128,0x00200000,objmDelay,30,objmSetStopSpeed,objmFadeIn,3

[command]               ; random right spray
code = 90
action = objmRandomShape,objmSetSpeed,0,0x00028000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00038000
action = objmMapAngleRange,200,310,objmRandomDelay,4,8,objmFadeIn,2

[command]               ; line effect 3
code = 91
action = objmFadeOut,2,objmSetSpeed,128,0x00080000,objmAddRandomSpeed,0x00060000,objmWaitFadeOut
action = objmRandomDelay,4,8,objmFadeIn,3

[command]               ; random spray random shape 3
code = 92
action = objmRandomShape,objmSetSpeed,0,0x00028000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00030000
action = objmSetAddSpeed,0x00002000,0x000c0000,objmRandomDelay,8,16,objmFadeIn,2

[command]               ; Zoom out fade 7(Bomb) next shape
code = 93
action = objmCircleProcNextShape,-1,-1,objmZoomOutIn,0x00001000,0x00002000,objmWaitLargerZoom,0x00010000

[command]               ; line effect 4
code = 94
action = objmFadeOut,1,objmSetSpeed,128,0x00080000,objmAddRandomSpeed,0x000c0000,objmWaitFadeOut
action = objmRandomDelay,4,8,objmFadeIn,3

[command]
code = 95
action = objmCircleProcNextShape,-1,-1,objmSetSpeed,128,0x00200000
action = objmInsertShadowDelay,8,2,4,objmSaveCommandPos
action = objmDelay,1,objmThrowRandomObject,obj_Special41_03,16,0,128,64,4,2
action = objmThrowRandomObject,obj_Special41_04,16,0,44,0,4,1
action = objmThrowRandomObject,obj_Special41_05,16,0,24,36,16,1,objmLoopCheckOutScreen

[command]               ; fly up 3
code = 96
action = objmProcNextShape,-1,-1,objmFadeOut,2,objmSetSpeed,192,0x000d0000
action = objmWaitShapeEnd,objmFadeIn,2

[command]
code = 97
action = objmPlaySound,WAV\LASERUP004.WAV
action = objmFadeOut,2,objmDelay,40
action = objmThrowRandomObjectFixDelay,obj_Special42_03,0,137,0,0,0,0,1
action = objmThrowRandomObjectFixDelay,obj_Special42_04,0,137,0,0,0,0,1
action = objmThrowRandomObjectFixDelay,obj_Special42_04,0,380,0,0,0,0,1
action = objmThrowRandomObjectFixDelay,obj_Special42_04,0,623,0,0,0,0,1
action = objmThrowRandomObjectFixDelay,obj_Special42_04,0,866,0,0,0,0,1
action = objmFadeIn,2

[command]               ; grow up fade
code = 98
action = objmRandomShape,objmSetPointMove,-1,320,8,8,objmWaitPointMove,objmDelay,4,objmFadeIn,2

[command]               ; smoke slow move left
code = 99
action = objmRandomShape,objmFadeOut,2,objmSetSpeed,128,0x00018000,objmSetAngleRange,96,160
action = objmRandomDelay,12,20,objmFadeIn,4

[command]               ; random shape smoke 2
code = 100
action = objmRandomShape,objmFadeOut,2,objmSetSpeed,192,0x00018000,objmRandomDelay,4,8
action = objmAddRandomSpeed,0x00018000,objmRandomDelay,4,12,objmFadeIn,3

[command]
code = 101
action = objmDelay,20,objmProcNextShapeDelete,-1,-1

[command]		; BG scroll
code = 102
action = objmFadeOutLevel,6,8,objmSetSpeed,160,0x00048000,objmBGScroll,640,480,148

[command]
code = 103
action = objmFadeOut,2,objmInsertShadowChange,12,3,objmCircleProcNextShape,-1,-1
action = objmDelay,100,objmFadeIn,2

[command]               ; spray zoom out 1, center
code = 104
action = objmZoomOutIn,0x00001000,0x00000800,objmSetSpeed,0,0x00028000,objmSetAngleRange,0,255
action = objmWaitLargerZoom,0x00010000,objmFadeIn,2

[command]               ; spray zoom out 2, left-down
code = 105
action = objmZoomOutIn,0x00001000,0x00000800,objmSetSpeed,0,0x00068000,objmSetAngleRange,68,120
action = objmWaitLargerZoom,0x00010000,objmFadeIn,2

[command]               ; spray zoom out 3, right-down
code = 106
action = objmZoomOutIn,0x00001000,0x00000800,objmSetSpeed,0,0x00068000,objmSetAngleRange,8,56
action = objmWaitLargerZoom,0x00010000,objmFadeIn,2

[command]               ; spray zoom out 4, left-up
code = 107
action = objmZoomOutIn,0x00001000,0x00000800,objmSetSpeed,0,0x00068000,objmSetAngleRange,136,184
action = objmWaitLargerZoom,0x00010000,objmFadeIn,2

[command]               ; spray zoom out 5, right-up
code = 108
action = objmZoomOutIn,0x00001000,0x00000800,objmSetSpeed,0,0x00068000,objmSetAngleRange,200,247
action = objmWaitLargerZoom,0x00010000,objmFadeIn,2

[command]               ; BG
code = 109
action = objmFadeOutLevel,6,8,objmProcNextShape,-1,-1
action = objmWaitShapeEnd,objmFadeIn,2

[command]
code = 110
action = objmInitMultiHitData,objmRandomShape
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetMultiHitData,objmDelay,1,objmThrowHitRandomObject,obj_Special50_02,80,0,72,96,0,1
action = objmPlayHitSound,WAV\HIT00007.WAV

[command]
code = 111
action = objmFadeOut,4,objmWaitFadeOut,objmProcNextShape,-1,-1,objmWaitShapeEnd

[command]               ; Zoom out fade 8(Bomb)
code = 112
action = objmZoomOutIn,0x00001000,0x00000800,objmWaitLargerZoom,0x00010000

[command]               ; fly RU-LD 2
code = 113
action = objmSetSpeed,76,0x001c0000,objmDelay,26,objmFadeIn,2

[command]               ; 8 way fly 1
code = 114
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,247,263,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,24,40,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,216,232,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 2
code = 115
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,24,40,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,56,72,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,247,263,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 3
code = 116
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,56,72,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,88,104,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,24,40,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 4
code = 117
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,88,104,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,120,136,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,56,72,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 5
code = 118
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,120,136,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,152, 168,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,88,104,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 6
code = 119
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,152,168,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,184,200,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,120,136,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 7
code = 120
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,184,200,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,216,232,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,152,168,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]               ; 8 way fly 8
code = 121
action = objmFadeOut,2,objmCircleProcNextShape,3,-1,objmSetSpeed,0,0x00080000,objmSaveCommandPos
action = objmSetShape,3,objmSetAngleRange,216,232,objmRandomDelay,8,8
action = objmSetShape,3,objmSetAngleRange,247,263,objmRandomDelay,8,8
action = objmSetShape,-6,objmSetAngleRange,184,200,objmRandomDelay,8,8
action = objmLoopCheckOutScreen

[command]		; BG scroll
code = 122
action = objmFadeOut,8,objmSetSpeed,0,0x00068000,objmBGScroll,640,320,4000,objmFadeIn,4

[command]
code = 123
action = objmSetRoundPos,-1,0x00060000,objmSetRoundRadiusStep,0x00060000
action = objmWaitRadiusAbove,0x00a00000,objmSetRoundRadiusStep,0,objmSetRoundPos,-1,0x00aa0000
action = objmDelay,16,objmFadeIn,4

[command]
code = 124
action = objmInitMultiHitData,objmSetAngleShape,16,objmFadeOut,2,objmSetRoundRadiusStep,0,objmSetRoundPos,-1,0x00aa0000
action = objmSaveCommandPos,objmCircleProcNextShapeStep,objmLoopCounter,23
action = objmRandomDelay,2,48
action = objmPlaySound,WAV\SHOOT008.WAV
action = objmSetRoundRadiusStep,-0x00060000,objmWaitRadiusBelow,0x00060000
action = objmSetRoundRadiusStep,0,objmSetMultiHitData,objmDelay,1
action = objmThrowHitRandomObjectFixDelay,obj_Special06_07,0,0,64,64,0,6,2
action = objmThrowHitRandomObjectFixDelay,obj_Special37_02,0,0,36,36,0,2,8
action = objmPlayHitSound,WAV\BOMB0025.WAV
action = objmFadeIn,2

[command]               ; Round center and fade 2
code = 125
action = objmFadeOut,1
action = objmRandomShape,objmSetRoundMove,0,0x01400000,1,objmSetRoundRandomInvAngle
action = objmSetRoundRadiusStep,-0x00020000,objmRandomDelay,12,28,objmAddRoundAngleStep,1
action = objmSetRoundRadiusStep,-0x00028000,objmRandomDelay,16,36,objmAddRoundAngleStep,1
action = objmSetRoundRadiusStep,-0x00038000,objmWaitRadiusBelow,0x00040000,objmFadeIn,2

[command]               ; fly up 2
code = 126
action = objmRandomShape,objmFadeOut,2
action = objmSetSpeed,192,0x00010000,objmSetAddSpeed,0x00000400,0x00080000
action = objmSaveCommandPos,objmSetAngleRange,210,210,objmRandomDelay,24,8
action = objmSetAngleRange,174,174,objmRandomDelay,8,8,objmLoopCheckOutScreen

[command]
code = 127
action = objmPlayHitSound,WAV\HIT00007.WAV
;action = objmShowHitResultNoWait
action = objmProcNextShapeDelete,-1,-1

[command]		; Zoom out fade 4(Bomb) 2
code = 128
action = objmRandomShape,objmZoomOutIn,0x00001000,0x00001000,objmWaitLargerZoom,0x00010000

[command]
code = 129
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmProcNextShapeDelete,-1,-1

[command]		; fly up 2 2
code = 130
action = objmRandomShape,objmFadeOut,2,objmSetSpeed,192,0x00018000,objmDelay,30
action = objmAddRandomSpeed,0x0006f000,objmSetAddSpeed,0x00008000,0x00200000
action = objmWaitOutScreen

[command]               ; fly LD-RU throw
code = 131
action = objmSetSpeed,224,0x001c0000,objmSaveCommandPos,objmThrowRandomObject,obj_Special53_02,0,24,0,0,1,1,objmDelay,6
action = objmLoopCheckOutScreen

[command]               ; fly LU-RD then change shape fade
code = 132
action = objmSetSpeed,44,0x001c0000,objmDelay,26
action = objmSetStopSpeed,objmDelay,2,objmProcNextShapeDelete,-1,-1

[command]
code = 133
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSpeed,0,0x00280000,objmAddRandomSpeed,0x00100000
action = objmSetSubSpeed,0x00058000,0x00000000,objmWaitSpeedBelow,0x00120000
action = objmThrowRandomObject,obj_Special54_02,0,0,16,0,1,1,objmFadeIn,1

[command]               ; thurst fly fade
code = 134
action = objmSetSpeed,0,0x001c0000,objmCircleProcNextShape,-1,-1
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x000a0000
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00040000,objmFadeIn,2

[command]
code = 135
action = objmInitMultiHitData,objmSetSpeed,0,0x00280000,objmAddRandomSpeed,0x00100000
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSubSpeed,0x00058000,0x00000000,objmWaitSpeedBelow,0x00120000
action = objmPlayHitSound,WAV\HIT00004.WAV
action = objmThrowRandomObject,obj_Special54_04,0,0,16,0,1,1,objmFadeIn,1

[command]
code = 136
action = objmSetSpeed,0,0x001c0000,objmCircleProcNextShape,-1,-1
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x000a0000,objmSetMultiHitData
action = objmSetSubSpeed,0x00008000,0x00000000,objmWaitSpeedBelow,0x00040000,objmFadeIn,2

[command]		; effect line 2 2
code = 137
action = objmRandomShape,objmSetSpeed,0,0x00200000,objmAddRandomSpeed,0x000a0000
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x00060000

[command]
code = 138
action = objmPlaySound,WAV\ATTACK17.WAV
action = objmSetSpeed,0,0x00200000,objmAddRandomSpeed,0x000a0000
action = objmSetSubSpeed,0x00020000,0x00000000,objmWaitSpeedBelow,0x00060000

[command]
code = 139
action = objmCircleProcNextShape,-1,-1,objmSetSpeed,0,0x00200000
action = objmInsertShadowDelay,8,2,4,objmSaveCommandPos
action = objmDelay,1,objmThrowRandomObject,obj_Special41_03,16,0,128,64,4,2
action = objmThrowRandomObject,obj_Special41_04,16,0,44,0,4,1
action = objmThrowRandomObject,obj_Special41_05,16,0,24,36,16,1,objmLoopCheckOutScreen

[command]
code = 140
action = objmCircleProcNextShape,-1,-1
action = objmSetSpeed,0,0x00200000,objmWaitOutScreen

[command]
code = 141
action = objmCircleNextShapeInv,-1,0
action = objmSetSpeed,0,0x00020000
action = objmSetAddSpeed,0x00020000,0x00200000,objmWaitOutScreen

[command]		; rain drop
code = 142
action = objmRandomShape,objmSetSpeed,32,0x00030000,objmAddRandomSpeed,0x0006f000
action = objmSetAngleRange,28,36,objmRandomDelay,20,24,objmFadeIn,3

[command]
code = 143
action = objmInitMultiHitData,objmRandomShape,objmFadeOut,1,objmSetSpeed,32,0x000c0000,objmAddRandomSpeed,0x0001f000
;action = objmSetAngleRange,30,34,objmDelay,24,objmSetStopSpeed,objmSetMultiHitData,objmDelay,1
action = objmSetAngleRange,30,34,objmDelay,24,objmSetMultiHitData,objmDelay,1
action = objmPlayHitSound,WAV\BOMB0019.WAV
action = objmThrowHitRandomObject,obj_Special04_05,0,0,36,36,2,24
action = objmThrowHitRandomObject,obj_Special04_04,0,0,86,86,6,1
action = objmFadeIn,2

[command]
code = 144
action = objmInitMultiHitData,objmRandomShape,objmFadeOut,1,objmSetSpeed,32,0x000c0000,objmAddRandomSpeed,0x0001f000
;action = objmSetAngleRange,30,34,objmDelay,24,objmSetStopSpeed,objmSetMultiHitData,objmDelay,1
action = objmSetAngleRange,30,34,objmDelay,24,objmSetMultiHitData,objmDelay,1
action = objmPlayHitSound,WAV\BOMB0020.WAV
action = objmThrowHitRandomObject,obj_Special04_05,0,0,64,64,2,48
action = objmThrowHitRandomObject,obj_Special04_04,0,0,128,128,16,3
action = objmFadeIn,2

[command]               ; dragon head
code = 145
action = objmSetSpeed,0,0x000c0000,objmDragonWaveMove,0,6,12

[command]
code = 146
action = objmThrowRandomObjectFixDelay,obj_Special63_04,0,0,86,86,0,16,3
action = objmCircleProcNextShape,-1,-1,objmDelay,20,objmFadeIn,3

[command]               ; random right spray
code = 147
action = objmRandomShape,objmSetSpeed,0,0x00028000,objmSetRandomInvAngle,objmAddRandomSpeed,0x00038000
action = objmMapAngleRange,73,183,objmRandomDelay,4,8,objmFadeIn,2

[command]               ; line effect 3
code = 148
action = objmFadeOut,2,objmSetSpeed,0,0x00080000,objmAddRandomSpeed,0x00060000,objmWaitFadeOut
action = objmRandomDelay,4,8,objmFadeIn,3

; ----------------------------------------------------------------------------
[command]		; level 58, throw up down
code = 149
action = objmRandomShape,objmSetSpeed,186,0x00040000
action = objmSetAddYSpeed,0x00006000,0x00080000
action = objmDelay,32,objmSetStopSpeed,objmFadeIn,2

[command]		; level 53
code = 150
action = objmSetSpeed,64,0x00040000
action = objmDelay,64,objmSetStopSpeed
action = objmDelay,160,objmFadeIn,2

[command]		; level 13, Zoom out and zoom in fade
code = 151
action = objmZoomOutIn,0x00001000,0x00001000,objmWaitLargerZoom,0x00040000
action = objmFadeIn,3
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-058.H

[story]
action = actSetBGToObject,SID_ENEMY058,1
;action = actPlayLevelMusic
action = actPlayMusic,8
action = actDelay,40
action = actScrollBGToObject,SID_PLAYER0,1
action = actWalkWait,SID_PLAYER0,1,288,384,2
action = actWalkDispWait,SID_ENEMY027,2,32,32,0
action = actMessage,SID_ENEMY027,2,658
action = actInsertStoryObject,obj_Story_Level58_Star,288,320
action = actWalkDisp,SID_ENEMY027,2,0,-32,0
action = actPlaySound,WAV\COIN001.WAV,actDelay,28,actPlaySound,WAV\COIN002.WAV,actDelay,60
action = actMessage,SID_PLAYER0,1,659,actMessage,SID_PLAYER0,1,660
;
action = actWalkDispWait,SID_ENEMY027,1,0,32,0,actMessage,SID_ENEMY027,1,661
action = actWalkDisp,SID_PLAYER0,1,0,-32,0,actDelay,8
action = actWalkDispWait,SID_ENEMY027,2,-32,0,0
action = actMessage,SID_PLAYER0,1,662,actDelay,60
action = actMessage,SID_ENEMY058,1,663
action = actMessage,SID_PLAYER0,1,664
action = actMessage,SID_ENEMY027,1,665
;
action = actWalk,SID_ENEMY024,4,256,352,0,actWalkWait,SID_ENEMY024,3,320,352,0
action = actMessage,SID_ENEMY058,1,666
action = actScrollBGToObject,SID_ENEMY024,3,actDelay,20
action = actMessage,SID_ENEMY058,1,667
;
action = actWalkDispWait,SID_ENEMY027,2,0,-32,0,actMessage,SID_ENEMY027,2,668
action = actMessage,SID_ENEMY058,1,669
action = actMessage,SID_ENEMY027,2,670,actDelay,20,actMessage,SID_ENEMY027,2,671
action = actMessage,SID_PLAYER0,1,672
action = actMessage,SID_ENEMY027,1,673
;
action = actWalk,SID_PLAYER0,1,384,640,0,actDelay,1
;action = actWalk,SID_ENEMY024,4,352,640,0,actWalkWait,SID_ENEMY024,3,416,640,0
action = actWalkFollow,SID_ENEMY024,4,SID_PLAYER0,1,0,actWalkFollowWait,SID_ENEMY024,3,SID_PLAYER0,1,0
action = actDelay,20,actMessage,SID_PLAYER0,1,674
action = actWalkAndDelete,SID_PLAYER0,1,384,768,0
action = actWalkAndDelete,SID_ENEMY024,4,352,768,0,actWalkAndDelete,SID_ENEMY024,3,416,768,0
action = actDelay,8,actDarkScreen,actDelay,60
action = actMessage,defNoOne,1,675
;
action = actSetNextPlayLevelEvent,60,60
#include TRACK.H

[track]
code = bmTrack01
data = 910,527, 895,511, 886,487, 862,474

[track]
code = bmTrack02
data = 862,474, 869,456, 878,447, 885,429

[track]
code = bmTrack03
data = 862,474, 842,486, 820,510, 790,524

[track]
code = bmTrack04
data = 790,524, 770,521, 750,517, 741,502, 729,489

[track]
code = bmTrack05
data = 729,489, 725,474, 731,455, 747,439, 758,417

[track]
code = bmTrack06
data = 758,417, 782,397, 794,380, 819,369, 831,356

[track]
code = bmTrack07
data = 831,356, 876,344, 913,346, 926,339, 937,325

[track]
code = bmTrack08
data = 937,325, 980,299, 1007,290, 1026,276

[track]
code = bmTrack09
data = 1026,276, 1035,251, 1037,226

[track]
code = bmTrack10
data = 1026,276, 1036,294, 1041,316, 1041,351, 1046,375, 1059,394

[track]
code = bmTrack11
data = 1059,394, 1070,414, 1069,440, 1061,484, 1073,506

[track]
code = bmTrack12
data = 1073,506, 1084,542, 1083,582, 1077,614, 1085,635

[track]
code = bmTrack13
data = 1085,635, 1056,660, 1018,669, 997,686, 990,709

[track]
code = bmTrack14
data = 990,709, 996,734, 1014,758, 1031,776, 1045,791

[track]
code = bmTrack15
data = 758,417, 752,399, 745,379, 754,353, 748,330

[track]
code = bmTrack16
data = 748,330, 729,317, 712,313, 693,311, 678,296

[track]
code = bmTrack17
data = 678,296, 668,277, 667,249, 649,222

[track]
code = bmTrack18
data = 649,222, 637,197, 623,173, 623,143

[track]
code = bmTrack19
data = 649,222, 626,230, 611,251, 591,257

[track]
code = bmTrack20
data = 591,257, 602,292, 603,312, 613,330

[track]
code = bmTrack21
data = 591,257, 570,244, 544,231

[track]
code = bmTrack22
data = 544,231, 513,231, 490,225, 474,230

[track]
code = bmTrack23
data = 474,230, 447,199, 421,177, 398,164, 362,155, 345,148

[track]
code = bmTrack24
data = 345,148, 328,166, 301,169, 258,160, 230,162

[track]
code = bmTrack25
data = 230,162, 197,179, 151,203, 133,214, 114,220

[track]
code = bmTrack26
data = 114,220, 81,172

[track]
code = bmTrack27
data = 474,230, 452,282

[track]
code = bmTrack28
data = 452,282, 460,306, 485,332

[track]
code = bmTrack29
data = 485,332, 487,357, 494,379

[track]
code = bmTrack30
data = 494,379, 512,410, 525,428

[track]
code = bmTrack31
data = 525,428, 549,437, 576,441, 602,438, 625,424

[track]
code = bmTrack32
data = 485,332, 514,340, 543,348

[track]
code = bmTrack33
data = 543,348, 555,360, 586,383

[track]
code = bmTrack34
data = 586,383, 601,403, 625,424

[track]
code = bmTrack35
data = 625,424, 638,441, 639,465, 628,487

[track]
code = bmTrack36
data = 628,487, 601,507, 557,522

[track]
code = bmTrack37
data = 557,522, 562,543, 573,555, 603,574

[track]
code = bmTrack38
data = 557,522, 543,506, 525,498, 503,490, 488,475

[track]
code = bmTrack39
data = 488,475, 462,458, 438,456

[track]
code = bmTrack40
data = 438,456, 414,457, 385,447

[track]
code = bmTrack41
data = 385,447, 361,447, 346,436, 341,418

[track]
code = bmTrack42
data = 341,418, 340,372

[track]
code = bmTrack43
data = 341,418, 362,414, 376,403, 387,385, 395,354

[track]
code = bmTrack44
data = 340,372, 307,353

#include SHAPEDEF.H
#include ACTION.H
#include OBJ-058.H

[story]
action = actSetBGToObject,SID_ENEMY058,1
action = actPlayMusic,8
action = actDelay,40
action = actScrollBGToObject,SID_ENEMY023,1
action = actWalkWait,SID_ENEMY023,1,288,384,8
action = actMessage,SID_ENEMY023,1,676
action = actMessage,SID_ENEMY058,1,677,actMessage,SID_ENEMY023,1,678
action = actWalkWait,SID_ENEMY023,1,384,800,8
action = actWalk,SID_ENEMY023,1,288,384,0,actDelay,4
action = actWalk,SID_ENEMY029,1,288,448,0,actDelay,1
;action = actWalk,SID_ENEMY023,3,256,448,0,actWalkWait,SID_ENEMY023,2,320,448,0
action = actWalkFollow,SID_ENEMY023,3,SID_ENEMY029,1,0,actWalkFollowWait,SID_ENEMY023,2,SID_ENEMY029,1,0
action = actMessage,SID_ENEMY023,1,679,actDelay,30
action = actMessage,SID_ENEMY027,1,680
action = actMessage,SID_ENEMY058,1,681,actMessage,SID_ENEMY058,1,682
action = actMessage,SID_ENEMY029,1,683
action = actMessage,SID_ENEMY058,1,684,actMessage,SID_ENEMY029,1,380
action = actDelay,26,actMessage,SID_ENEMY058,1,685
action = actMessage,SID_ENEMY029,1,686
action = actMessage,SID_ENEMY058,1,687,actMessage,SID_ENEMY058,1,688
action = actMessage,SID_ENEMY023,2,678
action = actWalkAndDelete,SID_ENEMY023,2,352,800,0,actWalkAndDeleteWait,SID_ENEMY023,3,416,800,0
action = actMessage,SID_ENEMY058,1,689,actDelay,10,actMessage,SID_ENEMY029,1,690
action = actMessage,SID_ENEMY058,1,691,actMessage,SID_ENEMY023,1,678
action = actWalkWait,SID_ENEMY023,1,288,512,0,actDelay,10,actMessage,SID_ENEMY023,1,692
action = actWalkAndDelete,SID_ENEMY023,1,384,832,0,actWalkAndDeleteWait,SID_ENEMY029,1,384,800,0
;
action = actSetNextPlayLevelEvent,53,53
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic
action = actDelay,40
;
action = actWalk,SID_ENEMY028,1,128,64,0,actWalk,SID_ENEMY028,2,160,32,0,actDelay,20
action = actWalk,SID_ENEMY028,3,224,64,0,actWalk,SID_ENEMY028,4,96,128,0,actDelay,20
action = actWalkWait,SID_ENEMY028,5,192,128,0,actDelay,60
;
action = actMessage,SID_ENEMY028,5,750,actMessage,SID_ENEMY028,4,751
action = actDelay,16,actMessage,defNoOne,1,752
action = actScrollBGToObject,SID_pگǼw,1
action = actWalk,SID_[,1,704,512,0,actDelay,24,actWalkWait,SID_pگǼw,1,640,544,0
action = actDelay,20,actMessage,SID_[,1,753
action = actMessage,SID_ENEMY028,1,754,actMessage,SID_ENEMY028,2,755,actMessage,SID_ENEMY028,3,756
action = actMessage,SID_pگǼw,1,757
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_[,1,743,0
;
action = actShowSectionName,SHAPE01\WORD002.SHP
;
action = actInsertEventStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-053.H

[story]
action = actScrollBGToPos,0,0
action = actPlayMusic,8
action = actDelay,40
action = actMessage,defNoOne,1,698
;action = actScrollBGToObject,SID_PLAYER1,1,actDelay,30
action = actScrollBGToObject,SID_ENEMY029,1,actDelay,30
;action = actMessage,SID_PLAYER1,1,699
action = actMessage,SID_ENEMY029,1,699
;action = actWalkAndDeleteWait,SID_PLAYER1,1,640,416,0
action = actWalkAndDeleteWait,SID_ENEMY029,1,640,416,0
action = actInsertStoryObject,obj_Story_Player2,640,416
action = actWalkDispWait,SID_PLAYER1,1,0,32,2
action = actInsertStoryObject,obj_Story_Level53_Rope,656,464,actDelay,80
;
action = actChangeShape,SID_PLAYER1,1,4,SHAPE\002-30001.SHP,6
action = actMoveDispWait,SID_PLAYER1,1,0,288,2
action = actRestoreShape,SID_PLAYER1,1,actDelay,26
action = actMessage,defNoOne,1,700,actMessage,SID_PLAYER1,1,701
;
action = actInsertStoryObject,obj_Story_Block,640,672
;
;action = actInsertObject,obj_Story_Level53_Enemy23,-32,480
;action = actSetPrevInsertObjectAdjustLevel,0,0
;action = actWalkPrevInsertObjectWait,160,576,8
action = actInsertObject,obj_Story_Level53_Enemy23,1056,768
action = actSetPrevInsertObjectAdjustLevel,0,0
action = actWalkPrevInsertObjectWait,928,768,8
action = actInsertObject,obj_Story_Level53_Enemy23,1056,768
action = actSetPrevInsertObjectAdjustLevel,0,0
action = actWalkPrevInsertObjectWait,864,736,8
;action = actInsertObject,obj_Story_Level53_Enemy23,-32,960
;action = actSetPrevInsertObjectAdjustLevel,0,0
;action = actWalkPrevInsertObjectWait,32,960,8
;
action = actMessage,SID_ENEMY023,1,702,actMessage,SID_PLAYER1,1,703
;
action = actSetDeadMessage,SID_PLAYER1,1,694,0
;
action = actShowSectionName,SHAPE01\WORD053.SHP
;
action = actInsertShowPosObject,960,1120,actInsertShowPosObject,992,1120
action = actInsertShowPosObject,960,1152,actInsertShowPosObject,992,1152
action = actScrollBGToPos,960,1120,actDelay,40
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
action = actInsertEventStatus,1
action = actInsertEventStatus,2
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject
action = actScrollBGToObject,SID_PLAYER1,1
action = actPlayLevelMusic
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_{R,1,791,actMessage,SID_pگǼw,1,792,actDelay,24
action = actMessage,SID_{R,1,793,actMessage,SID_pگǼw,1,794,actDelay,16
action = actMessage,SID_{R,1,795,actMessage,SID_pگǼw,1,796,actDelay,24
action = actMessage,SID_{R,1,797,actDelay,20,actMessage,SID_pگǼw,1,798,actMessage,SID_{R,1,380
action = actMessage,SID_pگǼw,1,799,actDelay,20,actMessage,SID_{R,1,800
action = actDelay,12,actMessage,SID_pگǼw,1,801,actDelay,28,actMessage,SID_{R,1,802
action = actMessage,SID_{R,1,803,actMessage,SID_[,1,804,actMessage,SID_pگǼw,1,805
action = actMessage,SID_{R,1,806,actDelay,30,actMessage,SID_pگǼw,1,807
action = actMessage,SID_[,1,808,actDelay,20,actMessage,SID_{R,1,809,actDelay,16
action = actMessage,SID_[,1,810,actDelay,40,actMessage,SID_{R,1,811
action = actMessage,SID_[,1,812,actWalkWait,SID_[,1,288,128,0
action = actMessage,SID_pگǼw,1,813,actMessage,SID_{R,1,380
action = actMessage,SID_pگǼw,1,814,actMessage,SID_{R,1,815
action = actMessage,SID_pگǼw,1,816,actDelay,16,actMessage,SID_{R,1,817
action = actMessage,SID_[,1,380,actMessage,SID_pگǼw,1,380
action = actMessage,SID_pگǼw,1,818
;
action = actSetNextPlayLevelEvent,2,56
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayLevelMusic,actDelay,60
;
action = actSetPlayerMode,SID_~J,1,pmEnemy,1,actSetPlayerUndead,SID_~J,1,1
action = actWalk,SID_pگǼw,1,160,320,0
action = actWalk,SID_{R,1,96,320,0
action = actWalkWait,SID_[,1,128,288,0,actDelay,40
;
action = actWalk,SID_ENEMY028,1,288,288,8,actWalkWait,SID_ENEMY028,2,224,384,8,actDelay,20
action = actMessage,SID_ENEMY028,1,828,actDelay,10,actMessage,SID_pگǼw,1,829
action = actMessage,SID_ENEMY028,2,830,actDelay,20,actMessage,SID_ENEMY028,9,831,actDelay,20,actMessage,SID_ENEMY028,9,832
action = actMessage,SID_~J,1,833
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_{R,1,846,0
;
action = actShowSectionName,SHAPE01\WORD003.SHP
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,1     ; check
action = actMessage,SID_ENEMY023,1,782
;
;action = actMessage,SID_pگǼw,1,783,actMessage,SID_ENEMY023,1,784
;action = actMessage,SID_pگǼw,1,785
action = actMessageIfExist,SID_pگǼw,1,783,0,1,SID_ENEMY023,actMessage,SID_ENEMY023,1,784
action = actMessageIfExist,SID_pگǼw,1,785,0,1,SID_ENEMY023
;
action = actWalkWait,SID_ENEMY023,1,0,672,8,actDelay,20
action = actMessage,SID_[,1,786,actMessage,SID_pگǼw,1,787
action = actWalkToPlayerDispWait,SID_pگǼw,1,SID_{R,1,-32,64,0,actDelay,12
action = actMessage,SID_[,1,788,actMessage,SID_pگǼw,1,380,actDelay,20
action = actWalkToPlayerDispWait,SID_pگǼw,1,SID_{R,1,32,0,0,actDelay,12
action = actMessage,SID_pگǼw,1,789,actDelay,12,actMessage,SID_{R,1,790,actDelay,20
;
action = actBMSetPointEvent,2,501,bmpmVisit
action = actBMSetPointEncounterRatio,2,20
action = actBMSetTrackFlag,3,bmpmHidden
;
action = actSetNextPlayLevelEvent,2,55
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741

[fail]                  ; [`
code = 1
message = SID_[,122
action = actCheckPlayer,1,SID_[
;action = actMessage,defNoOne,1,743

[fail]                  ; {R`
code = 2
message = SID_{R,696
action = actCheckPlayer,1,SID_{R
action = actMessage,defNoOne,1,694
; ----------------------------------------------------------------
[event]					; ĤHĤ@q
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,1     ; check
;
action = actInsertStoryObject,obj_Story_Player2,0,672,actDelay,2
action = actWalkWait,SID_{R,1,64,288,0
action = actInsertObject,obj_Story_Level2_Enemy23,0,672,actWalkPrevInsertObject,0,512,0
action = actInsertObject,obj_Story_Level2_Enemy23,0,672,actWalkPrevInsertObject,128,512,0
action = actInsertObject,obj_Story_Level2_Enemy23,0,704,actWalkPrevInsertObject,128,544,0
action = actInsertObject,obj_Story_Level2_Enemy23,0,672,actWalkPrevInsertObjectWait,64,576,0
action = actDelay,40,actMessage,SID_ENEMY023,1,758,actMessage,SID_{R,1,759,actDelay,20
;
action = actMessage,SID_[,1,760,actMessage,SID_pگǼw,1,761,actMessage,SID_pگǼw,1,380
action = actDelay,20,actMessage,SID_[,1,762,actMessage,SID_pگǼw,1,763
action = actMessage,SID_ENEMY023,2,764,actMessage,SID_pگǼw,1,765,actMessage,SID_ENEMY023,2,766
action = actMessage,SID_pگǼw,1,767
action = actMEssage,SID_ENEMY028,1,768,actWalkAndDeleteWait,SID_ENEMY028,1,128,-64,8
action = actMessage,SID_[,1,769,actMessage,SID_pگǼw,1,770,actMessage,SID_pگǼw,1,771
action = actMessage,SID_{R,1,772,actMessage,SID_pگǼw,1,773,actMessage,SID_{R,1,774
action = actWalkToPlayerDispWait,SID_{R,1,SID_pگǼw,1,0,-32,8
action = actMessage,SID_[,1,775,actMessage,SID_pگǼw,1,776,actMessage,SID_[,1,777
action = actMessage,SID_pگǼw,1,778,actMessage,SID_ENEMY023,3,779,actMessage,SID_pگǼw,1,780,actMessage,SID_ENEMY023,3,781
;
action = actSetDeadMessage,SID_{R,1,694,0
;
action = actInsertWinStatus,0,actInsertFailStatus,2
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-051.H

[win]                   ; level 51 ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actMessage,SID_PLAYER0,1,371   ; win action
action = actKeepPlayerST
action = actSetNextPlayLevelEvent,52,52

[win]                   ; level 51 
code = 1
message = SID_PLAYER0,362				; [player id], [message id]
action = actCheckPlayerArrivePos,SID_PLAYER0,1,267,209,267,209
action = actMessage,SID_PLAYER0,1,371   ; win action
action = actKeepPlayerST
action = actSetNextPlayLevelEvent,52,52
; -----------------------------------------------------------------
[fail]                  ; level 51 pگǼw`
code = 0
message = 0,122
action = actCheckPlayer,1,SID_PLAYER0
;action = actMessage,defNoOne,1,304
; ----------------------------------------------------------------
[event]
code = 0					; level 51, xX{eĤH_X{
action = actCheckEnemyNumber,SID_ENEMY021,3
action = actInsertObject,obj_Story_Level51_Enemy21,267,209
action = actWalkPrevInsertObjectWait,288,224,0
action = actInsertEventStatus,0

[event]
code = 1					; level 51, xX{eĤH_X{
action = actCheckEnemyNumber,SID_ENEMY026,2
action = actInsertObject,obj_Story_Level51_Enemy26,267,209
action = actWalkPrevInsertObjectWait,288,224,0
action = actInsertEventStatus,1

[event]
code = 2					; 
action = actCheckRoundNumber,4
action = actMessage,SID_PLAYER0,1,396
action = actMessageIfExist,SID_PLAYER0,1,397,0,2,SID_ENEMY023,SID_ENEMY024

[event]                  	; level 51 ݴx
code = 3
message = -1,361			; if assign, show in Win Board
action = actCheckRoundNumber,6
action = actDeleteEventStatus,0			; clear enemy add
action = actDeleteEventStatus,1			; clear enemy add
;action = actDeleteEventStatus,2		 ; clear self
;
action = actInsertObject,obj_Story_Level51_Object1,267,209,actDelay,2
action = actChangePrevInsertObjectID,10000
action = actWalkDispWait,10000,1,32,32,0
action = actMessage,10000,1,368
action = actWalkAndDeleteWait,10000,1,267,209,0
action = actWalkAndDeleteWait,SID_ENEMY026,1,267,209,0
action = actWalkAndDeleteWait,SID_ENEMY021,1,267,209,0
;
action = actMessageIfExist,SID_PLAYER0,1,369,370,2,SID_ENEMY023,SID_ENEMY024
;
;action = actInsertShowPosObject,960,1120,actInsertShowPosObject,267,209
action = actInsertShowPosObject,267,209
action = actScrollBGToPos,267,209,actDelay,40
;
action = actInsertWinStatus,0
action = actInsertWinStatus,1
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include EXTRAS.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actMessage,SID_pگǼw,1,736  ; win action
action = actMessage,SID_[,1,737,actMessage,SID_pگǼw,1,738
;action = actBMSetPointEvent,1,501,0
;
action = actSetTownExecEvent,town_کi,9

[win]					; ĤHk]
code = 1
message = -1,-1
action = actCheckEnemyNumber,SID_ENEMY028,3
action = actMessage,SID_ENEMY028,1,733,actDelay,20,actMessage,SID_ENEMY028,2,734
action = actMessage,SID_ENEMY028,1,735
;
action = actWalkAndDelete,SID_ENEMY036,2,608,1280,8,actWalkAndDelete,SID_ENEMY036,1,608,1280,8
action = actWalkAndDelete,SID_ENEMY028,2,608,1280,8,actWalkAndDeleteWait,SID_ENEMY028,1,608,1280,8
;
action = actMessage,SID_pگǼw,1,736  ; win action
action = actMessage,SID_[,1,737,actMessage,SID_pگǼw,1,738
;action = actBMSetPointEvent,1,501,0
;
action = actSetTownExecEvent,town_کi,9
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,743

[fail]                  ; 
code = 1
message = -1,748
action = actCheckPlayer,2,SID_ENEMY061,SID_ENEMY062
action = actMessage,defNoOne,1,743
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actInsertStoryObject,obj_Story_Player2,288,256,actDelay,30
action = actWalkWait,SID_{R,1,96,192,0,actDelay,20
action = actMessage,SID_pگǼw,1,819,actDelay,12
action = actMessage,SID_{R,1,790,actDelay,20,actMessage,SID_pگǼw,1,820
action = actMessage,SID_{R,1,821,actMessage,SID_pگǼw,1,822
action = actMessage,SID_{R,1,823,actMessage,SID_pگǼw,1,824,actDelay,20,actMessage,SID_pگǼw,1,825
action = actDelay,30,actMessage,SID_{R,1,826,actDelay,20,actMessage,SID_pگǼw,1,827
;
action = actWalkAndDelete,SID_pگǼw,1,-64,256,0,actDelay,6,actWalkAndDelete,SID_[,1,-64,224,0,actDelay,16
action = actWalkAndDeleteWait,SID_{R,1,-64,192,0
;
action = actBMSetTrackFlag,3,bmpmHidden
;
action = actSetNextPlayLevelEvent,2,gameBigMapLevel
;action = actSetNextPlayLevelEvent,gameBigMapLevel,gameBigMapLevel
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-052.H

[win]                   ; ӫҦ`
code = 0
message = SID_ENEMY025,122				; [player id], [message id]
action = actCheckPlayer,1,SID_ENEMY025  ; check
;action = actChangeShapeWait,SID_PLAYER0,1,3,SHAPE\001-M0001.SHP,6
action = actSetUseShapeWait,SID_PLAYER0,1
action = actMessage,SID_PLAYER0,1,378
;action = actDEMO						; for demo loop
action = actSetNextPlayLevelEvent,58,58
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_PLAYER0,122
action = actCheckPlayer,1,SID_PLAYER0
;action = actMessage,defNoOne,1,394
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckPlayerAttacked,SID_PLAYER0,SID_ENEMY025
action = actMessage,SID_ENEMY025,1,392
action = actMessage,SID_PLAYER0,1,393

[event]
code = 1
action = actCheckEnemyNumber,SID_ENEMY021,2
;action = actCheckEnemyNumber,SID_ENEMY021,3
;action = actInsertObject,obj_Story_Level52_Enemy21,308,1294
;action = actWalkPrevInsertObjectWait,308,1166,8
action = actInsertObject,obj_Story_Level52_Enemy21,227,1356
action = actWalkPrevInsertObjectWait,227,1228,8
action = actInsertObject,obj_Story_Level52_Enemy21,403,1356
action = actWalkPrevInsertObjectWait,403,1228,8
action = actInsertObject,obj_Story_Level52_Enemy21,-58,987
action = actWalkPrevInsertObjectWait,134,987,8
action = actInsertObject,obj_Story_Level52_Enemy21,655,987
action = actWalkPrevInsertObjectWait,463,987,8
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actWalkWait,SID_~J,1,224,224,0,actDelay,20
action = actMessage,SID_~J,1,847,actDelay,10,actMessage,SID_{R,1,848
action = actDelay,30,actMessage,SID_~J,1,849,actDelay,10
action = actMessage,SID_pگǼw,1,850,actDelay,20,actMessage,SID_~J,1,380
action = actMessage,SID_{R,1,851,actDelay,20,actMessage,SID_~J,1,852
action = actDelay,10,actMessage,SID_{R,1,853,actMessage,SID_~J,1,854
action = actDelay,40,actMessage,SID_[,1,855,actDelay,20
action = actMessage,SID_pگǼw,1,856,actDelay,20,actMessage,SID_[,1,857
action = actDelay,20
;
action = actBMClearTrackFlag,3,bmpmHidden,actBMSetShowTrackPoint,2
;action = actBMSetPointEvent,1,62,bmpmBattle
action = actSetTownExecEvent,town_کi,10
;action = actSetTownExecEvent,town_h,8
;
action = actSetNextPlayLevelEvent,3,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actSetBGToObject,SID_pگǼw,1
action = actPlayLevelMusic,actDelay,60
;
action = actWalk,SID_{R,1,448,384,0
action = actWalk,SID_[,1,320,352,0
action = actWalk,SID_~J,1,288,320,0
action = actWalkWait,SID_pگǼw,1,384,288,0,actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,905,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
;
action = actWalk,SID_ENEMY036,1,384,96,0
action = actWalkWait,SID_ENEMY036,2,224,128,0
action = actWalkWait,SID_ENEMY036,3,96,96,0
action = actWalk,SID_ENEMY036,5,64,448,0
action = actWalkWait,SID_ENEMY036,4,96,480,0
;
action = actWalk,SID_ENEMY038,1,896,128,0
action = actWalkWait,SID_ENEMY038,2,768,64,0
action = actWalkWait,SID_ENEMY038,3,128,64,0
;action = actWalk,SID_ENEMY038,4,64,544,0
action = actWalkWait,SID_ENEMY038,4,192,672,0,actDelay,40
;
action = actMessage,SID_~J,1,899,actMessage,SID_{R,1,900
action = actMessage,SID_pگǼw,1,901
;
action = actShowSectionName,SHAPE01\WORD005.SHP
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actScrollBGToPos,416,896
action = actPlayLevelMusic,actDelay,60
;  10 enemy36,  6 enemy38,   5 enemy37
action = actWalk,SID_{R,1,576,768,0
action = actWalk,SID_[,1,352,800,0
action = actWalk,SID_~J,1,640,800,0
action = actWalkWait,SID_pگǼw,1,448,704,0,actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
;
action = actMessage,SID_{R,1,1007,actDelay,10,actMessage,SID_[,1,1008
;
 action = actWalk,SID_ENEMY036,1,64,384,0,actWalkWait,SID_ENEMY036,2,128,288,0
 action = actWalk,SID_ENEMY036,3,160,120,0,actWalkWait,SID_ENEMY036,4,256,96,0
 action = actWalk,SID_ENEMY036,5,384,64,0,actWalkWait,SID_ENEMY036,6,512,32,0
 action = actWalk,SID_ENEMY036,7,864,128,0,actWalkWait,SID_ENEMY036,8,896,192,0
 action = actWalk,SID_ENEMY036,9,832,480,0,actWalkWait,SID_ENEMY036,10,896,544,0
 ;
 action = actWalk,SID_ENEMY038,1,160,608,0,actWalkWait,SID_ENEMY038,2,224,512,0
 action = actWalk,SID_ENEMY038,3,128,160,0,actWalkWait,SID_ENEMY038,4,256,128,0
 action = actWalk,SID_ENEMY038,5,704,64,0,actWalkWait,SID_ENEMY038,6,832,192,0
 ;
 action = actWalk,SID_ENEMY037,1,832,384,0,actWalkWait,SID_ENEMY037,2,928,128,0
 action = actWalk,SID_ENEMY037,3,512,160,0
 action = actWalk,SID_ENEMY037,4,96,352,0,actWalkWait,SID_ENEMY037,5,192,384,0
;
action = actDelay,20,actMessage,SID_pگǼw,1,1009
;
action = actShowSectionName,SHAPE01\WORD007.SHP
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-006.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actScrollBGToPos,1024,224
action = actPlayLevelMusic,actDelay,60
;
action = actInsertStoryObject,obj_Story_Player1,1024,224,actDelay,4
action = actWalk,SID_pگǼw,1,736,256,0,actDelay,30
action = actInsertStoryObject,obj_Story_Player2,1024,224,actDelay,4
action = actWalk,SID_{R,1,704,192,0,actDelay,30
action = actInsertStoryObject,obj_Story_Player3,1024,224,actDelay,4
action = actWalk,SID_[,1,640,224,0,actDelay,30
action = actInsertStoryObject,obj_Story_Player4,1024,224,actDelay,4
action = actWalk,SID_~J,1,672,288,0,actDelay,60
;
action = actInsertObject,obj_Story_Level6_Enemy23,1024,224,actDelay,4
action = actWalkPrevInsertObject,896,224,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,1024,224,actDelay,4
action = actWalkPrevInsertObject,864,288,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,1024,224,actDelay,4
action = actWalkPrevInsertObject,928,288,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy24,1024,224,actDelay,4
action = actSetPrevInsertObjectWaitRound,3
action = actWalkPrevInsertObject,992,256,0,actDelay,60
;
action = actAdjustAllPlayerLevel
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
;
action = actMessage,SID_ENEMY024,1,950,actMessage,SID_ENEMY023,8,951
action = actMessage,SID_ENEMY024,1,952
;
action = actShowSectionName,SHAPE01\WORD006.SHP
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_{R,1,980,actDelay,20,actMessage,SID_pگǼw,1,981
action = actMessage,SID_pگǼw,1,982,actMessage,SID_{R,1,983,actDelay,10
action = actMessage,SID_{R,1,984,actDelay,20
action = actMessage,SID_pگǼw,1,985,actDelay,20,actMessage,SID_{R,1,380
action = actMessage,SID_{R,1,986
action = actDelay,30,actMessage,SID_{R,1,987,actMessage,SID_pگǼw,1,988
action = actMessage,SID_{R,1,988
action = actWalkAndDeleteWait,SID_{R,1,320,288,2,actDelay,10
;
action = actWalkWait,SID_~J,1,96,192,0,actDelay,20
action = actMessage,SID_~J,1,989,actDelay,10
action = actMessage,SID_pگǼw,1,990,actMessage,SID_~J,1,991
;
action = actWalk,SID_~J,1,288,288,2,actDelay,80
;
action = actSetNextPlayLevelEvent,6,63
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_ENEMY058,1,993,actDelay,20,actMessage,SID_ENEMY058,1,994
action = actMessage,SID_ENEMY023,1,678
action = actWalkAndDeleteWait,SID_ENEMY023,1,384,768,0,actDelay,20
action = actMessage,SID_ENEMY027,1,995
action = actWalkAndDelete,SID_ENEMY027,1,384,768,0,actDelay,10
action = actWalkAndDeleteWait,SID_ENEMY027,2,384,768,0,actDelay,20
;
action = actMessage,SID_ENEMY058,1,380,actDelay,10,actMessage,SID_ENEMY058,1,996
action = actShapeMessage,SHAPE\FACE0054.SHP,306,997,actDelay,10
action = actShapeMessage,SHAPE\FACE0054.SHP,306,998
action = actMessage,SID_ENEMY058,1,999,actDelay,10
action = actShapeMessage,SHAPE\FACE0054.SHP,306,1000,actDelay,20
action = actMessage,SID_ENEMY058,1,1001
action = actShapeMessage,SHAPE\FACE0008.SHP,306,1002,actDelay,20
action = actMessage,SID_ENEMY058,1,1003
action = actShapeMessage,SHAPE\FACE0008.SHP,306,678,actDelay,30
action = actMessage,SID_ENEMY058,1,380,actDelay,20
action = actWalkDispWait,SID_ENEMY058,1,32,64,2
action = actMessage,SID_ENEMY058,1,1004,actDelay,20
action = actMessage,SID_ENEMY058,1,1005,actDelay,10
action = actMessage,SID_ENEMY058,1,1006
;
action = actDelay,80
action = actBMClearTrackFlag,6,bmpmHidden
action = actSetNextPlayLevelEvent,6,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_pگǼw,1,1036,actDelay,10,actMessage,SID_,1,1037
action = actMessage,SID_pگǼw,1,1038,actDelay,10,actMessage,SID_,1,1039
action = actMessage,SID_{R,1,1040,actMessage,SID_[,1,1041
action = actDelay,10,actMessage,SID_,1,1042
action = actDelay,20,actMessage,SID_pگǼw,1,1043,actDelay,10,actMessage,SID_,1,1044
action = actDelay,10,actMessage,SID_pگǼw,1,1045,actDelay,10,actMessage,SID_,1,1046
action = actMessage,SID_pگǼw,1,1047,actDelay,10,actMessage,SID_,1,1048
action = actDelay,10,actMessage,SID_pگǼw,1,380,actMessage,SID_pگǼw,1,1049
action = actMessage,SID_,1,1050,actMessage,SID_{R,1,718
action = actDelay,10,actMessage,SID_[,1,1051,actMessage,SID_{R,1,380
;
action = actDelay,80
action = actSetNextPlayLevelEvent,7,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actScrollBGToPos,1472,768
action = actPlayMusic,8,actDelay,60
;
action = actWalk,SID_{R,1,1344,608,0
action = actWalk,SID_[,1,1376,704,0
action = actWalk,SID_~J,1,1280,576,0
action = actWalk,SID_,1,1408,736,0
action = actWalkWait,SID_pگǼw,1,1280,704,0,actDelay,40
;
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actMessage,SID_{R,1,1052,actDelay,20
action = actMessage,SID_,1,1053,actDelay,20,actMessage,SID_~J,1,1054
action = actDelay,20,actMessage,SID_,1,1055,actDelay,10,actMessage,SID_~J,1,380
action = actDelay,10,actMessage,SID_{R,1,1056,actDelay,20
;
action = actWalk,SID_{R,1,512,512,0,actDelay,12
action = actWalk,SID_[,1,512,512,0,actDelay,12
action = actWalk,SID_~J,1,512,512,0,actDelay,12
action = actWalk,SID_pگǼw,1,512,512,0,actDelay,12
action = actWalk,SID_,1,512,512,0,actDelay,12
action = actDelay,100
;
action = actBMSetPointEvent,8,8,bmpmVisit
action = actBMSetPointEncounterRatio,8,0
;
action = actBMSetPointEvent,9,9,bmpmBattle
;
action = actSetNextPlayLevelEvent,8,gameBigMapLevel
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ~J}`
code = 0
message = SID_~J,122				; [player id], [message id]
action = actTRUE
action = actDelay,30,actMessage,SID_~J,1,837
action = actDelay,20,actMessage,SID_{R,1,838,actMessage,SID_~J,1,839
action = actDelay,30,actMessage,SID_{R,1,840,actMessage,SID_~J,1,841
action = actDelay,20,actMessage,SID_{R,1,842,actMessage,SID_~J,1,843
action = actDelay,10,actMessage,SID_{R,1,844,actMessage,SID_~J,1,845
action = actMessage,SID_{R,1,774,actDelay,20
action = actSetPlayerMode,SID_~J,1,pmPlayer,1,actSetPlayerUndead,SID_~J,1,0
;
action = actBMSetPointEvent,3,504,bmpmVisit
action = actBMSetPointEncounterRatio,3,40
;
;action = actBMClearTrackFlag,3,bmpmHidden,actBMSetShowTrackPoint,2
;
action = actSetNextPlayLevelEvent,61,61
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741

[fail]                  ; {R`
code = 1
message = SID_{R,122
action = actCheckPlayer,1,SID_{R
;action = actMessage,defNoOne,1,846
; ----------------------------------------------------------------
[event]					; ~J}`
code = 0
message = SID_~J,122
action = actCheckPlayerHPLow,SID_~J,1,30
action = actDeleteEventStatus,1,actDeleteEventStatus,2,actDeleteEventStatus,3,actDeleteEventStatus,4
action = actMessage,SID_~J,1,836
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; Ĥ@Ĳ
code = 1
action = actCheckPlayerAttacked,SID_{R,SID_~J
action = actDeleteEventStatus,2
action = actMessage,SID_~J,1,834
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]					; Ĥ@ĲG
code = 2
action = actCheckPlayerAttacked,SID_~J,SID_{R
action = actDeleteEventStatus,1
action = actMessage,SID_~J,1,834
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]					; ĤGĲ
code = 3
action = actCheckPlayerAttacked,SID_{R,SID_~J
action = actDeleteEventStatus,4
action = actMessage,SID_~J,1,835
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; ĤGĲG
code = 4
action = actCheckPlayerAttacked,SID_~J,SID_{R
action = actDeleteEventStatus,3
action = actMessage,SID_~J,1,835
action = actInsertWinStatus,0,actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-010.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[story]
action = actPlayMusic,8,actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,743,0
action = actSetDeadMessage,SID_{R,1,846,0
;action = actSetDeadMessage,SID_[,1,742,0
;action = actSetDeadMessage,SID_~J,1,906,0
;action = actSetDeadMessage,SID_,1,1034,0
;
action = actWalk,SID_{R,1,448,256,2,actWalkWait,SID_pگǼw,1,384,224,2
action = actDelay,20,actMessage,SID_pگǼw,1,1081
action = actWalkWait,SID_{R,1,416,128,2,actDelay,20,actMessage,SID_{R,1,380
action = actDelay,20,actMessage,SID_{R,1,1082,actDelay,10,actMessage,SID_{R,1,1083
action = actWalkWait,SID_pگǼw,1,416,192,2,actMessage,SID_pگǼw,1,873,actDelay,20
;
action = actInsertStoryObject,obj_Story_Level10_RainBoss,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level10_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_RainBoss,120,120
;
action = actMessage,SID_{R,1,1084,actDelay,10,actMessage,SID_{R,1,1085
action = actDelay,10,actMessage,SID_pگǼw,1,1086,actMessage,SID_{R,1,380
action = actDelay,20,actMessage,SID_{R,1,1087,actMessage,SID_pگǼw,1,873
;
action = actScrollBGToPos,512,288,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_Lightn,528,350
action = actPlaySound,WAV\LIGHTN007.WAV
action = actInsertStoryObject,obj_Effect_FireBomb,528,350,actDelay,4
action = actInsertStoryObject,obj_Story_Level10_Ring,528,418,actDelay,4
action = actInsertStoryObject,obj_Story_Level10_Lightn2,528,350
action = actPlaySound,WAV\LIGHTN007.WAV
action = actInsertStoryObject,obj_Effect_FireBomb,540,340,actDelay,4
action = actInsertStoryObject,obj_Effect_FireBomb2,516,360,actDelay,4
action = actInsertStoryObject,obj_Effect_FireBomb2,516,360,actDelay,4
;
action = actPlaySound,WAV\BOMB0027.WAV
action = actDeletePosObject,528,418,2,defProcStandObject
action = actInsertStoryObject,obj_Story_Level10_Tree,528,418
action = actInsertStoryObject,obj_Story_Level10_Fire,517,323
action = actInsertStoryObject,obj_Story_Level10_Fire,520,329
action = actInsertStoryObject,obj_Story_Level10_Fire,524,342
action = actInsertStoryObject,obj_Story_Level10_Fire,521,344
action = actInsertStoryObject,obj_Story_Level10_Fire,526,350,actDelay,8
action = actInsertStoryObject,obj_Story_Level10_Ring,528,418,actDelay,200
;
action = actMessage,SID_pگǼw,1,1088,actDelay,10,actMessage,SID_{R,1,797
action = actDelay,20,actMessage,SID_pگǼw,1,1089
;
action = actWalkWait,SID_ENEMY034,1,128,384,2,actWalkWait,SID_ENEMY034,2,256,192,2
action = actWalkWait,SID_ENEMY035,1,768,416,0,actWalkWait,SID_ENEMY035,2,704,576,0
;
action = actDelay,20,actMessage,SID_{R,1,1090,actDelay,10
action = actMessage,SID_pگǼw,1,1091,actDelay,10,actMessage,SID_pگǼw,1,1092
action = actDelay,20,actMessage,SID_{R,1,1002,actDelay,10,actMessage,SID_{R,1,1093
;
action = actShowSectionName,SHAPE01\WORD010.SHP
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
action = actInsertEventStatus,6
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H

[story]
action = actSetBGToObject,SID_pگǼw,1
action = actPlayMusic,8,actDelay,40
;
action = actWalk,SID_pگǼw,1,704,992,0,actDelay,8
action = actWalk,SID_{R,1,800,992,0,actDelay,8
action = actWalk,SID_[,1,672,1024,0,actDelay,8
action = actWalk,SID_~J,1,768,1024,0,actDelay,8
action = actWalkWait,SID_,1,704,1056,0,actDelay,20
;
action = actSetDeadMessage,SID_pگǼw,1,743,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actScrollBGToPosSpeed,992,832,2,actDelay,20
action = actMessage,SID_ENEMY023,1,1103,actDelay,20
action = actMessage,SID_ENEMY062,1,1104,actMessage,SID_ENEMY023,2,1105,actDelay,20
;
action = actWalkWait,SID_{R,1,864,928,8,actMessage,SID_~J,1,1106
action = actDelay,10,actMessage,SID_{R,1,1107,actDelay,20
action = actMessage,SID_ENEMY023,1,1108,actMessage,SID_ENEMY023,2,1109
action = actDelay,10,actMessage,SID_{R,1,1110
action = actMessage,SID_ENEMY062,1,1111,actDelay,20
action = actMessage,SID_ENEMY023,1,1112,actDelay,10
;
action = actWalkWait,SID_pگǼw,1,896,928,0,actDelay,20
action = actSelectInsertEvent,SID_pگǼw,1,2,1113,0,1114,1
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,1088,640
action = actWalk,SID_pگǼw,1,1088,640,0,actDelay,10
action = actWalk,SID_{R,1,1120,544,0,actDelay,10
action = actWalk,SID_[,1,1120,704,0,actDelay,10
action = actWalk,SID_~J,1,1184,704,0,actDelay,10
action = actWalkWait,SID_,1,1216,608,0,actDelay,40
;
action = actMessage,SID_{R,1,1422,actDelay,10
action = actMessage,SID_pگǼw,1,1423,actDelay,10
action = actMessage,SID_,1,1424,actDelay,20
action = actMessage,SID_[,1,1425,actDelay,10
action = actMessage,SID_pگǼw,1,1426,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actShowSectionName,SHAPE01\WORD902.SHP
action = actInsertFailStatus,0
action = actInsertEventStatus,0
action = actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3,actInsertEventStatus,4
action = actInsertEventStatus,5
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-902.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; kԳ
code = 0
message = SID_pگǼw,1435					; [player id], [message id]
action = actCheckPlayerArrivePos,SID_pگǼw,1,1248,576,1248,736
;
action = actMessage,SID_pگǼw,1,1428
action = actDelay,20
action = actSetPlayerExecMode,SID_z,1,0
;
action = actAddOverScore,gameoverID2,3
;
action = actBMSetPointEvent,19,904,0
action = actBMSetPointEvent,17,519,bmpmVisit
action = actBMSetPointEncounterRatio,17,40
;
action = actSetNextPlayLevelEvent,17,68
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; z`
code = 1
message = SID_z,122
action = actCheckPlayer,1,SID_z
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,1434
action = actCheckRoundNumber,20000

[event]					; ˬdW
code = 1
action = actCheckEnemyNumber,SID_ENEMY038,2
action = actInsertObject,obj_Story_Level_Enemy38,1216,-64,actDelay,8
action = actWalkPrevInsertObjectWait,1184,128,0
action = actInsertObject,obj_Story_Level_Enemy38,1312,160,actDelay,8
action = actWalkPrevInsertObjectWait,1216,192,0
;
action = actInsertEventStatus,1

[event]					; ˬdW
code = 2
action = actCheckEnemyNumber,SID_ENEMY037,2
action = actInsertObject,obj_Story_Level_Enemy37,1376,704,actDelay,8
action = actWalkPrevInsertObjectWait,1216,704,0
action = actInsertObject,obj_Story_Level_Enemy37,1312,576,actDelay,8
action = actWalkPrevInsertObjectWait,1184,608,0
;
action = actInsertEventStatus,2

[event]					; ˬdW
code = 3
action = actCheckEnemyNumber,SID_ENEMY036,2
action = actInsertObject,obj_Story_Level_Enemy36,224,-32,actDelay,8
action = actWalkPrevInsertObjectWait,224,224,0
action = actInsertObject,obj_Story_Level_Enemy36,288,-32,actDelay,8
action = actWalkPrevInsertObjectWait,288,192,0
;
action = actInsertEventStatus,3

[event]					; ˬdW
code = 4
action = actCheckEnemyNumber,SID_ENEMY035,2
action = actInsertObject,obj_Story_Level_Enemy35,-64,512,actDelay,8
action = actWalkPrevInsertObjectWait,128,480,0
action = actInsertObject,obj_Story_Level_Enemy35,-64,608,actDelay,8
action = actWalkPrevInsertObjectWait,192,608,0
;
action = actInsertEventStatus,4

[event]					; zX{
code = 5
action = actCheckRoundNumber,3
action = actInsertStoryObject,obj_Story_Player7,256,-64,actDelay,8
action = actWalkWait,SID_z,1,256,64,0,actDelay,20
action = actMessage,SID_z,1,1366,actMessage,SID_z,1,1367,actDelay,10
action = actMessage,SID_pگǼw,1,1368,actDelay,10
action = actMessage,SID_z,1,1369
;
action = actSetPlayerFixPos,SID_z,1,928,512,6
;
action = actSetDeadMessage,SID_z,1,1376,0
;action = actSetPlayerExecMode,SID_z,1,1

action = actInsertFailStatus,1
action = actInsertEventStatus,7,actInsertEventStatus,8,actInsertEventStatus,9,actInsertEventStatus,10,actInsertEventStatus,11
action = actShowWinFailStatus,actDelay,20
;
action = actRandomSetSysArrivePos,5,992,448,992,416,1024,416,1056,416,1088,416

[event]					; 
code = 6
action = actTRUE
;
action = actMessage,SID_pگǼw,1,1427
;
action = actInsertShowPosObject,1248,576,actInsertShowPosObject,1248,608
action = actInsertShowPosObject,1248,640,actInsertShowPosObject,1248,672
action = actInsertShowPosObject,1248,704,actInsertShowPosObject,1248,736
action = actScrollBGToPos,1248,576,actDelay,40
;
action = actDeleteEventStatus,0,actDeleteEventStatus,2
action = actInsertWinStatus,0
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject

[event]                   ; O_
code = 7
action = actCheckPlayerArriveSysPos,SID_pگǼw,1
;
action = actDeleteEventStatus,8,actDeleteEventStatus,9,actDeleteEventStatus,10,actDeleteEventStatus,11
;
action = actMessage,SID_pگǼw,1,1429
action = actGetItem,281,1,actMessage,SID_pگǼw,1,1411
;
action = actInsertEventStatus,6
action = actExecWinFailProcess

[event]                   ; O_
code = 8
action = actCheckPlayerArriveSysPos,SID_{R,1
;
action = actDeleteEventStatus,7,actDeleteEventStatus,9,actDeleteEventStatus,10,actDeleteEventStatus,11
;
action = actMessage,SID_{R,1,1431
action = actGetItem,281,1,actMessage,SID_{R,1,1411
;
action = actInsertEventStatus,6
action = actExecWinFailProcess

[event]                   ; O_
code = 9
action = actCheckPlayerArriveSysPos,SID_[,1
;
action = actDeleteEventStatus,7,actDeleteEventStatus,8,actDeleteEventStatus,10,actDeleteEventStatus,11
;
action = actMessage,SID_[,1,1430
action = actGetItem,281,1,actMessage,SID_[,1,1411
;
action = actInsertEventStatus,6
action = actExecWinFailProcess

[event]                   ; O_
code = 10
action = actCheckPlayerArriveSysPos,SID_~J,1
;
action = actDeleteEventStatus,7,actDeleteEventStatus,8,actDeleteEventStatus,9,actDeleteEventStatus,11
;
action = actMessage,SID_~J,1,1432
action = actGetItem,281,1,actMessage,SID_~J,1,1411
;
action = actInsertEventStatus,6
action = actExecWinFailProcess

[event]                   ; O_
code = 11
action = actCheckPlayerArriveSysPos,SID_,1
;
action = actDeleteEventStatus,7,actDeleteEventStatus,8,actDeleteEventStatus,9,actDeleteEventStatus,10
;
action = actMessage,SID_,1,1433
action = actGetItem,281,1,actMessage,SID_,1,1411
;
action = actInsertEventStatus,6
action = actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-053.H

[win]                   ; kX
code = 0
message = SID_PLAYER1,695				; [player id], [message id]
action = actCheckPlayerArrivePos,SID_PLAYER1,1,960,1120,992,1152
action = actMessage,SID_PLAYER1,1,704   ; win action
action = actDeletePlayerCode,SID_PLAYER1,0
action = actSetNextPlayLevelEvent,1,1
; -----------------------------------------------------------------
[fail]                  ; {R`
code = 0
message = SID_PLAYER1,696
action = actCheckPlayer,1,SID_PLAYER1
;action = actMessage,defNoOne,1,694
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,5
action = actInsertObject,obj_Story_Level53_Enemy23,-32,480
action = actSetPrevInsertObjectAdjustLevel,0,0
action = actWalkPrevInsertObjectWait,160,576,8

[event]
code = 1
action = actCheckRoundNumber,7
action = actInsertObject,obj_Story_Level53_Enemy23,-32,960
action = actSetPrevInsertObjectAdjustLevel,0,0
action = actWalkPrevInsertObjectWait,32,960,8

[event]
code = 2					; level 53, ĤH_X{
action = actCheckEnemyNumber,SID_ENEMY023,2
action = actInsertObject,obj_Story_Level53_Enemy23,-32,960
action = actWalkPrevInsertObjectWait,32,960,8
action = actInsertEventStatus,2
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actScrollBGToPos,608,32
action = actPlayMusic,8,actDelay,20
;
action = actWalk,SID_ENEMY061,1,96,576,1
action = actWalk,SID_ENEMY061,2,1376,448,1
action = actWalk,SID_ENEMY061,3,96,960,1
action = actWalk,SID_ENEMY061,4,1344,512,1
action = actWalk,SID_ENEMY061,6,160,224,1
action = actWalk,SID_ENEMY061,7,224,192,1
;
action = actWalk,SID_ENEMY062,1,736,960,1
action = actWalk,SID_ENEMY062,2,1216,608,1
action = actWalk,SID_ENEMY062,3,1056,128,1
action = actWalk,SID_ENEMY062,5,736,448,1
action = actWalk,SID_ENEMY062,6,672,1152,1
action = actWalk,SID_ENEMY062,7,480,1120,1
;
action = actSetWalkSoundMode,1
action = actScrollBGToPosSpeed,608,1152,4,actDelay,20
;
action = actWalk,SID_pگǼw,1,608,1056,2
action = actWalk,SID_[,1,640,1120,2
action = actWalk,SID_~J,1,576,1088,2
action = actWalk,SID_,1,640,1088,2
action = actWalkWait,SID_{R,1,672,1056,2,actDelay,40
;
action = actWalkWait,SID_{R,1,800,928,0,actDelay,20
action = actMessage,SID_{R,1,1057,actDelay,20
action = actWalkWait,SID_~J,1,672,1024,0,actDelay,20
action = actMessage,SID_~J,1,1058,actMEssage,SID_,1,1059
action = actDelay,10,actMEssage,SID_pگǼw,1,380
action = actWalkWait,SID_{R,1,704,1024,0,actDelay,20
action = actMessage,SID_{R,1,1060,actDelay,60
;
action = actSetWalkSoundMode,0
action = actBMSetPointEvent,9,0,bmpmTown
;
action = actSetNextPlayLevelEvent,9,65
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
action = actMessage,SID_ENEMY064,1,1359,actDelay,10
action = actMessage,SID_ENEMY062,1,1360,actDelay,10
;
action = actWalkDisp,SID_ENEMY038,1,64,0,0,actDelay,10,actWalkDispWait,SID_ENEMY038,2,64,0,0
action = actWalkDisp,SID_ENEMY037,1,64,0,0,actDelay,10,actWalkDispWait,SID_ENEMY037,2,64,0,0
action = actWalkDispWait,SID_ENEMY036,1,64,0,0
action = actWalkDisp,SID_ENEMY035,1,64,0,0,actDelay,10,actWalkDispWait,SID_ENEMY035,2,64,0,0
action = actWalkDisp,SID_ENEMY064,1,32,0,0,actDelay,10,actWalkDispWait,SID_ENEMY062,1,32,0,0
action = actWalkDisp,SID_ENEMY062,2,32,0,0,actDelay,10,actWalkDispWait,SID_ENEMY062,3,32,0,0
action = actDelay,20
;
action = actMessage,SID_ENEMY062,2,1361,actDelay,20
;
action = actScrollBGToPos,1088,640
action = actWalk,SID_pگǼw,1,1088,640,0,actDelay,10
action = actWalk,SID_{R,1,1120,544,0,actDelay,10
action = actWalk,SID_[,1,1120,704,0,actDelay,10
action = actWalk,SID_~J,1,1184,704,0,actDelay,10
action = actWalkWait,SID_,1,1216,608,0,actDelay,40
;
action = actMessage,SID_pگǼw,1,1362,actDelay,10
action = actMessage,SID_,1,1363,actDelay,20
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actShowSectionName,SHAPE01\WORD017.SHP
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_{R,1,1061
action = actWalkWait,SID_ENEMY062,3,256,288,2,actDelay,20
action = actMessage,SID_ENEMY062,3,1062,actMessage,SID_ENEMY062,1,1063
;
action = actWalkWait,SID_~J,1,352,288,0,actMessage,SID_~J,1,1064
action = actWalkWait,SID_{R,1,320,288,0,actMessage,SID_{R,1,1065,actDelay,30
;
action = actMessage,SID_{R,1,1066,actDelay,20,actMessage,SID_ENEMY062,2,1067
action = actDelay,20,actMessage,SID_{R,1,1068,actMessage,SID_{R,1,1069
action = actMessage,SID_ENEMY062,2,380,actMessage,SID_ENEMY062,3,1070
;
action = actWalkWait,SID_~J,1,288,288,0,actDelay,20,actMessage,SID_~J,1,1071
action = actWalkWait,SID_{R,1,288,320,0,actMessage,SID_{R,1,1072
action = actDelay,40,actMessage,SID_{R,1,1073,actDelay,20,actMessage,SID_{R,1,1074
;
action = actWalkAndDelete,SID_{R,1,256,512,0,actDelay,12
action = actWalkAndDelete,SID_~J,1,256,512,0,actDelay,24
action = actWalkAndDelete,SID_[,1,256,512,0,actDelay,24
action = actWalkAndDelete,SID_,1,256,512,0,actDelay,24
action = actWalkWait,SID_pگǼw,1,256,384,0,actDelay,20
action = actMessage,SID_pگǼw,1,1075,actMessage,SID_ENEMY062,3,380
action = actWalkAndDelete,SID_pگǼw,1,256,512,0,actDelay,40
;
action = actSetNextPlayLevelEvent,9,66
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,2,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,2,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,2,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,2
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,2
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,2
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-005.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; level 51 ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actMessage,SID_pگǼw,1,903  ; win action
action = actMessage,SID_[,1,904,actDelay,20
;
action = actBMSetPointEvent,5,507,bmpmVisit
action = actBMSetPointEncounterRatio,5,100
;
action = actSetTownExecEvent,town_uF,19
action = actBMSetTrackFlag,6,bmpmHidden,actBMSetTrackFlag,15,bmpmHidden
;
;action = actSetNextPlayLevelEvent,52,52
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,905
; ----------------------------------------------------------------
[event]					; W
code = 0
action = actCheckRoundNumber,7
action = actMessage,SID_[,1,902
action = actInsertObject,obj_Story_Level5_Enemy36,224,-32,actWalkPrevInsertObject,224,64,0
action = actInsertObject,obj_Story_Level5_Enemy36,608,-64,actWalkPrevInsertObjectWait,544,64,0
action = actInsertObject,obj_Story_Level5_Enemy36,192,768,actWalkPrevInsertObject,192,640,0
action = actInsertObject,obj_Story_Level5_Enemy36,768,768,actWalkPrevInsertObjectWait,768,640,0
;
action = actInsertObject,obj_Story_Level5_Enemy38,-64,224,actWalkPrevInsertObject,96,224,0
action = actInsertObject,obj_Story_Level5_Enemy36,-64,576,actWalkPrevInsertObjectWait,64,576,0
action = actInsertObject,obj_Story_Level5_Enemy36,1024,96,actWalkPrevInsertObject,896,96,0
action = actInsertObject,obj_Story_Level5_Enemy38,1024,384,actWalkPrevInsertObjectWait,896,384,0
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,40
;
action = actWalkDispWait,SID_ENEMY064,1,32,0,2,actDelay,20
action = actMessage,SID_ENEMY064,1,1379,actMessage,SID_pگǼw,1,1380,actDelay,10
action = actMessage,SID_ENEMY064,1,821
action = actMessage,SID_pگǼw,1,1381,actMessage,SID_ENEMY064,1,1382
action = actMessage,SID_pگǼw,1,1383,actDelay,10
action = actMessage,SID_ENEMY064,1,1384,actDelay,10
action = actMessage,SID_pگǼw,1,1385,actDelay,10
action = actMessage,SID_ENEMY064,1,1386,actDelay,10,actMessage,SID_pگǼw,1,1387,actDelay,10
;
action = actWalkWait,SID_,1,64,224,0,actMessage,SID_,1,1388
action = actMessage,SID_pگǼw,1,1389,actDelay,10
action = actMessage,SID_,1,1390,actDelay,10
action = actWalkWait,SID_,1,32,256,0,actMessage,SID_,1,1391
action = actMessage,SID_ENEMY064,1,1392,actDelay,10
action = actMessage,SID_,1,1393,actDelay,10
action = actMessage,SID_ENEMY064,1,1394,actDelay,10
action = actMessage,SID_,1,1395,actDelay,20
action = actMessage,SID_ENEMY064,1,1396
action = actMessage,SID_,1,774,actMessage,SID_ENEMY064,1,1397
action = actMessage,SID_,1,1398
;
action = actGetItem,281,1,actMessage,SID_,1,1411
;
action = actWalkWait,SID_,1,64,192,2
action = actMessage,SID_,1,1399
action = actMessage,SID_pگǼw,1,1400,actDelay,60
;
action = actMessage,SID_z,1,1401,actMessage,SID_{R,1,380
action = actMessage,SID_pگǼw,1,1402,actDelay,10
action = actMessage,SID_{R,1,821,actMessage,SID_z,1,1403,actDelay,10
action = actMessage,SID_pگǼw,1,1404,actMessage,SID_{R,1,983
action = actMessage,SID_z,1,1405,actDelay,10
action = actMessage,SID_pگǼw,1,1406,actDelay,10
action = actMessage,SID_z,1,1407,actDelay,10
action = actMessage,SID_pگǼw,1,1408,actMessage,SID_z,1,380,actDelay,20
action = actMessage,SID_z,1,1409,actDelay,10
action = actMessage,SID_pگǼw,1,1410,actDelay,40
;
action = actSetNextPlayLevelEvent,17,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,60
;
action = actMessage,SID_{R,1,380,actMessage,SID_~J,1,380
action = actMessage,SID_[,1,380,actDelay,40
;
action = actWalkWait,SID_,1,32,224,0,actMessage,SID_,1,1076
action = actDelay,20,actWalkWait,SID_pگǼw,1,192,224,0
action = actMessage,SID_pگǼw,1,1077,actMessage,SID_pگǼw,1,1078
action = actDelay,20,actMessage,SID_{R,1,1079,actDelay,20
action = actMessage,SID_{R,1,380,actMessage,SID_{R,1,1080
action = actDelay,20,actMessage,SID_pگǼw,1,792,actDelay,40
;
action = actSetNextPlayLevelEvent,9,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,3
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,3
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,3
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,3,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,3,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,3,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-006.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ˶
code = 0
message = -1,978						; [player id], [message id]
action = actCheckEnemy,1,SID_ENEMY024   ; check
action = actMessage,SID_ENEMY023,1,958  ; win action
;
action = actWalkAndDelete,SID_ENEMY023,10,640,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,9,832,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,8,1120,800,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,7,768,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,6,576,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,5,864,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,4,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,3,1120,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,2,960,928,8,actDelay,2
action = actWalkAndDeleteWait,SID_ENEMY023,1,1024,928,8
;
action = actMessage,SID_pگǼw,1,959,actDelay,20
action = actMessage,SID_[,1,960
action = actMessage,SID_pگǼw,1,961,actDelay,20
action = actMessage,SID_{R,1,790,actDelay,20
;
;action = actBMClearTrackFlag,6,bmpmHidden
;
action = actSetNextPlayLevelEvent,6,62

[win]                   ; ˶
code = 1
message = -1,978						; [player id], [message id]
action = actCheckEnemy,1,SID_ENEMY024   ; check
action = actMessage,SID_ENEMY023,1,970
action = actMessage,SID_ENEMY023,1,971
;
action = actMessage,SID_pگǼw,1,972
;
action = actWalkAndDelete,SID_ENEMY023,16,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,15,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,14,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,13,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,12,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,11,896,928,8,actDelay,2
;
action = actWalkAndDelete,SID_ENEMY023,10,640,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,9,832,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,8,1120,800,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,7,768,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,6,576,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,5,864,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,4,896,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,3,1120,928,8,actDelay,2
action = actWalkAndDelete,SID_ENEMY023,2,960,928,8,actDelay,2
action = actWalkAndDeleteWait,SID_ENEMY023,1,1024,928,8
;
action = actMessage,SID_[,1,973,actDelay,20
action = actMessage,SID_{R,1,974,actDelay,20
action = actMessage,SID_pگǼw,1,975,actDelay,10,actMessage,SID_pگǼw,1,976
action = actDelay,20
;
;action = actBMClearTrackFlag,6,bmpmHidden
;
action = actSetNextPlayLevelEvent,6,62

[win]                   ; kX
code = 2
message = SID_pگǼw,979					; [player id], [message id]
action = actCheckPlayerArrivePos,SID_pگǼw,1,992,864,1088,864
;
action = actMessage,SID_[,1,973,actDelay,20
action = actMessage,SID_{R,1,974,actDelay,20
action = actMessage,SID_pگǼw,1,975,actDelay,10,actMessage,SID_pگǼw,1,976
action = actDelay,20
;
;action = actBMClearTrackFlag,6,bmpmHidden
;
action = actSetNextPlayLevelEvent,6,62
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
[event]					; O_Ĥ^X
code = 0
action = actCheckRoundNumber,5
action = actDeleteWinStatus,0,actInsertEventStatus,1

[event]					; Ĥ^Xᥴ˶
code = 1
message = -1,978
action = actCheckEnemy,1,SID_ENEMY024
action = actMessage,SID_ENEMY023,1,962
action = actScrollBGToPos,992,864
;
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,672,864,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,736,832,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,800,736,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,864,832,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,928,736,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy23,896,928,actDelay,4
action = actWalkPrevInsertObject,1024,704,0,actDelay,30
action = actInsertObject,obj_Story_Level6_Enemy24,896,928,actDelay,4
action = actSetDeadMessage,SID_ENEMY024,1,969,0
action = actWalkPrevInsertObject,960,832,0,actDelay,60
;
action = actMessage,SID_ENEMY024,1,963,actMessage,SID_ENEMY023,1,964
action = actMessage,SID_ENEMY024,1,965,actDelay,20
action = actMessage,SID_pگǼw,1,966,actDelay,20
action = actMessage,SID_[,1,967,actMessage,SID_~J,1,968
;
action = actInsertShowPosObject,992,864,actInsertShowPosObject,1024,864
action = actInsertShowPosObject,1056,864,actInsertShowPosObject,1088,864
action = actScrollBGToPos,992,864,actDelay,40
;
action = actInsertWinStatus,1,actInsertWinStatus,2
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject

[event]					; O_
code = 2
;action = actCheckPlayerAttacked,-1,SID_{R
action = actCheckRoundNumber,2
action = actMessage,SID_ENEMY023,6,953,actMessage,SID_ENEMY024,1,954
action = actMessage,SID_{R,1,701,actMessage,SID_pگǼw,1,955
action = actMessage,SID_{R,1,956,actMessage,SID_~J,1,380
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,5
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,40
;
action = actMessage,SID_z,1,1401,actMessage,SID_{R,1,380
action = actMessage,SID_pگǼw,1,1402,actDelay,10
action = actMessage,SID_{R,1,821,actMessage,SID_z,1,1403,actDelay,10
action = actMessage,SID_pگǼw,1,1404,actMessage,SID_{R,1,983
action = actMessage,SID_z,1,1405,actDelay,10
action = actMessage,SID_pگǼw,1,1406,actDelay,10
action = actMessage,SID_z,1,1407,actDelay,10
action = actMessage,SID_pگǼw,1,1408,actMessage,SID_z,1,380,actDelay,20
action = actMessage,SID_z,1,1409,actDelay,10
action = actMessage,SID_pگǼw,1,1410,actDelay,40
;
action = actSetNextPlayLevelEvent,17,gameBigMapLevel
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include EXTRAS.H
#include OBJ-010.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actDelay,20,actMessage,SID_{R,1,1098
action = actDelay,10,actMessage,SID_pگǼw,1,1099,actDelay,20
;
action = actBMSetPointEvent,10,513,bmpmVisit
action = actBMSetPointEvent,8,901,bmpmGeneral
;
action = actSetNextPlayLevelEvent,10,gameBigMapLevel

; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,743

[fail]                  ; {R`
code = 1
message = SID_{R,122
action = actCheckPlayer,1,SID_{R
;action = actMessage,defNoOne,1,846
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,1102
action = actCheckRoundNumber,10000

[event]					; ˬdL
code = 1
action = actCheckEnemyNumber,SID_ENEMY034,2
action = actInsertObject,obj_Story_Level10_Enemy034,-64,256,actDelay,4
action = actWalkPrevInsertObjectWait,96,256,2
action = actInsertObject,obj_Story_Level10_Enemy034,-64,256,actDelay,4
action = actWalkPrevInsertObjectWait,96,384,2
action = actInsertEventStatus,1

[event]					; ˬdcF
code = 2
action = actCheckEnemyNumber,SID_ENEMY035,2
action = actInsertObject,obj_Story_Level10_Enemy035,992,352,actDelay,4
action = actWalkPrevInsertObjectWait,864,384,0
action = actInsertObject,obj_Story_Level10_Enemy035,992,352,actDelay,4
action = actWalkPrevInsertObjectWait,832,512,0
action = actInsertEventStatus,2

[event]					; X{
code = 3
action = actCheckRoundNumber,5
action = actDeleteEventStatus,0,actDeleteEventStatus,1,actDeleteEventStatus,2
action = actInsertEventStatus,4,actInsertEventStatus,5
action = actInsertWinStatus,0
;
action = actInsertStoryObject,obj_Story_Player3,800,768
action = actInsertStoryObject,obj_Story_Player4,736,768
action = actInsertStoryObject,obj_Story_Player5,672,768,actDelay,4
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actScrollBGToPos,736,704
action = actWalk,SID_[,1,736,608,2,actWalk,SID_~J,1,864,576,2
action = actWalkWait,SID_,1,672,640,2,actDelay,160
;
action = actMessage,SID_~J,1,1094,actMessage,SID_[,1,1095
action = actDelay,10,actMessage,SID_pگǼw,1,1096
action = actDelay,10,actMessage,SID_,1,1097
action = actShowWinFailStatus

[event]					; ˬdLͤG
code = 4
action = actCheckEnemyNumber,SID_ENEMY034,1
action = actInsertObject,obj_Story_Level10_Enemy034,-64,256
action = actWalkPrevInsertObject,96,256,2,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy034,-96,256
action = actWalkPrevInsertObjectWait,96,384,2,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy034,-64,288
action = actWalkPrevInsertObject,160,320,2,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy034,-96,288
action = actWalkPrevInsertObjectWait,32,128,2,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy034,-96,320
action = actWalkPrevInsertObject,64,288,2,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy034,-64,320
action = actWalkPrevInsertObjectWait,128,96,2,actDelay,40

[event]					; ˬdcFG
code = 5
action = actCheckEnemyNumber,SID_ENEMY035,1
action = actInsertObject,obj_Story_Level10_Enemy035,992,352
action = actWalkPrevInsertObject,864,384,0,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy035,992,512
action = actWalkPrevInsertObjectWait,832,512,0,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy035,1024,576
action = actWalkPrevInsertObject,832,608,0,actDelay,10
action = actInsertObject,obj_Story_Level10_Enemy035,896,800
action = actWalkPrevInsertObjectWait,896,640,0,actDelay,40

[event]					; p
code = 6
action = actTRUE
action = actPlaySound,WAV\LIGHTN007.WAV
action = actInsertStoryObjectWait,obj_Story_Level10_Lightn3,0,0
action = actInsertEventStatus,7

[event]					; p()
code = 7
action = actTRUE
action = actInsertEventStatus,6
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-007.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĥ
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,5,SID_ENEMY023,SID_ENEMY024,SID_ENEMY036,SID_ENEMY037,SID_ENEMY038
;
action = actMessage,SID_pگǼw,1,1032,actDelay,20,actMessage,SID_,1,1033
action = actDelay,20
;
action = actBMSetPointEvent,7,510,bmpmVisit
action = actBMSetPointEncounterRatio,7,14
;
action = actSetNextPlayLevelEvent,7,64
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741

[fail]                  ; Ԧ`
code = 1
message = SID_,122
action = actCheckPlayer,1,SID_
;action = actMessage,defNoOne,1,1034
; ----------------------------------------------------------------
[event]					; ܼĥ
code = 0
message = -1,121
action = actCheckRoundNumber,30000

[event]					; Ĥ^XX{L
code = 1
action = actCheckRoundNumber,5
;
;action = actScrollBGToPos,0,288
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,224,288,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,224,352,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,160,384,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,128,256,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,64,192,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy23,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,256,224,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy24,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObject,32,352,0,actDelay,30
;action = actInsertObject,obj_Story_Level7_Enemy24,-32,288,actDelay,4
;action = actSetPrevInsertObjectAdjustLevel,2,1
;action = actWalkPrevInsertObjectWait,96,320,0,actDelay,60
;
action = actScrollBGToPos,512,896
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,544,672,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,448,672,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,736,736,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,384,768,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,736,800,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy23,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,544,736,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy24,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObject,608,800,0,actDelay,30
action = actInsertObject,obj_Story_Level7_Enemy24,512,896,actDelay,4
action = actSetPrevInsertObjectAdjustLevel,2,1
action = actWalkPrevInsertObjectWait,672,800,0,actDelay,60
;
action = actMessage,SID_ENEMY023,1,1010,actMessage,SID_ENEMY024,1,1011,actDelay,20
action = actMessage,SID_pگǼw,1,1012,actDelay,20
action = actMessage,SID_[,1,1013,actDelay,20,actMessage,SID_~J,1,1014

[event]					; Ĥ^XX{
code = 2
action = actCheckRoundNumber,6
action = actInsertStoryObject,obj_Story_Player5,1024,288,actDelay,4
action = actWalkWait,SID_,1,800,352,0,actDelay,20
action = actMessage,SID_,1,1015,actDelay,30
action = actMessage,SID_,1,1016,actDelay,30,actMessage,SID_pگǼw,1,1017
action = actMessage,SID_,1,1018,actDelay,20,actMessage,SID_pگǼw,1,1019
action = actMessage,SID_,1,1020,actDelay,20,actMessage,SID_ENEMY023,1,1021
action = actMessage,SID_,1,380,actDelay,20,actMessage,SID_,1,1022
action = actMessage,SID_,1,1023,actMessage,SID_ENEMY023,1,1024
action = actDelay,20,actMessage,SID_,1,1025,actDelay,20,actMessage,SID_pگǼw,1,1026
action = actMessage,SID_[,1,1027,actMessage,SID_{R,1,1028
action = actDelay,20,actMessage,SID_pگǼw,1,1029,actMessage,SID_,1,1030
action = actDelay,20,actMessage,SID_pگǼw,1,1031
;
action = actSetDeadMessage,SID_,1,1034,0
;
action = actDeleteEventStatus,0
action = actInsertWinStatus,0,actInsertFailStatus,1
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,5
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include EXTRAS.H
#include OBJ-901.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actDelay,20,actMessage,SID_pگǼw,1,1151
action = actDelay,20,actMessage,SID_[,1,1152,actDelay,40
;
action = actBMSetPointEvent,8,516,bmpmVisit
action = actBMSetPointEncounterRatio,8,20
;
action = actDeleteTE,town_uF,20,0
action = actDeleteTE,town_uF,17,0
action = actAddTE,town_uF,45,0
;action = actAddTE,town_uF,20,3,26,27,28
action = actAddTE,town_uF,20,2,26,27
action = actSetTownExecEvent,town_uF,25
;
action = actSetNextPlayLevelEvent,8,gameBigMapLevel

; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,743
; ----------------------------------------------------------------
[event]					; ĥ
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actInsertEventStatus,2,actDeleteEventStatus,1
action = actExecWinFailProcess
 
[event]					; W
code = 1
action = actCheckRoundNumber,7
;
action = actInsertEventStatus,2,actDeleteEventStatus,0
action = actExecWinFailProcess

[event]					; event 0,1 ]w
code = 2
action = actTRUE
action = actInsertObject,obj_Story_Enemy31,64,832,actDelay,4
action = actWalkPrevInsertObject,192,640,0,actDelay,8
action = actInsertObject,obj_Story_Enemy31,128,896,actDelay,4
action = actWalkPrevInsertObjectWait,288,576,0,actDelay,8
;
action = actInsertObject,obj_Story_Enemy31,-96,672,actDelay,4
action = actWalkPrevInsertObject,64,640,0,actDelay,8
action = actInsertObject,obj_Story_Enemy31,-128,736,actDelay,4
action = actWalkPrevInsertObjectWait,128,736,0,actDelay,8
;
action = actInsertObject,obj_Story_Enemy27,256,864,actDelay,4
action = actWalkPrevInsertObjectWait,256,736,0,actDelay,8
;.........
action = actInsertObject,obj_Story_Enemy27,1536,672,actDelay,4
action = actSetPrevInsertObjectWaitRound,3
action = actWalkPrevInsertObjectWait,1376,672,0,actDelay,8
;
action = actInsertObject,obj_Story_Enemy30,1536,576,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actSetPrevInsertObjectST,15
action = actWalkPrevInsertObjectWait,1312,480,0,actDelay,8
action = actInsertObject,obj_Story_Enemy30,1536,480,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actSetPrevInsertObjectST,8
action = actWalkPrevInsertObjectWait,1440,480,0,actDelay,8
action = actInsertObject,obj_Story_Enemy30,1536,448,actDelay,4
action = actSetPrevInsertObjectWaitRound,6
action = actSetPrevInsertObjectST,18
action = actWalkPrevInsertObjectWait,1344,448,0,actDelay,8
;
action = actInsertObject,obj_Story_Enemy27,1536,608,actDelay,4
action = actSetPrevInsertObjectWaitRound,3
action = actWalkPrevInsertObject,1312,576,0,actDelay,8
;
action = actInsertObject,obj_Story_Enemy31,1536,736,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObjectWait,1440,736,0,actDelay,8
action = actInsertObject,obj_Story_Enemy31,1344,832,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObjectWait,1312,736,0,actDelay,40
; ..............
action = actMessage,SID_ENEMY024,1,1142
action = actMessageIfExist,SID_ENEMY031,1,1143,0,2,SID_ENEMY023,SID_ENEMY024
action = actMessage,SID_ENEMY024,1,1144
action = actMessage,SID_ENEMY031,2,1145,actDelay,10
action = actMessage,SID_pگǼw,1,1146,actDelay,20
action = actMessage,SID_ENEMY031,2,1147,actDelay,10
action = actMessage,SID_pگǼw,1,1148,actDelay,20
;
action = actInsertEventStatus,3,actInsertEventStatus,4
action = actInsertWinStatus,0

[event]
code = 3					; Ĥ@
action = actCheckPlayerAttacked,SID_[,SID_ENEMY031
action = actInsertEventStatus,5,actDeleteEventStatus,4
action = actExecWinFailProcess

[event]
code = 4					; Ĥ@
action = actCheckPlayerAttacked,SID_ENEMY031,SID_[
action = actInsertEventStatus,5,actDeleteEventStatus,3
action = actExecWinFailProcess

[event]
code = 5
action = actTRUE
action = actMessage,SID_ENEMY031,1,1149,actDelay,10
action = actMessage,SID_[,1,380,actMessage,SID_pگǼw,1,1150
action = actMessage,SID_ENEMY031,1,1128,actDelay,10
action = actMessage,SID_[,1,718,actDelay,40
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-029.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actWalk,SID_pگǼw,1,320,96,0,actDelay,8
action = actWalk,SID_{R,1,352,64,0,actDelay,8
action = actWalk,SID_[,1,256,64,0,actDelay,8
action = actWalk,SID_~J,1,384,96,0,actDelay,8
action = actWalk,SID_,1,512,64,0,actDelay,8
action = actWalk,SID_pS,1,256,128,0,actDelay,8
action = actWalk,SID_z,1,416,128,0,actDelay,8
action = actWalk,SID_BP,1,192,64,0,actDelay,8
action = actWaitPlayer,SID_z,1,actDelay,40
;
action = actMessage,SID_ENEMY024,1,1655,actDelay,10
action = actMessage,SID_pگǼw,1,1656
action = actWalkWait,SID_ENEMY023,1,608,160,0,actDelay,10
action = actMessage,SID_ENEMY023,1,1657,actDelay,20
action = actMessage,SID_pگǼw,1,1658
action = actSetPlayerName,SID_ENEMY023,1,1659,376
action = actSetDeadMessage,SID_ENEMY023,1,1684,0
;
action = actWalkWait,SID_ENEMY023,2,544,192,0,actDelay,10
action = actMessage,SID_ENEMY023,2,1660,actDelay,10
action = actMessage,SID_pگǼw,1,1661
action = actSetPlayerName,SID_ENEMY023,2,1662,376
action = actSetDeadMessage,SID_ENEMY023,2,1686,0
;
action = actMessage,SID_ENEMY023,1,1663,actDelay,10
action = actMessage,SID_ENEMY023,2,1664,actDelay,10
action = actMessage,SID_ENEMY024,2,1665,actDelay,20
;
action = actMessage,SID_pگǼw,1,380,actMessage,SID_pگǼw,1,1666,actDelay,10
action = actMessage,SID_ENEMY023,1,1667,actDelay,10
action = actMessage,SID_ENEMY023,2,1668,actDelay,10
action = actMessage,SID_pگǼw,1,1669
action = actMessage,SID_ENEMY023,1,1670,actMessage,SID_ENEMY024,1,1671,actDelay,20
;
action = actMessage,SID_pگǼw,1,1672,actDelay,10,actMessage,SID_pگǼw,1,1673
action = actMessage,SID_ENEMY023,1,380,actDelay,10
action = actMessage,SID_ENEMY024,1,1674,actDelay,10
action = actMessage,SID_ENEMY023,2,1675,actDelay,20
action = actMessage,SID_ENEMY023,1,1676,actDelay,10
action = actMessage,SID_pگǼw,1,1677,actDelay,20
;
action = actMessage,SID_ENEMY023,1,1678,actDelay,10,actMessage,SID_ENEMY023,1,1679
action = actMessage,SID_pگǼw,1,1680,actDelay,20
;
action = actMessage,SID_[,1,1681,actDelay,10
action = actMessage,SID_pگǼw,1,1682,actMessage,SID_pگǼw,1,1683
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actChangePlayerID,SID_ENEMY023,2,1001
action = actChangePlayerID,SID_ENEMY023,1,1000
;
action = actShowSectionName,SHAPE01\WORD029.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,5
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8,actDelay,40
;
action = actMessage,SID_[,1,1488,actDelay,10
action = actMessage,SID_pS,1,1489,actDelay,10,actMessage,SID_pS,1,1490
action = actMessage,SID_[,1,1491,actDelay,10
action = actMessage,SID_pS,1,1492,actMessage,SID_[,1,380
action = actMessage,SID_{R,1,1493,actDelay,10
action = actMessage,SID_pS,1,1494,actDelay,10
action = actMessage,SID_~J,1,1495,actMessage,SID_{R,1,1496,actDelay,20
action = actMessage,SID_pS,1,1497,actDelay,10,actMessage,SID_{R,1,1498,actDelay,10
action = actMessage,SID_pS,1,1499,actMessage,SID_pS,1,380,actDelay,20
action = actMessage,SID_pS,1,1500,actMessage,SID_pS,1,1501
action = actMessage,SID_{R,1,1502,actDelay,15
action = actMessage,SID_pS,1,1503,actMessage,SID_[,1,1504
action = actMessage,SID_{R,1,1505,actDelay,10
action = actMessage,SID_pS,1,1506,actDelay,10
action = actMessage,SID_{R,1,1507,actDelay,10
action = actMessage,SID_pS,1,794,actDelay,20,actMessage,SID_pS,1,1508,actDelay,10
action = actMessage,SID_{R,1,1509,actDelay,10,actMessage,SID_~J,1,873
action = actMessage,SID_pS,1,1510,actDelay,10,actMessage,SID_pS,1,1511,actMessage,SID_pS,1,1512
action = actMessage,SID_[,1,1513,actMessage,SID_pS,1,794,actDelay,20
action = actMessage,SID_z,1,1514,actMessage,SID_pS,1,1017
action = actMessage,SID_z,1,1515,actMessage,SID_pS,1,1024
action = actMessage,SID_z,1,1516,actDelay,10,actMessage,SID_z,1,1517,actDelay,10
action = actMessage,SID_pS,1,1518,actMessage,SID_{R,1,1519
action = actMessage,SID_~J,1,1520,actDelay,10
action = actMessage,SID_,1,1521,actDelay,10
;
action = actWalkWait,SID_pگǼw,1,64,224,0,actDelay,10
action = actMessage,SID_pگǼw,1,1522,actDelay,10,actMessage,SID_pگǼw,1,1523,actDelay,10
action = actMessage,SID_[,1,1524,actDelay,10
action = actMessage,SID_pگǼw,1,1525,actDelay,10,actMessage,SID_pگǼw,1,1526,actDelay,10
action = actMessage,SID_z,1,1527,actDelay,10,actMessage,SID_pگǼw,1,1528,actDelay,10
action = actMessage,SID_z,1,1529,actMessage,SID_pگǼw,1,1530,actDelay,10
action = actMessage,SID_pS,1,1531,actDelay,10
action = actMessage,SID_~J,1,1532,actDelay,6,actMessage,SID_pگǼw,1,1533,actDelay,10
action = actMessage,SID_~J,1,1534,actDelay,10,actMessage,SID_pگǼw,1,1535,actDelay,10
action = actMessage,SID_pگǼw,1,1536,actDelay,10,actMessage,SID_{R,1,1537,actDelay,10
action = actMessage,SID_~J,1,873,actDelay,20
;
action = actMessage,SID_pگǼw,1,1538,actMessage,SID_pگǼw,1,1539,actDelay,20
action = actMessage,SID_z,1,1540,actDelay,20
action = actMessage,SID_pS,1,1541,actDelay,10
action = actMessage,SID_~J,1,1542,actDelay,10
action = actMessage,SID_,1,1543,actDelay,20
action = actMessage,SID_pگǼw,1,1544,actMessage,SID_[,1,1545,actDelay,6
;
action = actMessage,SID_pگǼw,1,1546,actDelay,20
action = actMessage,SID_pگǼw,1,1547,actDelay,40
;
action = actBMSetTrackFlag,18,bmpmHidden
;
action = actSetNextPlayLevelEvent,19,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actWalk,SID_pگǼw,1,544,256,0,actDelay,8
action = actWalk,SID_{R,1,512,192,0,actDelay,8
action = actWalk,SID_[,1,608,160,0,actDelay,8
action = actWalk,SID_~J,1,448,192,0,actDelay,8
action = actWalkWait,SID_,1,640,224,0,actDelay,40
;
action = actMessage,SID_ENEMY024,1,1139,actMessage,SID_ENEMY024,1,1140,actDelay,20
action = actMessage,SID_pگǼw,1,1141
;
action = actShowSectionName,SHAPE01\WORD901.SHP
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include EXTRAS.H
#include OBJ-010.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
action = actDelay,20,actMessage,SID_{R,1,1124
action = actDelay,10,actMessage,SID_ENEMY062,1,380
action = actDelay,20,actMessage,SID_{R,1,1125
action = actDelay,10,actMessage,SID_ENEMY062,1,1126
action = actDelay,10,actMessage,SID_ENEMY062,2,1127
action = actMessage,SID_~J,1,1128,actDelay,10,actMessage,SID_ENEMY062,1,1129
action = actMessage,SID_~J,1,1130,actMessageIfExist,SID_{R,1,1131,0,1,SID_~J
action = actMessage,SID_~J,1,380
action = actDelay,10,actMessage,SID_{R,1,1132
action = actMessage,SID_ENEMY062,1,380,actMessage,SID_~J,1,1058
action = actDelay,10,actMessage,SID_pگǼw,1,1134,actDelay,20
;
action = actBMSetPointEvent,town_ҦhO,0,bmpmTown
;
action = actSetNextPlayLevelEvent,9,gameBigMapLevel

; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,743

[fail]                  ; {R`
code = 1
message = SID_{R,122
action = actCheckPlayer,1,SID_{R
;action = actMessage,defNoOne,1,846

[fail]                  ; `WLTH
code = 2
message = -1,1138
action = actCheckEnemyNumber,SID_ENEMY062,3
;
action = actMessage,SID_ENEMY062,1,1126,actDelay,20
; ----------------------------------------------------------------
[event]					; ܤ@
code = 0
action = actTRUE
action = actMessage,SID_{R,1,1115,actDelay,10
action = actMessage,SID_pگǼw,1,1116,actDelay,20
action = actMessage,SID_ENEMY023,3,1117,actDelay,10
;
action = actWalkWait,SID_pگǼw,1,928,960,8
action = actPlaySound,WAV\KICK001.WAV
action = actChangeShape,SID_ENEMY023,3,2,SHAPE\023-10001.SHP,6
action = actMoveDispWait,SID_ENEMY023,3,0,-64,8
action = actRestoreShape,SID_ENEMY023,3,actDelay,1,actMessage,SID_ENEMY023,3,1118
;
action = actMessage,SID_pگǼw,1,1119
action = actWalkAndDelete,SID_{R,1,576,1280,8,actDelay,1
action = actWalkWait,SID_pگǼw,1,672,1088,8,actMessage,SID_pگǼw,1,1120
action = actWalkAndDelete,SID_pگǼw,1,512,1248,8
action = actWalkAndDelete,SID_[,1,448,1248,8
action = actWalkAndDelete,SID_~J,1,544,1280,8
action = actMessage,SID_,1,1136,actWalkAndDeleteWait,SID_,1,480,1280,8
;
action = actAddOverScore,gameoverID1,1
action = actAddOverScore,gameoverID2,2
;
action = actDelay,20
action = actBMSetPointEvent,9,0,bmpmTown
action = actSetNextPlayLevelEvent,9,gameBigMapLevel
 
[event]					; ܤG
code = 1
action = actTRUE
;
action = actMessage,SID_ENEMY023,1,1121,actMessage,SID_ENEMY023,1,1137
action = actScrollBGToPosSpeed,352,672,8,actScrollBGToPosSpeed,352,352,8
action = actScrollBGToPosSpeed,1316,418,8,actDelay,10
action = actMessage,SID_ENEMY023,1,1122,actDelay,20
;
action = actMessage,SID_{R,1,1123
action = actWalk,SID_ENEMY062,1,576,1088,8,actDelay,8
action = actWalk,SID_ENEMY062,2,640,1056,8,actDelay,8
action = actWalkWait,SID_ENEMY062,3,640,1120,8,actDelay,20
;
action = actAddOverScore,gameoverID1,2
action = actAddOverScore,gameoverID3,1
;
action = actShowSectionName,SHAPE01\WORD900.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1,actInsertFailStatus,2
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-018.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actWalkWait,SID_pS,1,1024,736,0,actDelay,10
action = actScrollBGToPos,1536,736,actDelay,10
action = actWalk,SID_ENEMY041,1,992,512,0,actWalkWait,SID_ENEMY041,2,1152,608,0
;action = actWalk,SID_ENEMY041,3,1184,864,0,actWalkWait,SID_ENEMY041,4,1056,992,0
action = actWalk,SID_ENEMY041,3,1440,864,0,actWalkWait,SID_ENEMY041,4,1376,992,0
action = actDelay,20
;
action = actSetDeadMessage,SID_ENEMY041,1,1455,0,actSetDeadMessage,SID_ENEMY041,2,1455,0
action = actSetDeadMessage,SID_ENEMY041,3,1455,0,actSetDeadMessage,SID_ENEMY041,4,1455,0
;
action = actMessage,SID_ENEMY041,1,1487,actDelay,10
action = actMessage,SID_pS,1,1457,actDelay,10
action = actMessage,SID_ENEMY041,3,1458,actDelay,10
action = actMessage,SID_pS,1,1459,actDelay,10
action = actMessage,SID_ENEMY041,2,1460,actDelay,10
action = actMessage,SID_pS,1,1461,actDelay,10
action = actMessage,SID_ENEMY041,4,1462,actDelay,10
action = actMessage,SID_pS,1,1463,actDelay,10
;
action = actSetDeadMessage,SID_pS,1,1486,0
;
action = actShowSectionName,SHAPE01\WORD019.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,7
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,5,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,5,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,5,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,7,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,7,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,7,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-018.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,1184,576
action = actWalk,SID_pگǼw,1,640,608,0,actDelay,6
action = actWalk,SID_{R,1,704,576,0,actDelay,6
action = actWalk,SID_[,1,704,640,0,actDelay,6
action = actWalk,SID_~J,1,768,640,0,actDelay,6
action = actWalk,SID_,1,800,576,0,actDelay,6
action = actWalk,SID_pS,1,608,512,0,actDelay,6
action = actWalk,SID_BP,1,960,640,0,actDelay,6
action = actWalkWait,SID_z,1,864,608,0,actDelay,40
;
action = actScrollBGToPos,1184,256
action = actWalkDisp,SID_ENEMY041,1,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY041,2,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY041,3,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY041,4,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY041,5,-640,0,0,actDelay,4
;
action = actWalkDisp,SID_ENEMY043,1,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY043,2,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY043,3,-640,0,0,actDelay,4
;
action = actWalkDisp,SID_ENEMY038,1,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY038,2,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY038,3,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY038,4,-640,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY038,5,-640,0,0,actDelay,4
;
action = actWaitPlayer,SID_ENEMY041,1
action = actDelay,40
;
action = actMessage,SID_ENEMY041,1,1548,actDelay,10
action = actMessage,SID_pS,1,1549,actDelay,10
action = actMessage,SID_pگǼw,1,1550
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD021.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,7
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,7
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-017.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ϤH
code = 0
message = -1,1377						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actAddOverScore,gameoverID1,3
action = actAddOverScore,gameoverID3,1
;
action = actMessage,SID_ENEMY064,1,1370
action = actMessage,SID_pگǼw,1,1371
action = actMessage,SID_ENEMY064,1,1372
action = actMessage,SID_pگǼw,1,1373,actDelay,10
action = actMessage,SID_z,1,1374
action = actSetPlayerExecMode,SID_z,1,0
;
action = actBMSetPointEvent,17,519,bmpmVisit
action = actBMSetPointEncounterRatio,17,24
;
action = actSetNextPlayLevelEvent,17,67
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; JҦ`
code = 1
message = SID_ENEMY064,122
action = actCheckPlayer,1,SID_ENEMY064

[fail]                  ; z`
code = 2
message = SID_z,122
action = actCheckPlayer,1,SID_z
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,1377
action = actCheckRoundNumber,20000

[event]					; ˬdW
code = 1
action = actCheckRoundNumber,5
action = actInsertObject,obj_Story_Level_Enemy38,1216,-64,actDelay,8
action = actWalkPrevInsertObjectWait,1184,128,0
action = actInsertObject,obj_Story_Level_Enemy38,1312,160,actDelay,8
action = actWalkPrevInsertObjectWait,1216,192,0
;
action = actInsertObject,obj_Story_Level_Enemy37,1376,704,actDelay,8
action = actWalkPrevInsertObjectWait,1216,704,0
action = actInsertObject,obj_Story_Level_Enemy37,1312,576,actDelay,8
action = actWalkPrevInsertObjectWait,1184,608,0
;
action = actInsertObject,obj_Story_Level_Enemy36,224,-32,actDelay,8
action = actWalkPrevInsertObjectWait,224,224,0
action = actInsertObject,obj_Story_Level_Enemy36,288,-32,actDelay,8
action = actWalkPrevInsertObjectWait,288,192,0
;
action = actInsertObject,obj_Story_Level_Enemy35,-64,512,actDelay,8
action = actWalkPrevInsertObjectWait,128,480,0
action = actInsertObject,obj_Story_Level_Enemy35,-64,608,actDelay,8
action = actWalkPrevInsertObjectWait,192,608,0
;
action = actSetPlayerFixPos,SID_ENEMY064,1,1024,416,1
;
action = actDelay,20,actMessage,SID_pگǼw,1,1364,actDelay,10
action = actMessage,SID_[,1,1365

[event]					; zX{
code = 2
action = actCheckRoundNumber,7
action = actInsertStoryObject,obj_Story_Player7,256,-64,actDelay,8
action = actWalkWait,SID_z,1,256,64,0,actDelay,20
action = actMessage,SID_z,1,1366,actMessage,SID_z,1,1367,actDelay,10
action = actMessage,SID_pگǼw,1,1368,actDelay,10
action = actMessage,SID_z,1,1369
;
action = actSetDeadMessage,SID_z,1,1376,0
;action = actSetPlayerExecMode,SID_z,1,1

action = actDeleteEventStatus,0
action = actInsertWinStatus,0
action = actInsertFailStatus,2
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-010.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,10,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,4
action = actInsertStoryObject,obj_Story_Level10_RainBoss,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level10_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_RainBoss,120,120
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-010.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,10,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,6
action = actInsertStoryObject,obj_Story_Level10_RainBoss,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level10_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_RainBoss,120,120
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-902.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; }Գ
code = 0
message = SID_pگǼw,1456					; [player id], [message id]
action = actCheckPlayerArrivePos,SID_pگǼw,1,672,0,832,0
;
action = actMessage,SID_pگǼw,1,1453
action = actDelay,20
action = actBMSetPointEvent,18,522,bmpmVisit
action = actBMSetPointEncounterRatio,18,30
;
action = actDeleteTE,town_uF,20,0
action = actAddTE,town_uF,20,4,103,104,105,106
;
action = actDeleteTE,town_,33,0
action = actDeleteTE,town_,34,0
action = actDeleteTE,town_,35,0
action = actAddTE,town_,124,0
action = actAddTE,town_,125,0
action = actAddTE,town_,126,0
;
action = actSetNextPlayLevelEvent,18,gameBigMapLevel

[win]                   ; ĤH
code = 1
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actMessage,SID_pگǼw,1,1453
action = actDelay,20
action = actBMSetPointEvent,18,522,bmpmVisit
action = actBMSetPointEncounterRatio,18,30
;
action = actDeleteTE,town_uF,20,0
action = actAddTE,town_uF,20,4,103,104,105,106
;
action = actDeleteTE,town_,33,0
action = actDeleteTE,town_,34,0
action = actDeleteTE,town_,35,0
action = actAddTE,town_,124,0
action = actAddTE,town_,125,0
action = actAddTE,town_,126,0
;
action = actSetNextPlayLevelEvent,18,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; Tƥ
code = 0
action = actCheckRoundNumber,2
action = actMessage,SID_pگǼw,1,1450,actScrollBGToPos,928,320,actDelay,60
action = actMessage,SID_pگǼw,1,1451,actScrollBGToPos,480,224,actDelay,60
action = actMessage,SID_pگǼw,1,1452
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-010.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,10,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,10
action = actInsertStoryObject,obj_Story_Level10_RainBoss,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level10_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_RainBoss,120,120
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-012.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actMessage,SID_,1,1701,actDelay,20
action = actWalkWait,SID_pS,1,576,896,0,actDelay,10
action = actMessage,SID_pS,1,1702,actDelay,10
action = actMessage,SID_,1,1703,actDelay,20
action = actMessage,SID_z,1,1704,actDelay,10
action = actMessage,SID_[,1,1705,actDelay,10
action = actMessage,SID_pS,1,1706,actDelay,10
action = actMessage,SID_[,1,1707,actDelay,10
;
action = actDelay,20,actPlaySound,WAV\LIGHTN007.WAV,actDelay,10
action = actInsertStoryObject,obj_Story_Level_RainBOSS,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level_RainBOSS,120,120,actDelay,10
action = actInsertStoryObject,obj_Story_Level_RainBOSS,130,130,actDelay,6
action = actInsertStoryObject,obj_Story_Level_RainBOSS,140,140
;
action = actMessage,SID_pگǼw,1,1708,actDelay,10
action = actMessage,SID_pS,1,1709,actDelay,10
action = actMessage,SID_[,1,728,actDelay,10
;
action = actWalkDisp,SID_ENEMY038,1,256,0,0,actWalkDispWait,SID_ENEMY038,2,256,0,0
action = actWalkDisp,SID_ENEMY038,3,384,0,0,actWalkDispWait,SID_ENEMY038,4,384,0,0
action = actWalkDisp,SID_ENEMY038,5,256,0,0,actWalkDispWait,SID_ENEMY038,6,256,0,0
;
action = actWalkDisp,SID_ENEMY038,7,0,192,0,actWalkDisp,SID_ENEMY038,8,0,192,0,actWalkDispWait,SID_ENEMY038,9,0,192,0
action = actWalkDisp,SID_ENEMY038,10,0,160,0,actWalkDisp,SID_ENEMY038,11,0,160,0,actWalkDispWait,SID_ENEMY038,12,0,160,0
;
action = actWalkDisp,SID_ENEMY038,13,-288,0,0,actWalkDisp,SID_ENEMY038,14,-288,0,0,actWalkDisp,SID_ENEMY038,15,-352,0,0,actWalkDispWait,SID_ENEMY038,16,-288,0,0
action = actWalkDisp,SID_ENEMY038,17,-384,0,0,actWalkDisp,SID_ENEMY038,18,-384,0,0,actWalkDispWait,SID_ENEMY038,19,-384,0,0
action = actWalkDisp,SID_ENEMY038,20,-320,0,0,actWalkDisp,SID_ENEMY038,21,-320,0,0,actWalkDispWait,SID_ENEMY038,22,-320,0,0
action = actWalkDisp,SID_ENEMY038,23,-320,0,0,actWalkDispWait,SID_ENEMY038,24,-320,0,0
;
action = actWalkDisp,SID_ENEMY038,25,0,-256,0,actWalkDisp,SID_ENEMY038,26,0,-256,0,actWalkDisp,SID_ENEMY038,27,0,-256,0,actWalkDispWait,SID_ENEMY038,28,0,-256,0
action = actWalkDisp,SID_ENEMY038,29,0,-320,0,actWalkDisp,SID_ENEMY038,30,0,-320,0,actWalkDisp,SID_ENEMY038,31,0,-320,0,actWalkDispWait,SID_ENEMY038,32,0,-320,0
;
action = actDelay,20
action = actMessage,SID_pS,1,1710,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD012.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-018.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,0,0
action = actWalkDisp,SID_pگǼw,1,0,192,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,192,0,actDelay,6
action = actWalkDisp,SID_[,1,0,192,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,192,0,actDelay,6
action = actWalkDisp,SID_,1,0,192,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,192,0,actDelay,6
action = actWalkDisp,SID_z,1,0,192,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,192,0,actDelay,6
action = actWaitPlayer,SID_z,1,actDelay,40
;
action = actMessage,SID_ENEMY024,1,1628,actDelay,10
action = actMessage,SID_pS,1,1629,actDelay,10
action = actMessage,SID_pگǼw,1,1630,actDelay,20
action = actMessage,SID_ENEMY024,1,1631,actDelay,10
action = actMessage,SID_pگǼw,1,1632
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD024.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-001.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actMessage,SID_pگǼw,1,1691,actDelay,20
action = actMessage,SID_{R,1,1692,actDelay,16
action = actMessage,SID_pگǼw,1,1693,actDelay,20
action = actMessage,SID_{R,1,380,actDelay,16
action = actMessage,SID_pگǼw,1,1694,actDelay,10
action = actMessage,SID_{R,1,1695,actDelay,16
action = actMessage,SID_pگǼw,1,1696,actDelay,10
action = actMessage,SID_{R,1,1697,actDelay,6,actMessage,SID_{R,1,1698,actDelay,10
action = actMessage,SID_{R,1,1699,actDelay,16
action = actMessage,SID_pگǼw,1,380,actDelay,10
action = actMessage,SID_pگǼw,1,1700,actDelay,10
action = actMessage,SID_{R,1,718,actDelay,20
;
action = actSetNextPlayLevelEvent,29,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,0,0
action = actWalkDisp,SID_pگǼw,1,0,192,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,192,0,actDelay,6
action = actWalkDisp,SID_[,1,0,192,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,192,0,actDelay,6
action = actWalkDisp,SID_,1,0,192,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,192,0,actDelay,6
action = actWalkDisp,SID_z,1,0,192,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,192,0,actDelay,6
action = actWaitPlayer,SID_z,1,actDelay,40
;
action = actMessage,SID_ENEMY024,1,1628,actDelay,10
action = actMessage,SID_pS,1,1629,actDelay,10
action = actMessage,SID_pگǼw,1,1630,actDelay,20
action = actMessage,SID_ENEMY024,1,1631,actDelay,10
action = actMessage,SID_pگǼw,1,1632
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD024.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,17
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-013.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,512,1248
action = actWalkDisp,SID_pگǼw,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_{R,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_[,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_~J,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_pS,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_z,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_BP,1,0,-224,0,actDelay,10
action = actWalkDisp,SID_Jù,1,0,-224,0
action = actWaitPlayer,SID_,1,actDelay,40

action = actMessage,SID_,1,1782,actDelay,20
action = actMessage,SID_pگǼw,1,1783
action = actScrollBGToPos,416,288,actDelay,40
action = actMessage,SID_{R,1,1784,actDelay,10
action = actMessage,SID_pگǼw,1,1785,actDelay,10
;   ...... appear monster .......
action = actInsertObject,obj_Story_Level_Enemy51,-128,288,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObjectWait,256,224,2
action = actInsertObject,obj_Story_Level_Enemy51,1120,288,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObjectWait,672,288,2

action = actInsertObject,obj_Story_Level_Enemy51,573,-96,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkDispWait,-1,1,0,160,2
action = actInsertObject,obj_Story_Level_Enemy51,246,-96,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkDispWait,-1,1,0,160,2
action = actInsertObject,obj_Story_Level_Enemy51,832,-96,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkDispWait,-1,1,0,288,2
action = actInsertObject,obj_Story_Level_Enemy51,96,-128,actDelay,8
;action = actSetPrevInsertObjectWaitRound,1
action = actWalkDispWait,-1,1,0,160,2
action = actDelay,40

action = actScrollBGToPos,256,544
action = actPlaySound,WAV\WALK0021.WAV
action = actInsertObject,obj_Story_Level_Enemy50,256,544,actDelay,20
action = actScrollBGToPos,640,416
action = actPlaySound,WAV\WALK0021.WAV
action = actInsertObject,obj_Story_Level_Enemy50,640,416,actDelay,20
action = actScrollBGToPos,832,608
action = actPlaySound,WAV\WALK0021.WAV
action = actInsertObject,obj_Story_Level_Enemy50,832,608,actDelay,40
;
action = actMessage,SID_[,1,1786,actDelay,10
action = actMessage,SID_pگǼw,1,1834,actDelay,10
action = actMessage,SID_Jù,1,1787
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD013.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
;
action = actInsertShowPosObject,416,288,actInsertShowPosObject,448,288
action = actScrollBGToPos,416,288,actDelay,40
action = actShowWinFailStatus
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,17
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,17
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,17,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,17,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,17,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-018.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,9,actDelay,40
action = actWalk,SID_pگǼw,1,896,608,0,actDelay,4
action = actWalk,SID_{R,1,928,672,0,actDelay,4
action = actWalk,SID_[,1,800,640,0,actDelay,4
action = actWalk,SID_~J,1,768,704,0,actDelay,4
action = actWalk,SID_,1,832,704,0,actDelay,4
action = actWalkWait,SID_z,1,928,736,0,actDelay,40
;
action = actMessage,SID_pگǼw,1,1436,actDelay,10
action = actMessage,SID_ENEMY041,1,1437,actDelay,10
action = actMessage,SID_pگǼw,1,1438,actDelay,20
action = actMessage,SID_ENEMY041,1,1439,actDelay,10
action = actMessage,SID_pگǼw,1,774,actDelay,10
;
action = actScrollBGToPos,928,320
action = actPlaySound,WAV\OPEN0002.WAV,actDelay,4
action = actDeleteObject,SID_ENEMY100,1,actDelay,20
action = actScrollBGToObject,SID_pگǼw,1
action = actWalkDisp,SID_pگǼw,1,0,-32,0,actDelay,1
action = actWalkDisp,SID_{R,1,0,-32,0,actDelay,1
action = actWalkDisp,SID_[,1,0,-32,0,actDelay,1
action = actWalkDisp,SID_~J,1,0,-32,0,actDelay,1
action = actWalkDisp,SID_,1,0,-32,0,actDelay,1
action = actWalkDispWait,SID_z,1,0,-64,0,actDelay,10
;
action = actScrollBGToPos,928,320
action = actPlaySound,WAV\CLOSE001.WAV
action = actInsertObject,obj_Story_Level_Door,928,320,actDelay,20
action = actMessage,SID_ENEMY041,2,1440,actMessage,SID_ENEMY041,2,1441,actDelay,10
action = actMessage,SID_pگǼw,1,1442,actDelay,10
action = actMessage,SID_ENEMY041,2,1443,actDelay,10
action = actMessage,SID_pگǼw,1,1444,actMessage,SID_pگǼw,1,1445,actDelay,10
action = actMessage,SID_ENEMY041,2,1446,actMessage,SID_ENEMY041,2,1447
;
action = actWalk,SID_ENEMY041,5,256,224,0,actDelay,4,actWalkWait,SID_ENEMY041,6,384,160,0,actDelay,10
action = actWalk,SID_ENEMY041,7,1056,96,0,actDelay,4,actWalkWait,SID_ENEMY041,8,1216,224,0,actDelay,10
action = actWalk,SID_ENEMY041,9,128,96,0,actDelay,10
action = actWalk,SID_ENEMY043,1,480,64,0,actDelay,4,actWalkWait,SID_ENEMY043,2,608,192,0,actDelay,10
action = actWalk,SID_ENEMY043,3,896,64,0,actDelay,4,actWalkWait,SID_ENEMY043,4,1088,192,0,actDelay,10
action = actWalk,SID_ENEMY043,5,64,224,0,actDelay,4,actWalkWait,SID_ENEMY043,6,224,160,0,actDelay,40
;
action = actMessage,SID_[,1,1448
action = actWalk,SID_pگǼw,1,704,736,0,actDelay,10
action = actWalk,SID_{R,1,608,736,0,actDelay,10
action = actWalk,SID_[,1,640,800,0,actDelay,10
action = actWalk,SID_~J,1,704,768,0,actDelay,10
action = actWalk,SID_,1,768,736,0,actDelay,10
action = actWalkWait,SID_z,1,800,800,0,actDelay,40
;
action = actMessage,SID_pگǼw,1,1449,actDelay,20
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD018.SHP
action = actInsertWinStatus,0,actInsertWinStatus,1
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actInsertShowPosObject,672,0,actInsertShowPosObject,704,0
action = actInsertShowPosObject,736,0,actInsertShowPosObject,768,0
action = actInsertShowPosObject,800,0,actInsertShowPosObject,832,0
action = actScrollBGToPos,736,0
;
action = actShowWinFailStatus,actDelay,20
action = actPlayLevelMusic
;
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-013.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actScrollBGToObject,SID_pگǼw,1,actDelay,40
;
action = actMessage,SID_,1,1794,actDelay,10
action = actMessage,SID_pگǼw,1,1795,actDelay,10
action = actMessage,SID_,1,1796,actDelay,10
action = actMessage,SID_pS,1,1797,actDelay,20
action = actMessage,SID_,1,1798,actDelay,10
action = actMessage,SID_pگǼw,1,1799,actDelay,10
action = actMessage,SID_pS,1,1017,actDelay,20
action = actPlayLevelMusic
;
action = actWalkDisp,SID_ENEMY038,1,192,0,0,actWalkDispWait,SID_ENEMY038,2,192,0,0
action = actWalkDisp,SID_ENEMY038,3,0,160,0,actWalkDisp,SID_ENEMY038,4,0,160,0,actWalkDispWait,SID_ENEMY038,5,0,160,0
;
action = actWalkDisp,SID_ENEMY037,1,-160,0,0,actWalkDispWait,SID_ENEMY037,2,-160,0,0
action = actWalkDisp,SID_ENEMY037,3,0,-160,0,actWalkDisp,SID_ENEMY037,4,0,-160,0,actWalkDispWait,SID_ENEMY037,5,0,-160,0
;
action = actWalkDispWait,SID_ENEMY033,1,-128,0,0
;
action = actMessage,SID_pS,1,1800
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD015.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,21
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,21
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,21
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,10
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,10
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,10
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,21,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,10
action = actSetBGToPos,0,96,,actDelay,80
;
action = actWalk,SID_pگǼw,1,224,224,2,actDelay,16
action = actWalkWait,SID_{R,1,352,160,2,actDelay,40
;
action = actMessage,SID_pگǼw,1,2041,actDelay,10
action = actMessage,SID_{R,1,2042,actDelay,60
action = actMessage,SID_pگǼw,1,380,actDelay,10,actMessage,SID_pگǼw,1,2043,actDelay,20
;
action = actWalkWait,SID_pگǼw,1,288,192,2,actMessage,SID_pگǼw,1,2044,actDelay,10
action = actMessage,SID_{R,1,728,actDelay,10,actMessage,SID_{R,1,2045,actDelay,10
action = actMessage,SID_{R,1,2046,actDelay,20
action = actMessage,SID_pگǼw,1,873,actDelay,10
action = actMessage,SID_pگǼw,1,2047,actDelay,20,actMessage,SID_pگǼw,1,2048,actDelay,10
action = actMessage,SID_{R,1,380,actDelay,20
;
action = actWalkWait,SID_pگǼw,1,416,256,1,actDelay,20
action = actMessage,SID_pگǼw,1,2049,actDelay,10
action = actMessage,SID_pگǼw,1,2050,actDelay,16
action = actMessage,SID_pگǼw,1,2051,actDelay,20
action = actMessage,SID_{R,1,718,actDelay,40
;
action = actMessage,SID_pگǼw,1,2052,actDelay,40
action = actMEssage,SID_{R,1,2053,actDelay,20
action = actMessage,SID_pگǼw,1,2054,actDelay,40
;
action = actAddTE,town_,92,1,97
;
action = actSetNextPlayLevelEvent,35,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,18
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,21,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,18
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,18
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,21,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,18,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,18,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,18,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-021.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; }Գ
code = 0
message = SID_pگǼw,1456					; [player id], [message id]
action = actCheckPlayerArrivePos,SID_pگǼw,1,0,416,0,672
;
action = actMessage,SID_pگǼw,1,1568,actDelay,10
action = actMessage,SID_ENEMY053,1,1569,actDelay,10
action = actDelay,20
;
;action = actSetPlayerMode,SID_ENEMY053,1,pmPlayer,1,actSetPlayerUndead,SID_ENEMY053,1,0
;action = actDeletePlayerCode,SID_ENEMY053,1
;
action = actAddTE,town_,89,0,actAddTE,town_,90,0
;action = actAddTE,town_,91,0,actAddTE,town_,92,5,93,94,95,96,97
action = actAddTE,town_,91,0,actAddTE,town_,92,4,93,94,95,96
action = actSetTownExecEvent,town_,88
;
action = actAddOverScore,gameoverID2,2
;
action = actBMSetPointEvent,24,903,0
;
action = actBMSetPointEvent,21,528,bmpmVisit
action = actBMSetPointEncounterRatio,21,24
action = actSetNextPlayLevelEvent,21,gameBigMapLevel

[win]                   ; Jù}`
code = 1
message = SID_ENEMY053,122				; [player id], [message id]
action = actCheckPlayerHPLow,SID_ENEMY053,1,25
;
action = actMessage,SID_ENEMY053,1,1561,actDelay,10
action = actMessage,SID_pگǼw,1,1562
action = actMessage,SID_ENEMY053,1,1563,actDelay,10
action = actMessageIfExist,SID_ENEMY053,1,1564,0,1,SID_ENEMY049
;
;action = actSetPlayerMode,SID_ENEMY053,1,pmPlayer,1,actSetPlayerUndead,SID_ENEMY053,1,0
action = actWalkAndDelete,SID_ENEMY049,1,-128,576,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY049,2,-128,576,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY049,3,-128,576,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY049,4,-128,576,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY049,5,-128,576,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY049,6,-128,576,0,actDelay,10
action = actWalkAndDeleteWait,SID_ENEMY053,1,-96,608,0,actDelay,40
;action = actDeletePlayerCode,SID_ENEMY053,1
;
action = actMessage,SID_pگǼw,1,1565,actDelay,10
action = actMessage,SID_[,1,1566
action = actMessage,SID_{R,1,1567,actDelay,20
;
action = actAddTE,town_,89,0,actAddTE,town_,90,0
;action = actAddTE,town_,91,0,actAddTE,town_,92,5,93,94,95,96,97
action = actAddTE,town_,91,0,actAddTE,town_,92,4,93,94,95,96
action = actSetTownExecEvent,town_,88
;
action = actAddOverScore,gameoverID1,1
action = actAddOverScore,gameoverID3,2
;
action = actBMSetPointEvent,21,528,bmpmVisit
action = actBMSetPointEncounterRatio,21,24
action = actSetNextPlayLevelEvent,21,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; W@(^X), ܱ
code = 0
message = -1,121
action = actCheckRoundNumber,5
;
action = actInsertEventStatus,2
action = actDeleteEventStatus,1
action = actExecWinFailProcess

[event]					; W@(ĥ)
code = 1
action = actCheckEnemy,5,SID_ENEMY041,SID_ENEMY043,SID_ENEMY038
;
action = actInsertEventStatus,2
action = actDeleteEventStatus,0
action = actExecWinFailProcess

[event]
code = 2				; W@Bz
;
action = actTRUE

action = actInsertObject,obj_Story_Level_Enemy41,128,-128,actDelay,4
;action = actSetPrevInsertObjectWaitRound,2
action = actWalkDisp,-1,1,0,256,0
action = actInsertObject,obj_Story_Level_Enemy41,384,-96,actDelay,4
;action = actSetPrevInsertObjectWaitRound,2
action = actWalkDisp,-1,1,0,256,0
action = actInsertObject,obj_Story_Level_Enemy41,256,-192,actDelay,4
;action = actSetPrevInsertObjectWaitRound,2
action = actWalkDispWait,-1,1,0,256,0

action = actInsertObject,obj_Story_Level_Enemy43,512,-96,actDelay,4
action = actWalkDisp,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy43,704,-96,actDelay,4
action = actWalkDisp,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy43,608,-160,actDelay,4
action = actWalkDispWait,-1,1,0,288,0

action = actInsertObject,obj_Story_Level_Enemy41,1376,64,actDelay,4
action = actWalkDisp,-1,1,-320,0,0
action = actInsertObject,obj_Story_Level_Enemy41,1408,224,actDelay,4
action = actWalkDisp,-1,1,-320,0,0
action = actInsertObject,obj_Story_Level_Enemy41,1472,128,actDelay,4
action = actWalkDispWait,-1,1,-320,0,0
;
action = actInsertObject,obj_Story_Level_Enemy38,1472,352,actDelay,4
action = actWalkDisp,-1,1,-320,0,0
action = actInsertObject,obj_Story_Level_Enemy38,1472,544,actDelay,4
action = actWalkDisp,-1,1,-320,0,0
action = actInsertObject,obj_Story_Level_Enemy38,1536,448,actDelay,4
action = actWalkDispWait,-1,1,-320,0,0
;
action = actDelay,20
;
action = actMessage,SID_ENEMY041,1,1551,actDelay,10
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]					; WG(^X), ܱ
code = 3
message = -1,121
action = actCheckRoundNumber,12
;
action = actInsertEventStatus,5
action = actDeleteEventStatus,4
action = actExecWinFailProcess

[event]					; WG(ĥ)
code = 4
action = actCheckEnemy,3,SID_ENEMY041,SID_ENEMY043,SID_ENEMY038
;
action = actInsertEventStatus,5
action = actDeleteEventStatus,3
action = actExecWinFailProcess

[event]					; JùX{Bz
code = 5
action = actTRUE
action = actScrollBGToPos,0,640
;action = actInsertStoryObject,obj_Story_Player9,-96,576,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy53,-96,576,actDelay,10
action = actSetWaitRound,SID_ENEMY053,1,2
action = actWalk,SID_ENEMY053,1,96,608,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-96,512,actDelay,4
action = actWalkPrevInsertObject,128,512,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-96,640,actDelay,4
action = actWalkPrevInsertObject,288,640,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-128,608,actDelay,4
action = actWalkPrevInsertObject,256,576,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-96,448,actDelay,4
action = actWalkPrevInsertObject,128,448,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-128,512,actDelay,4
action = actWalkPrevInsertObject,32,512,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-160,608,actDelay,4
action = actWalkPrevInsertObjectWait,32,608,0,actDelay,40
;
;action = actSetPlayerMode,SID_ENEMY053,1,pmEnemy,1
action = actSetPlayerUndead,SID_ENEMY053,1,1
;
action = actMessage,SID_ENEMY041,1,1552,actDelay,10
action = actMessage,SID_ENEMY053,1,1553,actDelay,16
action = actMessage,SID_pگǼw,1,1554,actDelay,20
action = actMessage,SID_ENEMY053,1,1555,actDelay,16
action = actMessage,SID_{R,1,1556,
action = actMessageIfExist,SID_ENEMY053,1,1557,0,1,SID_{R
action = actMessage,SID_pگǼw,1,1558
action = actMessage,SID_[,1,1559
action = actMessageIfExist,SID_pگǼw,1,1560,0,1,SID_[
action = actDelay,20
;
action = actInsertWinStatus,0,actInsertWinStatus,1
;
action = actInsertShowPosObject,0,416,actInsertShowPosObject,0,448
action = actInsertShowPosObject,0,480,actInsertShowPosObject,0,512
action = actInsertShowPosObject,0,544,actInsertShowPosObject,0,576
action = actInsertShowPosObject,0,608,actInsertShowPosObject,0,640
action = actInsertShowPosObject,0,672
action = actScrollBGToPos,0,576
;
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-018.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actWalkWait,SID_pS,1,1024,736,0,actDelay,10
action = actScrollBGToPos,1536,736,actDelay,10
action = actWalk,SID_ENEMY041,1,992,512,0,actWalkWait,SID_ENEMY041,2,1152,608,0
;action = actWalk,SID_ENEMY041,3,1184,864,0,actWalkWait,SID_ENEMY041,4,1056,992,0
action = actWalk,SID_ENEMY041,3,1440,864,0,actWalkWait,SID_ENEMY041,4,1376,992,0
action = actDelay,20
;
action = actSetDeadMessage,SID_ENEMY041,1,1455,0,actSetDeadMessage,SID_ENEMY041,2,1455,0
action = actSetDeadMessage,SID_ENEMY041,3,1455,0,actSetDeadMessage,SID_ENEMY041,4,1455,0
;
action = actMessage,SID_ENEMY041,1,1487,actDelay,10
action = actMessage,SID_pS,1,1457,actDelay,10
action = actMessage,SID_ENEMY041,3,1458,actDelay,10
action = actMessage,SID_pS,1,1459,actDelay,10
action = actMessage,SID_ENEMY041,2,1460,actDelay,10
action = actMessage,SID_pS,1,1461,actDelay,10
action = actMessage,SID_ENEMY041,4,1462,actDelay,10
action = actMessage,SID_pS,1,1463,actDelay,10
;
action = actSetDeadMessage,SID_pS,1,1486,0
;
action = actShowSectionName,SHAPE01\WORD019.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-029.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actMessage,SID_pگǼw,1,1688
action = actMessage,SID_{R,1,718
action = actMessageIfExist,SID_[,1,1689,0,1,SID_{R,actDelay,20
;
action = actBMSetPointEvent,29,534,bmpmVisit
action = actBMSetPointEncounterRatio,29,100
;
;action = actSetNextPlayLevelEvent,29,gameBigMapLevel
action = actSetNextPlayLevelEvent,29,70
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
[event]					; `
code = 0
action = actCheckEnemy,1,1000
action = actMessage,SID_pگǼw,1,1685
action = actExecWinFailProcess

[event]					; ͤ妺`
code = 1
action = actCheckEnemy,1,1001
action = actMessage,SID_pگǼw,1,1687
action = actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-019.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actMessage,SID_pS,1,1484,actDelay,10
action = actMessage,SID_pگǼw,1,1485
action = actDelay,20
;
action = actDeleteTE,town_,36,0
action = actDeleteTE,town_,41,0
action = actAddTE,town_,36,3,127,128,129
action = actAddTE,town_,41,3,130,131,132
;
action = actBMSetPointEvent,19,525,bmpmVisit
action = actBMSetPointEncounterRatio,19,100
action = actSetNextPlayLevelEvent,19,69
; -----------------------------------------------------------------
[fail]                  ; pS`
code = 0
message = SID_pS,122
action = actCheckPlayer,1,SID_pS

[fail]                  ; pگǼw`
code = 1
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,121
action = actCheckRoundNumber,20000

[event]					; W@
code = 1
action = actCheckEnemyNumber,SID_ENEMY041,3
;
action = actMessage,SID_ENEMY041,1,1464,actDelay,20
;
action = actInsertObject,obj_Story_Level_Enemy41,768,-96,actDelay,4
action = actWalkPrevInsertObjectWait,768,192,0
action = actInsertObject,obj_Story_Level_Enemy41,864,-96,actDelay,4
action = actWalkPrevInsertObjectWait,928,160,0
action = actInsertObject,obj_Story_Level_Enemy41,1056,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1088,224,0
action = actInsertObject,obj_Story_Level_Enemy41,1248,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1280,160,0
;
action = actInsertObject,obj_Story_Level_Enemy41,1664,96,actDelay,4
action = actWalkPrevInsertObjectWait,1504,288,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,224,actDelay,4
action = actWalkPrevInsertObjectWait,1472,224,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,384,actDelay,4
action = actWalkPrevInsertObjectWait,1408,384,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,448,actDelay,4
action = actWalkPrevInsertObjectWait,1504,448,0
;
action = actInsertObject,obj_Story_Level_Enemy43,1472,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1472,1056,0
action = actInsertObject,obj_Story_Level_Enemy43,1408,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1408,1024,0
action = actInsertObject,obj_Story_Level_Enemy43,1216,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1216,1088,0
action = actInsertObject,obj_Story_Level_Enemy43,1024,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1024,992,0
;
action = actInsertObject,obj_Story_Level_Enemy38,864,1280,actDelay,4
action = actWalkPrevInsertObjectWait,864,1056,0
action = actInsertObject,obj_Story_Level_Enemy38,1288,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1288,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1432,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1432,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,928,actDelay,4
action = actWalkPrevInsertObjectWait,1540,880,0
action = actDelay,20
;
action = actMessage,SID_pS,1,1465,actDelay,6,actMessage,SID_pS,1,1466
action = actMessage,SID_ENEMY041,1,1467,actDelay,10
action = actMessage,SID_pS,1,1468,actDelay,10
action = actMessage,SID_ENEMY041,1,1469,actDelay,20
;
action = actScrollBGToPos,96,992
action = actInsertStoryObject,obj_Story_Player1,64,1248,actDelay,4
action = actWalk,SID_pگǼw,1,96,992,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player2,64,1248,actDelay,4
action = actWalk,SID_{R,1,32,1024,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player3,128,1248,actDelay,4
action = actWalk,SID_[,1,160,1056,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player4,128,1248,actDelay,4
action = actWalk,SID_~J,1,160,1120,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player5,64,1248,actDelay,4
action = actWalk,SID_,1,96,1088,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player7,128,1248,actDelay,4
action = actWalkWait,SID_z,1,32,1120,0,actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actMessage,SID_pگǼw,1,1470,actDelay,10
action = actMessage,SID_{R,1,1471,actDelay,10
action = actMessage,SID_~J,1,1472,actDelay,20
action = actMessage,SID_z,1,1473,actDelay,10
action = actMessage,SID_pگǼw,1,1474,actDelay,10
action = actMessage,SID_z,1,1475,actDelay,10
;
action = actWalk,SID_z,1,352,640,0,actDelay,20
action = actMessage,SID_pگǼw,1,1476,actDelay,10
action = actMessage,SID_pگǼw,1,1477
action = actWalk,SID_pگǼw,1,320,704,0,actDelay,10
;
action = actWalk,SID_{R,1,224,704,0,actDelay,10
action = actWalk,SID_[,1,192,832,0,actDelay,10
action = actWalk,SID_~J,1,96,928,0,actDelay,10
action = actWalk,SID_,1,256,672,0,actDelay,10
;
action = actMessage,SID_pS,1,1478,actDelay,10
action = actMessage,SID_ENEMY041,1,1479,actDelay,10
action = actMessage,SID_z,1,1480,actDelay,10
action = actMessage,SID_ENEMY041,1,1481,actDelay,20
action = actMessage,SID_pگǼw,1,1482,actDelay,20
;
action = actDeleteEventStatus,0
action = actInsertEventStatus,2
action = actInsertWinStatus,0
action = actInsertFailStatus,1
action = actShowWinFailStatus

[event]					; WG
code = 2
action = actCheckRoundNumber,12
;
action = actInsertObject,obj_Story_Level_Enemy43,768,-96,actDelay,4
action = actWalkPrevInsertObjectWait,768,192,0
action = actInsertObject,obj_Story_Level_Enemy43,864,-96,actDelay,4
action = actWalkPrevInsertObjectWait,928,160,0
action = actInsertObject,obj_Story_Level_Enemy43,1056,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1088,224,0
action = actInsertObject,obj_Story_Level_Enemy43,1248,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1280,160,0
;
action = actInsertObject,obj_Story_Level_Enemy38,1664,96,actDelay,4
action = actWalkPrevInsertObjectWait,1504,288,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,224,actDelay,4
action = actWalkPrevInsertObjectWait,1472,224,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,384,actDelay,4
action = actWalkPrevInsertObjectWait,1408,384,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,448,actDelay,4
action = actWalkPrevInsertObjectWait,1504,448,0
;
action = actInsertObject,obj_Story_Level_Enemy41,1472,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1472,1056,0
action = actInsertObject,obj_Story_Level_Enemy41,1408,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1408,1024,0
action = actInsertObject,obj_Story_Level_Enemy41,1216,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1216,1088,0
action = actInsertObject,obj_Story_Level_Enemy41,1024,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1024,992,0
;
action = actInsertObject,obj_Story_Level_Enemy38,864,1280,actDelay,4
action = actWalkPrevInsertObjectWait,864,1056,0
action = actInsertObject,obj_Story_Level_Enemy38,1288,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1288,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1432,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1432,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,928,actDelay,4
action = actWalkPrevInsertObjectWait,1540,880,0
action = actDelay,20
;
action = actMessage,SID_ENEMY041,1,1483,actDelay,20
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-012.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actTRUE
;
action = actBMSetPointEvent,12,537,bmpmVisit
action = actBMSetPointEncounterRatio,12,10
;
action = actBMSetPointEvent,13,0,bmpmVisit
action = actBMSetPointFlag,13,bmpmTown
action = actBMSetPointEncounterRatio,13,0
;
action = actBMClearPointFlag,13,bmpmHidden,actBMClearPointFlag,14,bmpmHidden,actBMClearPointFlag,15,bmpmHidden
action = actBMClearTrackFlag,12,bmpmHidden,actBMClearTrackFlag,13,bmpmHidden,actBMClearTrackFlag,14,bmpmHidden
;
action = actSetTownExecEvent,town_ϱڳ,141
action = actAddTE,town_ϱڳ,142,0,actAddTE,town_ϱڳ,143,0,actAddTE,town_ϱڳ,144,0
action = actAddTE,town_ϱڳ,145,4,146,147,148,149
;
action = actSetNextPlayLevelEvent,12,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; 
code = 1
message = -1,1828
action = actCheckEnemyNumber,SID_ENEMY101,62
;
action = actMessage,SID_pگǼw,1,1829,actDelay,20
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,121
action = actCheckRoundNumber,30000

[event]					; k
code = 1
action = actCheckRoundNumber,10
action = actSetPlayerFixPos,SID_ENEMY038,1,-160,1824,1,actSetPlayerFixPos,SID_ENEMY038,2,-160,1824,1,actSetPlayerFixPos,SID_ENEMY038,3,-160,1824,1
action = actSetPlayerFixPos,SID_ENEMY038,4,-160,1824,1,actSetPlayerFixPos,SID_ENEMY038,5,-160,1824,1,actSetPlayerFixPos,SID_ENEMY038,6,-160,1824,1

action = actSetPlayerFixPos,SID_ENEMY038,7,576,-160,1,actSetPlayerFixPos,SID_ENEMY038,8,576,-160,1,actSetPlayerFixPos,SID_ENEMY038,9,576,-160,1
action = actSetPlayerFixPos,SID_ENEMY038,10,576,-160,1,actSetPlayerFixPos,SID_ENEMY038,11,576,-160,1,actSetPlayerFixPos,SID_ENEMY038,12,576,-160,1
;
action = actSetPlayerFixPos,SID_ENEMY038,13,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,14,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,15,1632,608,1
action = actSetPlayerFixPos,SID_ENEMY038,16,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,17,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,18,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,19,1632,608,1
action = actSetPlayerFixPos,SID_ENEMY038,20,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,21,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,22,1632,608,1
action = actSetPlayerFixPos,SID_ENEMY038,23,1632,608,1,actSetPlayerFixPos,SID_ENEMY038,24,1632,608,1
;
action = actSetPlayerFixPos,SID_ENEMY038,25,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,26,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,27,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,28,736,2112,1
action = actSetPlayerFixPos,SID_ENEMY038,29,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,30,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,31,736,2112,1,actSetPlayerFixPos,SID_ENEMY038,32,736,2112,1
;
action = actMessage,SID_pگǼw,1,1711
;
action = actInsertEventStatus,2

[event]					; h, X{
code = 2
action = actCheckRoundNumber,12
;
action = actWalkAndDelete,SID_ENEMY038,32,736,2112,0,actWalkAndDelete,SID_ENEMY038,31,736,2112,0,actWalkAndDelete,SID_ENEMY038,30,736,2112,0,actWalkAndDeleteWait,SID_ENEMY038,29,736,2112,0
action = actWalkAndDelete,SID_ENEMY038,28,736,2112,0,actWalkAndDelete,SID_ENEMY038,27,736,2112,0,actWalkAndDelete,SID_ENEMY038,26,736,2112,0,actWalkAndDeleteWait,SID_ENEMY038,25,736,2112,0
;
action = actWalkAndDelete,SID_ENEMY038,24,1632,608,0,actWalkAndDeleteWait,SID_ENEMY038,23,1632,608,0
action = actWalkAndDelete,SID_ENEMY038,22,1632,608,0,actWalkAndDelete,SID_ENEMY038,21,1632,608,0,actWalkAndDeleteWait,SID_ENEMY038,20,1632,608,0
action = actWalkAndDelete,SID_ENEMY038,19,1632,608,0,actWalkAndDelete,SID_ENEMY038,18,1632,608,0,actWalkAndDelete,SID_ENEMY038,17,1632,608,0,actWalkAndDeleteWait,SID_ENEMY038,16,1632,608,0
action = actWalkAndDelete,SID_ENEMY038,15,1632,608,0,actWalkAndDelete,SID_ENEMY038,14,1632,608,0,actWalkAndDeleteWait,SID_ENEMY038,13,1632,608,0
;
action = actWalkAndDelete,SID_ENEMY038,12,576,-160,0,actWalkAndDelete,SID_ENEMY038,11,576,-160,0,actWalkAndDeleteWait,SID_ENEMY038,10,576,-160,0
action = actWalkAndDelete,SID_ENEMY038,9,576,-160,0,actWalkAndDelete,SID_ENEMY038,8,576,-160,0,actWalkAndDeleteWait,SID_ENEMY038,7,576,-160,0
;
action = actWalkAndDelete,SID_ENEMY038,6,-160,1824,0,actWalkAndDelete,SID_ENEMY038,5,-160,1824,0,actWalkAndDeleteWait,SID_ENEMY038,4,-160,1824,0
action = actWalkAndDelete,SID_ENEMY038,3,-160,1824,0,actWalkAndDelete,SID_ENEMY038,2,-160,1824,0,actWalkAndDeleteWait,SID_ENEMY038,1,-160,1824,0
;
action = actDelay,40
;
action = actSetWalkSoundMode,1
action = actInsertObject,obj_Story_Level_Enemy39,-24,1824,actDelay,8
action = actWalkPrevInsertObjectWait,224,1632,0
action = actInsertObject,obj_Story_Level_Enemy39,-96,1152,actDelay,8
action = actSetPrevInsertObjectWaitRound,6
action = actWalkPrevInsertObjectWait,96,1120,0
action = actInsertObject,obj_Story_Level_Enemy39,-128,736,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObjectWait,192,736,0
action = actInsertObject,obj_Story_Level_Enemy39,-96,576,actDelay,8
action = actSetPrevInsertObjectWaitRound,7
action = actWalkPrevInsertObjectWait,96,544,0
action = actInsertObject,obj_Story_Level_Enemy39,352,-32,actDelay,8
action = actSetPrevInsertObjectWaitRound,3
action = actWalkPrevInsertObjectWait,352,128,0
;
action = actInsertObject,obj_Story_Level_Enemy39,1184,-96,actDelay,8
action = actSetPrevInsertObjectWaitRound,3
action = actWalkPrevInsertObjectWait,1216,160,0
action = actInsertObject,obj_Story_Level_Enemy39,1536,640,actDelay,8
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,1216,480,0
action = actInsertObject,obj_Story_Level_Enemy39,1568,768,actDelay,8
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,1344,736,0
action = actInsertObject,obj_Story_Level_Enemy39,1344,2048,actDelay,8
action = actWalkPrevInsertObjectWait,1248,1856,0
action = actSetWalkSoundMode,0
;
action = actDelay,16
action = actMessage,SID_pS,1,1712,actDelay,10
action = actMessage,SID_[,1,1713,actDelay,10
action = actMessage,SID_pگǼw,1,1714
;
action = actInsertEventStatus,3,actInsertEventStatus,4
action = actInsertFailStatus,1
action = actShowWinFailStatus

[event]					; Ĥ@
code = 3
action = actCheckPlayerAttacked,SID_ENEMY039,SID_ENEMY101
;
action = actMessage,SID_pگǼw,1,1715

[event]					; hX{
code = 4
action = actCheckRoundNumber,16
;
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,448,1344,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,576,1344,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,448,1088,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,576,1088,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,448,1056,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,576,1056,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,448,736,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,576,736,0
action = actSetPrevInsertObjectFly,0
;
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,992,512,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,896,512,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,992,768,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,896,768,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,992,1088,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,896,1088,0
action = actSetPrevInsertObjectFly,0
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,992,1312,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,896,1312,0
action = actSetPrevInsertObjectFly,0
;
action = actDelay,20
action = actMessage,SID_ENEMY048,1,1716,actDelay,16
action = actMessage,SID_pگǼw,1,1717,actDelay,10
action = actMessage,SID_pS,1,1718,actDelay,10
action = actMessage,SID_ENEMY048,1,1719
;
action = actInsertEventStatus,5,actInsertEventStatus,6

[event]					; hX{
code = 5
action = actCheckEnemyNumber,SID_ENEMY048,2
;
action = actScrollBGToPos,448,1344
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,448,1344,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,576,1344,0
action = actSetPrevInsertObjectFly,0
;
action = actScrollBGToPos,1024,1312
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48,992,1312,actDelay,8
action = actSetPrevInsertObjectFly,1
action = actWalkPrevInsertObjectWait,896,1312,0
action = actSetPrevInsertObjectFly,0
;
action = actInsertEventStatus,5

[event]					; t@ծhX{
code = 6
action = actCheckRoundNumber,26
;
action = actScrollBGToPos,256,1728
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,256,1728,actDelay,20
action = actChangePrevInsertObjectID,10000
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,192,1792,actDelay,20
action = actChangePrevInsertObjectID,10000
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,320,1760,actDelay,20
action = actChangePrevInsertObjectID,10000
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,160,1824,actDelay,20
action = actChangePrevInsertObjectID,10000
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,256,1856,actDelay,20
action = actChangePrevInsertObjectID,10000
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy48_2,384,1824,actDelay,20
action = actChangePrevInsertObjectID,10000
;
action = actDelay,20
;
action = actMessage,10000,1,1720,actDelay,10
action = actMessage,SID_ENEMY048,1,1721
;
action = actSetWalkSoundMode,1
action = actSetPlayerFly,SID_ENEMY048,8,1,actSetPlayerFly,SID_ENEMY048,7,1
action = actSetPlayerFly,SID_ENEMY048,6,1,actSetPlayerFly,SID_ENEMY048,5,1
action = actSetPlayerFly,SID_ENEMY048,4,1,actSetPlayerFly,SID_ENEMY048,3,1
action = actSetPlayerFly,SID_ENEMY048,2,1,actSetPlayerFly,SID_ENEMY048,1,1
action = actScrollBGToObject,SID_ENEMY048,1,actDelay,20
action = actWalkAndDelete,SID_ENEMY048,8,480,1088,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY048,7,480,1120,0,,actDelay,10
action = actWalkAndDelete,SID_ENEMY048,6,480,1056,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY048,5,480,1152,0,actDelay,10
;
action = actWalkAndDelete,SID_ENEMY048,4,960,1088,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY048,3,960,1120,0,actDelay,10
action = actWalkAndDelete,SID_ENEMY048,2,960,1056,0,actDelay,10
action = actWalkAndDeleteWait,SID_ENEMY048,1,960,1152,0
action = actSetWalkSoundMode,0
;
action = actScrollBGToObject,SID_ENEMY039,9,actDeleteObject,SID_ENEMY039,9
action = actWaitPlayer,SID_ENEMY039,9
action = actScrollBGToObject,SID_ENEMY039,8,actDeleteObject,SID_ENEMY039,8
action = actWaitPlayer,SID_ENEMY039,8
action = actScrollBGToObject,SID_ENEMY039,7,actDeleteObject,SID_ENEMY039,7
action = actWaitPlayer,SID_ENEMY039,7
action = actScrollBGToObject,SID_ENEMY039,6,actDeleteObject,SID_ENEMY039,6
action = actWaitPlayer,SID_ENEMY039,6
action = actScrollBGToObject,SID_ENEMY039,5,actDeleteObject,SID_ENEMY039,5
action = actWaitPlayer,SID_ENEMY039,5
action = actScrollBGToObject,SID_ENEMY039,4,actDeleteObject,SID_ENEMY039,4
action = actWaitPlayer,SID_ENEMY039,4
action = actScrollBGToObject,SID_ENEMY039,3,actDeleteObject,SID_ENEMY039,3
action = actWaitPlayer,SID_ENEMY039,3
action = actScrollBGToObject,SID_ENEMY039,2,actDeleteObject,SID_ENEMY039,2
action = actWaitPlayer,SID_ENEMY039,2
action = actScrollBGToObject,SID_ENEMY039,1,actDeleteObject,SID_ENEMY039,1
action = actWaitPlayer,SID_ENEMY039,1
;
action = actDelay,20
action = actMessage,10000,1,1722,actDelay,10,actMessage,10000,1,1723,actDelay,10
action = actMessage,SID_pگǼw,1,1724,actDelay,10
action = actMessage,10000,1,1725,actDelay,10,actMessage,10000,1,1726,actDelay,10
action = actMessage,SID_pگǼw,1,1727,actDelay,20
;
action = actInsertWinStatus,0
action = actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,480,1152,actDelay,40
;
action = actWalkDisp,SID_{R,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_[,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_~J,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_pS,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_z,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_BP,1,0,-160,0,actDelay,20
action = actWalkDisp,SID_Jù,1,0,-160,0,actDelay,20
action = actWalkDispWait,SID_pگǼw,1,0,-160,0,actDelay,6
action = actDelay,40
;
action = actScrollBGToPosSpeed,416,448,8,actDelay,40
;
action = actMessage,SID_pگǼw,1,2130,actDelay,10
action = actMessage,SID_Jù,1,2131,actDelay,10
action = actMessageIfExist,SID_pگǼw,1,2132,0,1,SID_Jù
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD039.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-029.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actScrollBGToObject,SID_pگǼw,1
action = actMessage,SID_pگǼw,1,1900,actDelay,10
action = actMessage,SID_pS,1,1901,actDelay,20
action = actMessage,SID_pS,1,1902,actDelay,10
action = actMessage,SID_pگǼw,1,1903,actMessage,SID_pS,1,380,actDelay,20
action = actMessage,SID_pگǼw,1,1904,actDelay,10,actMessage,SID_pS,1,1905
action = actMessage,SID_pگǼw,1,1906,actDelay,10
action = actMessage,SID_pS,1,1907,actDelay,10
action = actMessage,SID_pگǼw,1,1908,actMessage,SID_pS,1,1909,actDelay,16,actMessage,SID_pS,1,1910,actDelay,20
action = actMessage,SID_z,1,1911,actDelay,10
action = actMessage,SID_BP,1,1912
action = actMessage,SID_pS,1,1913,actDelay,20
action = actMessage,SID_pگǼw,1,1914,actDelay,16
action = actMessage,SID_pS,1,1915,actDelay,10
action = actMessage,SID_pگǼw,1,1916,actMessage,SID_pگǼw,1,1917,actDelay,10
action = actMessage,SID_pS,1,1918,actDelay,10
;
action = actMessage,defNoOne,1,1919
action = actMessage,SID_pS,1,1920,actDelay,10
action = actPlayLevelMusic
;
action = actWalkDisp,SID_ENEMY049,1,0,-256,0,actDelay,2
action = actWalkDisp,SID_ENEMY049,2,0,-256,0,actDelay,2
action = actWalkDisp,SID_ENEMY049,3,0,-256,0,actDelay,2
action = actWalkDispWait,SID_ENEMY055,1,0,-256,0,actDelay,10
;
action = actWalkDispWait,SID_ENEMY049,4,160,0,0,actWalkDispWait,SID_ENEMY049,5,-224,0,0
;
action = actMessage,SID_ENEMY055,1,1921,actDelay,10
action = actMessage,SID_pگǼw,1,1922,actDelay,10
action = actMessage,SID_pگǼw,1,1923,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;action = actSetDeadMessage,SID_{R,1,846,0
;action = actSetDeadMessage,SID_[,1,742,0
;action = actSetDeadMessage,SID_~J,1,906,0
;action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actSetPlayerUndead,SID_ENEMY055,1,1
;
action = actShowSectionName,SHAPE01\WORD031.SHP
;
action = actInsertShowPosObject,224,0,actInsertShowPosObject,256,0,actInsertShowPosObject,288,0,actInsertShowPosObject,320,0
action = actInsertShowPosObject,352,0,actInsertShowPosObject,384,0,actInsertShowPosObject,416,0,actInsertShowPosObject,448,0
action = actScrollBGToPos,320,0,actDelay,40
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
action = actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6
action = actInsertFailStatus,0
action = actShowWinFailStatus,actDelay,20
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-033.H
#include EXTRAS.H

[story]
action = actPlayMusic,8,actDelay,40
;
action = actScrollBGToPos,320,32
action = actWalk,SID_[,1,448,480,0,actDelay,6
action = actWalk,SID_{R,1,384,416,0,actDelay,6
action = actWalk,SID_~J,1,416,352,0,actDelay,6
action = actWalkWait,SID_,1,512,416,0,actDelay,6
action = actDelay,40
;
action = actMessage,SID_[,1,1943,actDelay,10
action = actMessage,SID_{R,1,1944,actDelay,10
action = actMessage,SID_[,1,1945,actDelay,10
action = actMessage,SID_~J,1,1946,actDelay,20
action = actMessage,SID_{R,1,1947,actDelay,10,actMessage,SID_{R,1,1948
action = actMessage,SID_~J,1,1949,actDelay,10
action = actMessage,SID_,1,1950,actDelay,8
action = actMessage,SID_{R,1,1951,actDelay,8
action = actMessage,SID_,1,1952,actDelay,10
action = actMessage,SID_[,1,1953,actDelay,10
;
action = actPlayLevelMusic
action = actWalkWait,SID_ENEMY056,1,480,96,0
action = actWalk,SID_ENEMY049,1,256,128,0,actDelay,10
action = actWalk,SID_ENEMY049,2,320,224,0,actDelay,10
action = actWalk,SID_ENEMY049,3,352,128,0,actDelay,10
;action = actWalk,SID_ENEMY033,1,320,256,0,actDelay,10
;action = actWalk,SID_ENEMY033,2,416,256,0,actDelay,10
action = actWalk,SID_ENEMY033,1,192,64,0,actDelay,10
action = actWalk,SID_ENEMY033,2,256,32,0,actDelay,10
action = actWalk,SID_ENEMY034,1,416,96,0,actDelay,10
action = actWalk,SID_ENEMY034,2,352,64,0,actDelay,10
action = actWalk,SID_ENEMY034,3,384,128,0,actDelay,10
action = actWalk,SID_ENEMY035,1,288,192,0,actDelay,10
action = actWalk,SID_ENEMY035,2,352,160,0,actDelay,10
action = actDelay,60
;
action = actMessage,SID_ENEMY056,1,1954,actMessage,SID_ENEMY056,1,1955,actDelay,10
action = actMessage,SID_{R,1,1956,actDelay,8
action = actMessage,SID_~J,1,728,actDelay,8
action = actMessage,SID_[,1,1957,actDelay,10
action = actMessage,SID_ENEMY056,1,1958,actMessage,SID_ENEMY056,1,1959,actDelay,10
action = actMessage,SID_{R,1,1960,actDelay,8
action = actMessage,SID_ENEMY056,1,1961,actMessage,SID_ENEMY056,1,1962,actDelay,10
action = actMessage,SID_{R,1,1963,actDelay,8,actMessage,SID_{R,1,1964,actDelay,10
action = actMessage,SID_ENEMY056,1,1965
action = actMessage,SID_~J,1,380,actDelay,8
action = actMessage,SID_{R,1,1966,actDelay,8
action = actMessage,SID_[,1,1967,actDelay,10
action = actMessage,SID_ENEMY056,1,1968,actDelay,8,actMessage,SID_ENEMY056,1,1969,actDelay,8
action = actMessage,SID_ENEMY056,1,1970,actDelay,8
action = actMessage,SID_{R,1,380,actDelay,8
action = actMessage,SID_[,1,1971,actDelay,10
action = actMessage,SID_~J,1,1972
;
;action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,374,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;action = actSetDeadMessage,SID_pS,1,1486,0
;action = actSetDeadMessage,SID_z,1,1376,0
;
action = actSetPlayerUndead,SID_ENEMY056,1,1
;
action = actShowSectionName,SHAPE01\WORD033.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3,actInsertEventStatus,4
action = actInsertEventStatus,5,actInsertEventStatus,6
;
action = actInsertShowPosObject,448,928,actInsertShowPosObject,480,928,actInsertShowPosObject,512,928,actInsertShowPosObject,544,928
action = actInsertShowPosObject,576,928,actInsertShowPosObject,608,928,actInsertShowPosObject,640,928,actInsertShowPosObject,672,928
action = actInsertShowPosObject,704,928,actInsertShowPosObject,736,928,actInsertShowPosObject,768,928,actInsertShowPosObject,800,928
action = actInsertShowPosObject,832,928
action = actScrollBGToPos,608,928,actDelay,40
action = actShowWinFailStatus,actDelay,20
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-033.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,384,32
action = actWalkDisp,SID_pگǼw,1,0,224,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,224,0,actDelay,6
action = actWalkDisp,SID_z,1,0,224,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,224,0,actDelay,6
action = actWaitPlayer,SID_pگǼw,1
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,1977,actDelay,10
action = actMessage,SID_z,1,1978,actDelay,10
;
action = actScrollBGToPosSpeed,32,960,4
action = actWalkDisp,SID_ENEMY023,1,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,2,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,3,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,4,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,5,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,6,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,7,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,8,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,9,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY023,10,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,1,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,2,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,3,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,4,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,5,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY044,6,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY027,1,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY027,2,352,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY027,3,352,0,0,actDelay,8
action = actWaitPlayer,SID_ENEMY027,3,actDelay,40
;
action = actMessage,SID_ENEMY023,1,1979,actDelay,10
action = actMessage,SID_ENEMY044,1,1980,actDelay,10
action = actMessage,SID_ENEMY023,1,1981,actDelay,10
action = actMessage,SID_ENEMY027,1,1982,actDelay,20
action = actMessage,SID_ENEMY023,1,1983,actDelay,16
action = actMessage,SID_ENEMY027,2,1984,actDelay,8,actMessage,SID_ENEMY027,2,1985,actDelay,10
action = actMessage,SID_ENEMY023,1,1986,actDelay,16
;
action = actScrollBGToObject,SID_pگǼw,1,actDelay,20
action = actMessage,SID_pگǼw,1,1987,actDelay,8,actMessage,SID_pگǼw,1,1988
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;action = actSetDeadMessage,SID_{R,1,846,0
;action = actSetDeadMessage,SID_[,1,742,0
;action = actSetDeadMessage,SID_~J,1,906,0
;action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
;action = actSetPlayerUndead,SID_ENEMY055,1,1
;
action = actShowSectionName,SHAPE01\WORD032.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,9
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-029.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actScrollBGToPos,1120,352
action = actWalkDisp,SID_pگǼw,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_{R,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_[,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_~J,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_pS,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_z,1,-192,0,0,actDelay,8
action = actWalkDisp,SID_BP,1,-192,0,0,actDelay,8
action = actWaitPlayer,SID_z,1,actDelay,40
;
action = actMessage,SID_pگǼw,1,1837,actDelay,10
action = actMessage,SID_[,1,1838,actDelay,10
action = actMessage,SID_{R,1,380,actDelay,20
;
action = actScrollBGToPos,96,320
action = actWalkDisp,SID_ENEMY049,1,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY049,2,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY049,3,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY049,4,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY049,5,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY049,6,384,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY053,1,384,0,0,actDelay,8
action = actWaitPlayer,SID_ENEMY053,1,actDelay,40
;
action = actMessage,SID_ENEMY053,1,1839,actDelay,10
action = actMessage,SID_pگǼw,1,1840,actDelay,10
action = actMessage,SID_ENEMY053,1,1841,actDelay,10
action = actMessage,SID_pگǼw,1,1842,actDelay,10
action = actMessage,SID_ENEMY053,1,1843,actDelay,20,actMessage,SID_ENEMY053,1,1844,actDelay,10
action = actMessage,SID_ENEMY053,1,1845,actDelay,20
action = actMessage,SID_pگǼw,1,1846,actMessage,SID_ENEMY053,1,1847,actDelay,10
action = actMessage,SID_pگǼw,1,1848,actDelay,20
action = actMessage,SID_ENEMY053,1,1849,actMessage,SID_ENEMY053,1,1850
action = actMessage,SID_{R,1,1851,actMessage,SID_~J,1,1852
action = actMessage,SID_z,1,1853,actMessage,SID_[,1,1854,actDelay,10
;
action = actMessage,SID_ENEMY053,1,1855,actDelay,10
action = actMessage,SID_pگǼw,1,1856,actDelay,20
action = actMessage,SID_ENEMY053,1,1017,actDelay,10
action = actMessage,SID_pگǼw,1,1857,actMessage,SID_pگǼw,1,1858,actDelay,10
action = actMessage,SID_ENEMY053,1,1859,actDelay,10
action = actMessage,SID_pگǼw,1,1860,actDelay,20
action = actMessage,SID_ENEMY053,1,380,actDelay,10
action = actMessage,SID_pگǼw,1,1861,actMessage,SID_ENEMY053,1,1862,actDelay,10
action = actMessage,SID_ENEMY053,1,1863,actDelay,10
action = actMessage,SID_pگǼw,1,1864,actDelay,16
action = actMessage,SID_ENEMY053,1,1865
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actSetPlayerUndead,SID_ENEMY053,1,1
;
action = actShowSectionName,SHAPE01\WORD030.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1,actInsertFailStatus,2
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,8
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,8
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,8
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,8,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-034.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actScrollBGToPos,96,512
action = actWalkDisp,SID_{R,1,256,0,0,actDelay,6
action = actWalkDisp,SID_[,1,256,0,0,actDelay,6
action = actWalkDisp,SID_~J,1,256,0,0,actDelay,6
action = actWalkDisp,SID_,1,256,0,0,actDelay,6
action = actWaitPlayer,SID_{R,1
action = actDelay,40
;
action = actMessage,SID_{R,1,380,actDelay,10
action = actMessage,SID_~J,1,1997
action = actMessage,SID_{R,1,1998,actDelay,10
action = actMessage,SID_~J,1,380,actMessage,SID_[,1,380,actDelay,10
action = actMessage,SID_,1,1999,actDelay,6,actMessage,SID_,1,2000,actDelay,6,actMessage,SID_,1,2001,actDelay,10
action = actMessage,SID_{R,1,2002,actDelay,10,actMessage,SID_{R,1,2003,actDelay,20
;
action = actScrollBGToPosSpeed,992,704,8
action = actWalk,SID_ENEMY062,3,800,480,8,actDelay,16
action = actWalk,SID_ENEMY062,2,640,512,8,actDelay,16
action = actWalkWait,SID_ENEMY062,1,704,576,8,actDelay,10
;
action = actScrollBGToPosSpeed,992,704,8
action = actWalkDisp,SID_ENEMY036,1,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY036,2,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY036,3,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY036,4,-288,0,0,actDelay,8
action = actWalkDispWait,SID_ENEMY036,5,-288,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY037,1,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY037,2,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY037,3,-288,0,0,actDelay,8
action = actWalkDisp,SID_ENEMY037,4,-288,0,0,actDelay,8
action = actWalkDispWait,SID_ENEMY037,5,-288,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY038,1,0,-224,0,actDelay,8
action = actWalkDisp,SID_ENEMY038,2,0,-224,0,actDelay,8
action = actWalkDisp,SID_ENEMY038,3,0,-224,0,actDelay,8
action = actWalkDisp,SID_ENEMY038,4,0,-256,0,actDelay,8
action = actWalkDisp,SID_ENEMY038,5,0,-256,0,actDelay,8
action = actWalkDispWait,SID_ENEMY038,6,0,-256,0,actDelay,8
action = actDelay,40
;
action = actMessage,SID_ENEMY062,1,2004
action = actMessage,SID_[,1,2005,actDelay,10
action = actMessage,SID_,1,2006
;
;action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,374,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;action = actSetDeadMessage,SID_pS,1,1486,0
;action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD034.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,8,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,8,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,19
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-033.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121						; [player id], [message id]
action = actTRUE
;
action = actBMClearPointFlag,32,bmpmHidden
action = actBMClearTrackFlag,30,bmpmHidden
;
action = actBMSetPointEvent,33,549,bmpmVisit
action = actBMSetPointEncounterRatio,33,10
;
action = actSetBMWalkToPoint,31,32
;action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; {R`
code = 0
message = SID_{R,122
action = actCheckPlayer,1,SID_{R
; ----------------------------------------------------------------
[event]					; {Rk
code = 0
action = actCheckPlayerArrivePos,SID_{R,1,448,928,832,928
action = actMessage,SID_{R,1,1975
action = actMessage,SID_ENEMY056,1,1976
action = actDeleteFailStatus,0
action = actDeleteObject,SID_{R,1,actDelay,40
action = actExecWinFailProcess

[event]					; [k
code = 1
action = actCheckPlayerArrivePos,SID_[,1,448,928,832,928
;
action = actDeleteFailStatus,2
action = actDeleteObject,SID_[,1,actDelay,40
action = actExecWinFailProcess

[event]					; ~Jk
code = 2
action = actCheckPlayerArrivePos,SID_~J,1,448,928,832,928
action = actDeleteObject,SID_~J,1,actDelay,40
action = actExecWinFailProcess

[event]					; Բk
code = 3
action = actCheckPlayerArrivePos,SID_,1,448,928,832,928
action = actDeleteObject,SID_,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 4
message = -1,2139
action = actCheckPlayerTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; uw֦
code = 5
action = actCheckPlayerHPLow,SID_ENEMY056,1,0
;
action = actScrollBGToObject,SID_ENEMY056,1
action = actUseItem,SID_ENEMY056,1,252
action = actWaitPlayer,SID_ENEMY056,1,actRestoreShape,SID_ENEMY056,1
action = actSetWaitRound,SID_ENEMY056,1,2
action = actInsertEventStatus,5
action = actExecWinFailProcess

[event]					; W
code = 6
action = actCheckEnemyTotalNumber,4
action = actMessage,SID_ENEMY056,1,1973,actMessage,SID_ENEMY056,1,1974
;
action = actScrollBGToPos,228,0
action = actInsertObject,obj_Story_Level_Enemy33,288,-64,actDelay,10
action = actWalkPrevInsertObject,288,192,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy33,288,-96,actDelay,10
action = actWalkPrevInsertObject,352,160,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy34,320,-64,actDelay,10
action = actWalkPrevInsertObject,256,128,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy34,256,-64,actDelay,10
action = actWalkPrevInsertObject,320,224,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy34,288,-128,actDelay,10
action = actWalkPrevInsertObject,352,128,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy35,288,-64,actDelay,10
action = actWalkPrevInsertObject,320,256,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy35,320,-96,actDelay,10
action = actWalkPrevInsertObjectWait,388,224,0
action = actDelay,40
;
action = actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,19
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,19
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,19,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-030.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121						; [player id], [message id]
action = actTRUE
;
action = actBMClearPointFlag,31,bmpmHidden
action = actBMClearTrackFlag,29,bmpmHidden
;
action = actBMSetPointEvent,30,543,bmpmVisit
action = actBMSetPointEncounterRatio,30,20
;
action = actSetBMWalkToPoint,30,31
;action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; pS`
code = 1
message = SID_pS,122
action = actCheckPlayer,1,SID_pS

[fail]                  ; [`
code = 2
message = SID_[,122
action = actCheckPlayer,1,SID_[
; ----------------------------------------------------------------
[event]
code = 0
message = -1,1937
action = actCheckRoundNumber,4
action = actInsertObject,obj_Story_Level_Enemy55,-96,288,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObjectWait,128,288,0
action = actSetPlayerUndead,SID_ENEMY055,1,1
action = actInsertObject,obj_Story_Level_Enemy49,-96,120,actDelay,8
action = actWalkPrevInsertObject,320,244,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-192,192,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,64,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-224,288,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,256,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-96,416,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,64,384,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-288,224,actDelay,8
action = actWalkPrevInsertObject,64,256,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-96,120,actDelay,8
action = actWalkPrevInsertObject,320,220,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,-288,320,actDelay,8
action = actWalkPrevInsertObject,320,288,0,actDelay,16
action = actDelay,40
action = actMessage,SID_ENEMY055,1,1866,actDelay,10
action = actMessage,SID_ENEMY053,1,1867,actDelay,10
action = actMessage,SID_ENEMY055,1,1868,actDelay,20
action = actMessage,SID_ENEMY053,1,1869,actDelay,10,actMessage,SID_ENEMY053,1,1870,actDelay,10
action = actMessage,SID_ENEMY055,1,1871,actDelay,20
action = actMessage,SID_pگǼw,1,1872
action = actInsertEventStatus,2,actInsertEventStatus,3
action = actInsertEventStatus,1
action = actShowWinFailStatus
action = actExecWinFailProcess

[event]					;; Jù֦,
code = 1
message = -1,1937
action = actCheckPlayerHPLow,SID_ENEMY053,1,0
action = actScrollBGToObject,SID_ENEMY053,1
action = actUseItem,SID_ENEMY053,1,252
action = actWaitPlayer,SID_ENEMY053,1,actRestoreShape,SID_ENEMY053,1
action = actSetWaitRound,SID_ENEMY053,1,2
action = actInsertEventStatus,1
action = actExecWinFailProcess

[event]					; Ƨ֦, ܱ
code = 2
message = -1,1939
action = actCheckPlayerHPLow,SID_ENEMY055,1,0
action = actScrollBGToObject,SID_ENEMY055,1
action = actUseItem,SID_ENEMY055,1,252
action = actWaitPlayer,SID_ENEMY055,1,actRestoreShape,SID_ENEMY055,1
action = actSetWaitRound,SID_ENEMY055,1,2
action = actInsertEventStatus,2
action = actExecWinFailProcess

[event]					; uwX{
code = 3
action = actCheckRoundDisp,4
action = actInsertObject,obj_Story_Level_Enemy56,-96,288,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObjectWait,288,320,0
action = actSetPlayerUndead,SID_ENEMY056,1,1
action = actInsertObject,obj_Story_Level_Enemy33,-160,224,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,224,256,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy33,-96,352,actDelay,8
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,224,352,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy34,-128,192,actDelay,8
action = actWalkPrevInsertObject,96,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy34,-64,384,actDelay,8
action = actWalkPrevInsertObject,224,288,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy34,-128,224,actDelay,8
action = actWalkPrevInsertObject,96,256,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy35,-96,352,actDelay,8
action = actWalkPrevInsertObject,96,352,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy35,-96,288,actDelay,8
action = actWalkPrevInsertObject,160,288,0,actDelay,16
action = actDelay,40
action = actMessage,SID_ENEMY056,1,1873,actDelay,10
action = actMessage,SID_ENEMY053,1,1874,actDelay,10
action = actMessage,SID_ENEMY056,1,1875,actDelay,10,actMessage,SID_ENEMY056,1,1876,actDelay,10
action = actMessage,SID_ENEMY053,1,380
action = actMessage,SID_pگǼw,1,1877,actMessage,SID_pS,1,1878,actDelay,10
action = actMessage,SID_ENEMY056,1,1879,actMessage,SID_pگǼw,1,1880,actDelay,10
action = actMessage,SID_pS,1,1881,actDelay,10
action = actMessage,SID_ENEMY056,1,1882,actDelay,10,actMessage,SID_ENEMY056,1,1883,actDelay,10
action = actMessage,SID_pS,1,1884,actDelay,10
action = actMessage,SID_ENEMY056,1,1885,actDelay,10
action = actMessage,SID_pS,1,1886,actDelay,10
action = actMessage,SID_ENEMY056,1,1887,actDelay,20
action = actMessage,SID_pS,1,1888,actDelay,20
action = actMessage,SID_pگǼw,1,1889,actMessage,SID_pS,1,1890,actDelay,10
action = actMessage,SID_pگǼw,1,1891,actDelay,10
action = actMessage,SID_pS,1,1892,actDelay,20
action = actMessage,SID_pگǼw,1,1893,actDelay,10
action = actMessage,SID_[,1,1894,actMessage,SID_pگǼw,1,1895,actDelay,10
action = actMessageIfExist,SID_pگǼw,1,873,0,1,SID_{R
action = actMessage,SID_{R,1,718
action = actMessageIfExist,SID_pگǼw,1,1896,0,1,SID_{R
action = actMessage,SID_{R,1,1897
action = actDeleteEventStatus,1,actDeleteEventStatus,2
action = actDeleteFailStatus,1
action = actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6
action = actInsertShowPosObject,1056,480,actInsertShowPosObject,1088,480,actInsertShowPosObject,1120,480
action = actInsertShowPosObject,1152,480,actInsertShowPosObject,1184,480,actInsertShowPosObject,1216,480,actInsertShowPosObject,1248,480
action = actInsertShowPosObject,1056,512,actInsertShowPosObject,1088,512,actInsertShowPosObject,1120,512
action = actInsertShowPosObject,1152,512,actInsertShowPosObject,1184,512,actInsertShowPosObject,1216,512,actInsertShowPosObject,1248,512
action = actScrollBGToPos,1056,480,actDelay,40
action = actInsertEventStatus,8
action = actShowWinFailStatus,actDelay,20
action = actDeleteShowPosObject
action = actInsertShowPosObject,320,512,actInsertShowPosObject,352,512,actInsertShowPosObject,384,512
action = actInsertShowPosObject,416,512,actInsertShowPosObject,448,512,actInsertShowPosObject,480,512
action = actInsertShowPosObject,512,512,actInsertShowPosObject,544,512,actInsertShowPosObject,576,512
action = actInsertShowPosObject,608,512,actInsertShowPosObject,640,512,actInsertShowPosObject,672,512,actInsertShowPosObject,704,512
action = actScrollBGToPos,544,480,actDelay,40
action = actInsertEventStatus,7
action = actShowWinFailStatus,actDelay,20
action = actDeleteShowPosObject
action = actInsertEventStatus,9,actInsertEventStatus,10,actInsertEventStatus,11,actInsertEventStatus,12
action = actInsertEventStatus,13,actInsertEventStatus,14,actInsertEventStatus,15,actInsertEventStatus,16
action = actInsertEventStatus,17

[event]					; uw֦
code = 4
action = actCheckPlayerHPLow,SID_ENEMY056,1,0
action = actScrollBGToObject,SID_ENEMY056,1
action = actUseItem,SID_ENEMY056,1,252
action = actWaitPlayer,SID_ENEMY056,1,actRestoreShape,SID_ENEMY056,1
action = actSetWaitRound,SID_ENEMY056,1,2
action = actInsertEventStatus,4
action = actExecWinFailProcess

[event]					; Jù֦
code = 5
action = actCheckPlayerHPLow,SID_ENEMY053,1,0
action = actScrollBGToObject,SID_ENEMY053,1
action = actUseItem,SID_ENEMY053,1,252
action = actWaitPlayer,SID_ENEMY053,1,actRestoreShape,SID_ENEMY053,1
action = actSetWaitRound,SID_ENEMY053,1,2
action = actInsertEventStatus,5
action = actExecWinFailProcess

[event]					; Ƨ֦
code = 6
action = actCheckPlayerHPLow,SID_ENEMY055,1,0
action = actScrollBGToObject,SID_ENEMY055,1
action = actUseItem,SID_ENEMY055,1,252
action = actWaitPlayer,SID_ENEMY055,1,actRestoreShape,SID_ENEMY055,1
action = actSetWaitRound,SID_ENEMY055,1,2
action = actInsertEventStatus,6
action = actExecWinFailProcess

[event]					; ܱ, pگǼwlHnk
code = 7
message = -1,1940
action = actCheckRoundNumber,30000

[event]					; ܱ, [B{RB~JBԩFnk
code = 8
message = -1,1941
action = actCheckRoundNumber,30000

[event]					; pگǼwk
code = 9
action = actCheckPlayerArrivePos,SID_pگǼw,1,320,512,704,512
action = actDeleteFailStatus,0
action = actMessage,SID_pگǼw,1,1899
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]					; {Rk
code = 10
action = actCheckPlayerArrivePos,SID_{R,1,1056,480,1248,512
action = actDeleteObject,SID_{R,1,actDelay,40
action = actExecWinFailProcess

[event]					; [k
code = 11
action = actCheckPlayerArrivePos,SID_[,1,1056,480,1248,512
action = actDeleteFailStatus,2
action = actMessage,SID_[,1,1898
action = actDeleteObject,SID_[,1,actDelay,40
action = actExecWinFailProcess

[event]					; ~Jk
code = 12
action = actCheckPlayerArrivePos,SID_~J,1,1056,480,1248,512
action = actDeleteObject,SID_~J,1,actDelay,40
action = actExecWinFailProcess

[event]					; Բk
code = 13
action = actCheckPlayerArrivePos,SID_,1,1056,480,1248,512
action = actDeleteObject,SID_,1,actDelay,40
action = actExecWinFailProcess

[event]					; pSk
code = 14
action = actCheckPlayerArrivePos,SID_pS,1,320,512,704,512
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]					; zk
code = 15
action = actCheckPlayerArrivePos,SID_z,1,320,512,704,512
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 16
action = actCheckPlayerArrivePos,SID_BP,1,320,512,704,512
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 17
action = actCheckPlayerTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,19,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,19,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,8
action = actSetBGToPos,384,704,,actDelay,80
;
action = actScrollBGToPosSpeed,256,256,1,actDelay,20
;
action = actMessage,SID_ENEMY058,1,1927,actDelay,20
action = actMessage,SID_ENEMY058,1,380,actDelay,10
action = actMessage,SID_ENEMY058,1,1928,actDelay,20
action = actMessage,SID_ENEMY058,1,1929,actDelay,10
action = actMessage,SID_ENEMY058,1,1930,actDelay,10
;
action = actWalkWait,SID_ENEMY053,1,288,352,0,actDelay,10
action = actMessage,SID_ENEMY053,1,1931,actDelay,20
action = actMessage,SID_ENEMY058,1,1932,actDelay,10
action = actMessage,SID_ENEMY053,1,1933,actDelay,10
action = actMessage,SID_ENEMY058,1,1934,actDelay,16
action = actMessage,SID_ENEMY053,1,1935,actDelay,16
action = actMessage,SID_ENEMY058,1,1936,actDelay,10
action = actMessage,SID_ENEMY053,1,380,actDelay,20
;
;action = actSetNextPlayLevelEvent,29,gameBigMapLevel
;
action = actBMClearPointFlag,33,bmpmHidden
action = actBMClearTrackFlag,32,bmpmHidden
action = actBMSetShowTrackPoint,30
action = actSetBMWalkerPlayerID,SID_[
action = actSetBMWalkToPoint,30,33
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044,SID_ENEMY049
;
action = actMessage,SID_pگǼw,1,1654,actDelay,20
action = actBMSetPointEvent,24,531,bmpmVisit
action = actBMSetPointEncounterRatio,24,16
;
action = actSetNextPlayLevelEvent,24,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]	
code = 0
message = -1,121
action = actCheckRoundNumber,5
action = actInsertEventStatus,2
action = actDeleteEventStatus,1
action = actExecWinFailProcess

[event]
code = 1
action = actCheckEnemy,7,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044
action = actInsertEventStatus,2
action = actDeleteEventStatus,0
action = actExecWinFailProcess

[event]
code = 2
action = actTRUE
action = actScrollBGToPos,128,704
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,32,672,0
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,64,736,0
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,128,704,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,256,736,0
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,352,672,0
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,288,800,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy31,96,992,actDelay,4
action = actWalkPrevInsertObject,128,800,0
action = actInsertObject,obj_Story_Level_Enemy31,96,992,actDelay,4
action = actWalkPrevInsertObject,64,832,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy27,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObject,192,864,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy30,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,288,896,0
action = actInsertObject,obj_Story_Level_Enemy30,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,192,928,0,actDelay,40
action = actMessage,SID_ENEMY024,1,1633,actDelay,10
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]
code = 3
message = -1,121
action = actCheckRoundNumber,8
action = actInsertEventStatus,5
action = actDeleteEventStatus,4
action = actExecWinFailProcess

[event]	
code = 4
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044
action = actInsertEventStatus,5
action = actDeleteEventStatus,3
action = actExecWinFailProcess

[event]					;;;;;;;;;;;
code = 5
action = actTRUE
action = actScrollBGToPos,192,168
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,96,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,32,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,160,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,96,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,224,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,256,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,320,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,384,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,348,124,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,122,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy53,192,-64,actDelay,4
action = actWalkPrevInsertObject,192,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy54,192,-64,actDelay,4
action = actWalkPrevInsertObjectWait,288,96,0,actDelay,40
action = actMessage,SID_pگǼw,1,1634,actDelay,20
action = actMessage,SID_ENEMY054,1,1635
action = actMessage,SID_ENEMY053,1,1636,actDelay,10
action = actMessage,SID_ENEMY024,1,1637,actDelay,10
action = actMessage,SID_pگǼw,1,1638,actDelay,20
action = actMessage,SID_ENEMY054,1,1639,actDelay,10,actMessage,SID_ENEMY054,1,1640,actDelay,10
action = actMessage,SID_ENEMY053,1,1641,actDelay,10
action = actMessage,SID_ENEMY054,1,1642,actDelay,10
action = actMessage,SID_pگǼw,1,1643,actDelay,20
action = actMessage,SID_ENEMY054,1,1644,actDelay,10
action = actMessage,SID_ENEMY054,1,1645,actDelay,10
action = actMessage,SID_ENEMY053,1,1646
action = actWalkAndDeleteWait,SID_ENEMY053,1,192,-64,0,actDelay,10
action = actMessage,SID_pگǼw,1,1647
;
action = actInsertWinStatus,0
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-037.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayMusic,9,actSetBGToPos,480,1120,actDelay,40
;
action = actWalkDisp,SID_{R,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_[,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_~J,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_pS,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_z,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_BP,1,0,-192,0,actDelay,20
action = actWalkDisp,SID_Jù,1,0,-192,0,actDelay,20
action = actWalkDispWait,SID_pگǼw,1,0,-192,0,actDelay,6
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2088,actDelay,10
action = actMessage,SID_Jù,1,2089,actDelay,10
action = actMessage,SID_pگǼw,1,2090,actMessage,SID_BP,1,2091,actDelay,10
action = actMessageIfExist,SID_[,1,2092,0,1,SID_BP,actDelay,20
;
action = actPlayLevelMusic
action = actScrollBGToPos,448,128
action = actWalkDisp,SID_ENEMY033,1,0,320,0,actDelay,16
action = actWalkDisp,SID_ENEMY033,2,0,320,0,actDelay,16
action = actWalkDisp,SID_ENEMY033,3,0,320,0,actDelay,16
action = actDelay,40
;
action = actScrollBGToPos,32,192
action = actWalkDisp,SID_ENEMY035,1,288,0,0,actDelay,16
action = actWalkDispWait,SID_ENEMY035,2,288,0,0,actDelay,16
action = actScrollBGToPos,928,192
action = actWalkDisp,SID_ENEMY035,3,-288,0,0,actDelay,16
action = actWalkDispWait,SID_ENEMY035,4,-288,0,0,actDelay,16
action = actScrollBGToPos,32,800
action = actWalkDisp,SID_ENEMY035,5,160,0,0,actDelay,16
action = actWalkDispWait,SID_ENEMY035,6,160,0,0,actDelay,16
action = actScrollBGToPos,928,800
action = actWalkDisp,SID_ENEMY035,7,-128,0,0,actDelay,16
action = actWalkDispWait,SID_ENEMY035,8,-128,0,0,actDelay,40
;
action = actSetRandomPos,5,240,240,720,240,272,464,656,464,176,688
;
action = actScrollBGToRandomPos,0,actDelay,20
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,0,actDelay,10
action = actDeleteRandomPosObject,0,6,defProcStandObject
action = actInsertObjectRandomPos,obj_Story_Level_Enemy067,0,32,0
action = actInsertObjectRandomPos,obj_Story_Level_Enemy66,0,0,0,actDelay,80
;
action = actScrollBGToRandomPos,1,actDelay,20
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,1,actDelay,10
action = actDeleteRandomPosObject,1,6,defProcStandObject
action = actInsertObjectRandomPos,obj_Story_Level_Enemy067,0,32,1
action = actInsertObjectRandomPos,obj_Story_Level_Enemy66,0,0,1,actDelay,80
;
action = actScrollBGToRandomPos,2,actDelay,20
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,2,actDelay,10
action = actDeleteRandomPosObject,2,6,defProcStandObject
action = actInsertObjectRandomPos,obj_Story_Level_Enemy067,0,32,2
action = actInsertObjectRandomPos,obj_Story_Level_Enemy66,0,0,2,actDelay,80
;
action = actScrollBGToRandomPos,3,actDelay,20
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,3,actDelay,10
action = actDeleteRandomPosObject,3,6,defProcStandObject
action = actInsertObjectRandomPos,obj_Story_Level_Enemy067,0,32,3
action = actInsertObjectRandomPos,obj_Story_Level_Enemy66,0,0,3,actDelay,80
;
action = actScrollBGToRandomPos,4,actDelay,20
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,4,actDelay,10
action = actDeleteRandomPosObject,4,6,defProcStandObject
action = actInsertObjectRandomPos,obj_Story_Level_Enemy067,0,32,4
action = actInsertObjectRandomPos,obj_Story_Level_Enemy66,0,0,4,actDelay,80
;
action = actSetPlayerUndead,SID_ENEMY067,1,1
action = actSetPlayerUndead,SID_ENEMY067,2,1
action = actSetPlayerUndead,SID_ENEMY067,3,1
action = actSetPlayerUndead,SID_ENEMY067,4,1
action = actSetPlayerUndead,SID_ENEMY067,5,1
action = actSetPlayerUndead,SID_ENEMY066,1,1
action = actSetPlayerUndead,SID_ENEMY066,2,1
action = actSetPlayerUndead,SID_ENEMY066,3,1
action = actSetPlayerUndead,SID_ENEMY066,4,1
action = actSetPlayerUndead,SID_ENEMY066,5,1
;
action = actMessage,SID_pگǼw,1,2093,actDelay,10
action = actMessage,SID_Jù,1,2094,actDelay,10
action = actMessage,SID_pگǼw,1,2095,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD037.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0
action = actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3,actInsertEventStatus,4,actInsertEventStatus,5
action = actInsertEventStatus,38,actInsertEventStatus,39,actInsertEventStatus,40,actInsertEventStatus,41,actInsertEventStatus,42
action = actInsertEventStatus,43,actInsertEventStatus,44,actInsertEventStatus,45
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044,SID_ENEMY049
;
action = actMessage,SID_pگǼw,1,1654,actDelay,20
action = actBMSetPointEvent,24,531,bmpmVisit
action = actBMSetPointEncounterRatio,24,16
;
action = actSetNextPlayLevelEvent,24,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					;; W@
code = 0
message = -1,121
action = actCheckRoundNumber,10
action = actInsertEventStatus,2
action = actDeleteEventStatus,1
action = actExecWinFailProcess

[event]
code = 1
action = actCheckEnemy,5,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044
action = actInsertEventStatus,2
action = actDeleteEventStatus,0
action = actExecWinFailProcess

[event]
code = 2
;
action = actTRUE
action = actScrollBGToPos,128,704
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,32,672,0
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,64,736,0
action = actInsertObject,obj_Story_Level_Enemy24,96,992,actDelay,4
action = actWalkPrevInsertObject,128,704,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,256,736,0
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,352,672,0
action = actInsertObject,obj_Story_Level_Enemy44,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,288,800,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy31,96,992,actDelay,4
action = actWalkPrevInsertObject,128,800,0
action = actInsertObject,obj_Story_Level_Enemy31,96,992,actDelay,4
action = actWalkPrevInsertObject,64,832,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy27,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObject,192,864,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy30,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,288,896,0
action = actInsertObject,obj_Story_Level_Enemy30,96,992,actDelay,4
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObject,192,928,0,actDelay,40
action = actMessage,SID_ENEMY024,1,1633,actDelay,10
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]
code = 3
message = -1,121
action = actCheckRoundNumber,15
action = actInsertEventStatus,5
action = actDeleteEventStatus,4
action = actExecWinFailProcess

[event]
code = 4
action = actCheckEnemy,5,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044
action = actInsertEventStatus,5
action = actDeleteEventStatus,3
action = actExecWinFailProcess

[event]
code = 5
action = actTRUE
action = actScrollBGToPos,192,168
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,96,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,32,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,160,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,96,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,224,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,256,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,320,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,384,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,348,124,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,192,-64,actDelay,4
action = actWalkPrevInsertObject,192,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy53,192,-64,actDelay,4
action = actWalkPrevInsertObject,192,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy54,192,-64,actDelay,4
action = actWalkPrevInsertObjectWait,288,96,0,actDelay,40
action = actMessage,SID_pگǼw,1,1634,actDelay,20
action = actMessage,SID_ENEMY054,1,1648
action = actMessage,SID_ENEMY053,1,1649,actDelay,10
action = actMessage,SID_ENEMY024,1,1637,actDelay,10
action = actMessage,SID_pگǼw,1,1638,actDelay,20
action = actMessage,SID_ENEMY054,1,1639,actDelay,10,actMessage,SID_ENEMY054,1,1640,actDelay,10
action = actMessage,SID_ENEMY053,1,1641,actDelay,10
action = actMessage,SID_ENEMY054,1,1642,actDelay,10
action = actMessage,SID_pگǼw,1,1643,actDelay,20
action = actMessage,SID_ENEMY054,1,1650,actDelay,10
action = actMessage,SID_ENEMY054,1,1651,actDelay,10
action = actMessage,SID_ENEMY053,1,1652
action = actWalkAndDeleteWait,SID_ENEMY053,1,192,-64,0,actDelay,10
action = actMessage,SID_pگǼw,1,1653
;
action = actInsertWinStatus,0
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-019.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actMessage,SID_pS,1,1484,actDelay,10
action = actMessage,SID_pگǼw,1,1485
action = actDelay,20
;
action = actDeleteTE,town_,36,0
action = actDeleteTE,town_,41,0
action = actAddTE,town_,36,3,127,128,129
action = actAddTE,town_,41,3,133,131,132
;
action = actBMSetPointEvent,19,525,bmpmVisit
action = actBMSetPointEncounterRatio,19,100
action = actSetNextPlayLevelEvent,19,69
; -----------------------------------------------------------------
[fail]                  ; pS`
code = 0
message = SID_pS,122
action = actCheckPlayer,1,SID_pS

[fail]                  ; pگǼw`
code = 1
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ܱ
code = 0
message = -1,121
action = actCheckRoundNumber,20000

[event]					; W@
code = 1
action = actCheckEnemyNumber,SID_ENEMY041,3
;
action = actMessage,SID_ENEMY041,1,1464,actDelay,20
;
action = actInsertObject,obj_Story_Level_Enemy41,768,-96,actDelay,4
action = actWalkPrevInsertObjectWait,768,192,0
action = actInsertObject,obj_Story_Level_Enemy41,864,-96,actDelay,4
action = actWalkPrevInsertObjectWait,928,160,0
action = actInsertObject,obj_Story_Level_Enemy41,1056,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1088,224,0
action = actInsertObject,obj_Story_Level_Enemy41,1248,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1280,160,0
;
action = actInsertObject,obj_Story_Level_Enemy41,1664,96,actDelay,4
action = actWalkPrevInsertObjectWait,1504,288,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,224,actDelay,4
action = actWalkPrevInsertObjectWait,1472,224,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,384,actDelay,4
action = actWalkPrevInsertObjectWait,1408,384,0
action = actInsertObject,obj_Story_Level_Enemy41,1664,448,actDelay,4
action = actWalkPrevInsertObjectWait,1504,448,0
;
action = actInsertObject,obj_Story_Level_Enemy43,1472,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1472,1056,0
action = actInsertObject,obj_Story_Level_Enemy43,1408,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1408,1024,0
action = actInsertObject,obj_Story_Level_Enemy43,1216,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1216,1088,0
action = actInsertObject,obj_Story_Level_Enemy43,1024,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1024,992,0
;
action = actInsertObject,obj_Story_Level_Enemy38,864,1280,actDelay,4
action = actWalkPrevInsertObjectWait,864,1056,0
action = actInsertObject,obj_Story_Level_Enemy38,1288,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1288,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1432,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1432,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,928,actDelay,4
action = actWalkPrevInsertObjectWait,1540,880,0
action = actDelay,20
;
action = actMessage,SID_pS,1,1465,actDelay,6,actMessage,SID_pS,1,1466
action = actMessage,SID_ENEMY041,1,1467,actDelay,10
action = actMessage,SID_pS,1,1468,actDelay,10
action = actMessage,SID_ENEMY041,1,1469,actDelay,20
;
action = actScrollBGToPos,96,992
action = actInsertStoryObject,obj_Story_Player1,64,1248,actDelay,4
action = actWalk,SID_pگǼw,1,96,992,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player2,64,1248,actDelay,4
action = actWalk,SID_{R,1,32,1024,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player3,128,1248,actDelay,4
action = actWalk,SID_[,1,160,1056,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player4,128,1248,actDelay,4
action = actWalk,SID_~J,1,160,1120,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player5,64,1248,actDelay,4
action = actWalk,SID_,1,96,1088,0,actDelay,10
action = actInsertStoryObject,obj_Story_Player7,128,1248,actDelay,4
action = actWalkWait,SID_z,1,32,1120,0,actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actMessage,SID_pگǼw,1,1470,actDelay,10
action = actMessage,SID_{R,1,1471,actDelay,10
action = actMessage,SID_~J,1,1472,actDelay,20
action = actMessage,SID_z,1,1473,actDelay,10
action = actMessage,SID_pگǼw,1,1474,actDelay,10
action = actMessage,SID_z,1,1475,actDelay,10
;
action = actWalk,SID_z,1,352,640,0,actDelay,20
action = actMessage,SID_pگǼw,1,1476,actDelay,10
action = actMessage,SID_pگǼw,1,1477
action = actWalk,SID_pگǼw,1,320,704,0,actDelay,10
;
action = actWalk,SID_{R,1,224,704,0,actDelay,10
action = actWalk,SID_[,1,192,832,0,actDelay,10
action = actWalk,SID_~J,1,96,928,0,actDelay,10
action = actWalk,SID_,1,256,672,0,actDelay,10
;
action = actMessage,SID_pS,1,1478,actDelay,10
action = actMessage,SID_ENEMY041,1,1479,actDelay,10
action = actMessage,SID_z,1,1480,actDelay,10
action = actMessage,SID_ENEMY041,1,1481,actDelay,20
action = actMessage,SID_pگǼw,1,1482,actDelay,20
;
action = actDeleteEventStatus,0
action = actInsertEventStatus,2
action = actInsertWinStatus,0
action = actInsertFailStatus,1
action = actShowWinFailStatus

[event]					; WG
code = 2
action = actCheckRoundNumber,15
;
action = actInsertObject,obj_Story_Level_Enemy43,768,-96,actDelay,4
action = actWalkPrevInsertObjectWait,768,192,0
action = actInsertObject,obj_Story_Level_Enemy43,864,-96,actDelay,4
action = actWalkPrevInsertObjectWait,928,160,0
action = actInsertObject,obj_Story_Level_Enemy43,1056,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1088,224,0
action = actInsertObject,obj_Story_Level_Enemy43,1248,-96,actDelay,4
action = actWalkPrevInsertObjectWait,1280,160,0
;
action = actInsertObject,obj_Story_Level_Enemy38,1664,96,actDelay,4
action = actWalkPrevInsertObjectWait,1504,288,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,224,actDelay,4
action = actWalkPrevInsertObjectWait,1472,224,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,384,actDelay,4
action = actWalkPrevInsertObjectWait,1408,384,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,448,actDelay,4
action = actWalkPrevInsertObjectWait,1504,448,0
;
action = actInsertObject,obj_Story_Level_Enemy41,1472,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1472,1056,0
action = actInsertObject,obj_Story_Level_Enemy41,1408,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1408,1024,0
action = actInsertObject,obj_Story_Level_Enemy41,1216,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1216,1088,0
action = actInsertObject,obj_Story_Level_Enemy41,1024,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1024,992,0
;
action = actInsertObject,obj_Story_Level_Enemy38,864,1280,actDelay,4
action = actWalkPrevInsertObjectWait,864,1056,0
action = actInsertObject,obj_Story_Level_Enemy38,1288,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1288,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1432,1280,actDelay,4
action = actWalkPrevInsertObjectWait,1432,992,0
action = actInsertObject,obj_Story_Level_Enemy38,1664,928,actDelay,4
action = actWalkPrevInsertObjectWait,1540,880,0
action = actDelay,20
;
action = actMessage,SID_ENEMY041,1,1483,actDelay,20
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-040.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,32,576,actDelay,40
;
action = actWalkDisp,SID_{R,1,224,0,0,actDelay,20
action = actWalkDisp,SID_[,1,224,0,0,actDelay,20
action = actWalkDisp,SID_~J,1,224,0,0,actDelay,20
action = actWalkDisp,SID_,1,224,0,0,actDelay,20
action = actWalkDisp,SID_pS,1,224,0,0,actDelay,20
action = actWalkDisp,SID_z,1,224,0,0,actDelay,20
action = actWalkDisp,SID_BP,1,224,0,0,actDelay,20
action = actWalkDisp,SID_Jù,1,224,0,0,actDelay,20
action = actWalkDisp,SID_pگǼw,1,224,0,0,actWaitPlayer,SID_pگǼw,1
action = actDelay,40
;
action = actMessage,SID_ENEMY055,1,2144,actDelay,10,actMessage,SID_ENEMY055,1,2145,actDelay,10
action = actMessage,SID_Jù,1,2146,actDelay,10
action = actMessage,SID_ENEMY055,1,2147,actDelay,10
action = actMessage,SID_pگǼw,1,2148
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actSetDeadMessage,SID_ENEMY055,1,2152,0
;
action = actShowSectionName,SHAPE01\WORD040.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,24
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,24
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,24
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044,SID_ENEMY049
;
action = actSetNextPlayLevelEvent,24,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-041.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actSetBGToPos,672,896,actDelay,40
;
action = actWalkDisp,SID_{R,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_[,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_~J,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_pS,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_z,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_BP,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_Jù,1,0,-320,0,actDelay,20
action = actWalkDisp,SID_pگǼw,1,0,-320,0,actWaitPlayer,SID_pگǼw,1
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2155,actDelay,20
action = actMessage,SID_{R,1,2156,actDelay,10
action = actMessage,SID_pگǼw,1,2157,actDelay,10,actMessage,SID_pگǼw,1,2158,actDelay,20
action = actMessage,SID_{R,1,2159,actMessage,SID_pگǼw,1,1017,actDelay,10
action = actMessage,SID_{R,1,2160,actDelay,40
action = actMessage,SID_[,1,2161
;
action = actPlayLevelMusic
action = actWalkDisp,SID_ENEMY049,4,320,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY049,3,320,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY049,2,320,0,0,actDelay,4
action = actWalkDispWait,SID_ENEMY049,1,320,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY049,8,960,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY049,7,960,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY049,6,960,0,0,actDelay,4
action = actWalkDispWait,SID_ENEMY049,5,960,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY049,11,320,0,0,actDelay,4
action = actWalkDisp,SID_ENEMY049,10,320,0,0,actDelay,4
action = actWalkDispWait,SID_ENEMY049,9,320,0,0,actDelay,40
;
action = actWalk,SID_ENEMY065,4,768,544,0,actDelay,4
action = actWalk,SID_ENEMY065,3,896,448,0,actDelay,4
action = actWalk,SID_ENEMY065,2,608,416,0,actDelay,4
action = actWalkWait,SID_ENEMY065,1,800,384,0,actDelay,40
;
action = actWalkDispWait,SID_ENEMY056,1,0,256,0,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY056,1,1
action = actMessage,SID_ENEMY056,1,2162,actDelay,10,actMessage,SID_ENEMY056,1,2163,actDelay,10
action = actMessage,SID_Jù,1,2164,actDelay,10
action = actMessage,SID_ENEMY056,1,2165,actDelay,20
action = actMessage,SID_pS,1,2166,actDelay,20
action = actMessage,SID_ENEMY056,1,2167,actDelay,10
action = actMessage,SID_pS,1,2168,actDelay,20
action = actMessage,SID_ENEMY056,1,2169,actDelay,10
action = actMessage,SID_Jù,1,2170,actDelay,10
action = actMessage,SID_ENEMY056,1,2171,actDelay,20
action = actMessage,SID_Jù,1,2172,actDelay,10
action = actMessage,SID_ENEMY056,1,2173,actDelay,10,actMessage,SID_ENEMY056,1,2174,actDelay,20
action = actMessage,SID_pS,1,380,actDelay,20,actMessage,SID_pS,1,2175,actDelay,20
action = actMessage,SID_ENEMY056,1,2176
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD041.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044,SID_ENEMY049
;
action = actSetNextPlayLevelEvent,24,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-024.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,6,SID_ENEMY024,SID_ENEMY030,SID_ENEMY031,SID_ENEMY027,SID_ENEMY044,SID_ENEMY049
;
action = actSetNextPlayLevelEvent,24,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
#include RESOURCE.H

; Last = 2569
; [@0 Blue]   [@1 White]  [@2 Red]  [@3 Green]  [@4 Purple]
; [@5 Yellow] [@6 Orange] [@7 Sky]  [@8 Brown]  [@9 Pink]
;
; : H@Ÿ}Yܳ]wCAѦҤWҦC
;       #Ÿܴ

[name]
item = 398,WAV\ACCEPT01.WAV
item = 399,WAV\TAKEUP01.WAV
item = 400,WAV\PUT00003.WAV
item = 401,WAV\LEVELUP2.WAV
item = 402,WAV\MHEAL001.WAV
item = 403,WAV\CAST001.WAV
item = 404,WAV\HIT00001.WAV
item = 405,WAV\HIT00004.WAV
item = 406,WAV\HIT00016.WAV
item = 407,WAV\HIT00012.WAV
item = 408,WAV\HIT00007.WAV
item = 409,WAV\HIT00007.WAV
item = 628,WAV\GAMEOVER.WAV
item = 630,WAV\WALK0014.WAV
item = 1835,WAV\WALK0021.WAV
item = 2563,WAV\GOLD001.WAV
item = 2565,WAV\EFF0014.WAV
;
item = 193,ۥ@
item = 2568,⥼[J
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item = 477,
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item = 666,I
item = 667,A糧qڥiHӤAOAAJMðdFڭ̤ޥHƪAoIiNLkǮFILAݦbA\bBSOꪺ^AҥHKA@AqHAAi@4U@M@1Ҥ@BI
item = 668,iOAUAoå몺欰....
item = 669,FIܧASťܡH
item = 670,O....OI
item = 671,@5pگǼw@1IUApeeA٤ָUӹD!!
item = 672,OrIuOD`P°ڡIڭ̬FaRA̫ᴫӪTOD˱MvRBAbOHP±oarI
item = 673,vIçLA֧oӵL§̱aUh!!!
item = 674,å뻡SA@4k|@1á~n}l........C
item = 675, O@5pگǼw@1D@4U@M@1v#        y`@4k|@1Uꤧ       #          NoˡA@~LhF         #               ӳo@~              #]\O@4k|Τj@1̫ᥭR@~......
;
item = 676,iGk`@4ԺҰ@1D@5{R@1wgFI
item = 677,ܦnAoaWӡC
item = 678,OI
item = 679,ѨUI
item = 680,찡U٤ָUI
item = 681,SYI
item = 682,@5{RD@1@WWFAo@~ӷQYF֭WaH
item = 683,oǵ걡NȮMܴNFAϥڲ{bbAWAAQګ˴NaI
item = 684,ݨөpO~|FAЩpLӨèSONAѩOLߨϱo@4k|Τj@1JԶäAҥH\hHOL꦳jPķNFӲ{bOLhuFAȷ|HNؼЧ令DpWANO@5kJ@1kAiO٬O{äӱNLoHoihI]oڽЩpLӬOQnzP굲ÿˡAp@өpNO@4U@M@1@lA]N|HpQFCܩHܡAڰ꦳\hMhAO֦jNHApHҼ{@UaI
item = 685,@5{RD@1H
item = 686,ڪDFALЦAڤ@IɶҼ{....
item = 687,OMAoXѩpNwߪbc̥JӪҼ{Ҽ{aI
item = 688,çLI֥h⤽DжznADভ@I𮧡I
item = 689,@5{RD@1Ap~[A@w֤ܲFA@Ih𮧧aI
item = 690,........¡I
item = 691,çLIaDhoжI
item = 692,DUиۧڨC
;
item = 693,icڡI~ML@ӤkH....
item = 694,}ڡIA̳oǳåA}ڡI
item = 695,kXJܮ
item = 696,Q
item = 698,........ڲ{b쩳ӦpOnH#No˧@ѱܡH#ѱ@}dAѱAѱ@4ԺҰ@1dUHH#IpGگuo򰵡AڱNûLķڦۤvI#ڬO@4ԺҰ@1DA{bOAH]O....
item = 699,Ak൴藍|z檺C
item = 700,@4ԺҰ@1Dk]FI֨ӤHڡI
item = 701,nIQo{F!!
item = 702,pߤ@IIɶqn˨oI
item = 703,ӧaAڥi|ⱡC
item = 704,ۧaIڷ|^ӪAӮɭ............
;
item = 705,ܩpAuo˧ڭ̹bOLkI
item = 706,DDA̡Aڭ̧l̯ளXӪuuѳoǤF....
item = 707,AӤ]Dڭ̶ħLWx......
item = 708,@5[@1I
item = 709,θLoFAoǳå]ݱoۤvͩR٭nAٷQo@IsOHL̽RAκޥL̡AL̦ۤvhs骱aI
item = 710,o.......ڭ̨SoӷNڡIU....nOۨǵs餣ުܡAڭ̮ڥNLkͦsUhFI
item = 711,JMpAA̴NӮX۷NrADílȳoIܡH
item = 712,nաI
item = 713,ӰաIs......sӰաI
item = 714,Ho֡H
item = 715,FIFI@FI
item = 716,HUA̡Aϱϧڭ̧laI
item = 717,@5[@1AaAӽͯ}Iڭ̨Sndbo̤FI
item = 718,@5p@1........
item = 719,ڪDFAA̭nDSڷ|ǳƦnADAϱϧڭ̧aI
item = 720,oˤOܦnܡH󥲷dojar֩OHLڥĵiA̡AnOouOŭlڭ̪ܡAڭ̥iOs鮣Ƥ@!!!
item = 721,٦I
item = 722,nOˤoܡANյۥHۤvOqO@ۤvlI
item = 723,@5p@1AoA]|XoؤťܡI
item = 724,AoNHoܤֻA}lu@աI
item = 725,A̳oӳåOF򪺡HӤ|OJШӪaHOHajFINA̳oⰦpѹQFHJUӽWYDܡH..............
item = 726,....................
item = 727,......ݧA̤@ƧbYbˤlAӬO@4ԺҰ@1ݧLѱNaHaQFN_ӷsAuOSXrI
item = 728,!!
item = 729,A........AHA̬OnRFܡHڷ|nAᮬX~yܪI
item = 730,uIn¯٧ڹAڦn`ȳI
item = 731,@5p@1AANg@InnH
item = 732,IFL!!
item = 733,n....njIoӳå쩳OHH
item = 734,IYIڷQ_ӤFIoӤHNOӶǻDħL!!
item = 735,HYHVJIMhIMhI
item = 736,~񧹬ܴNۧڰk]AӥHFaH
item = 737,@5p@1AۤޡAML̷|H_....
item = 738,AڪDIJMFAMNoƱnCaIٯ󰣮ڥhFI
item = 739,--------------!!
item = 740,nI٤Q!!
item = 741,....ڳM|鵹oHI
item = 742,@5p@1AڤFINUAFI
item = 743,~M....ڭ̩~M]ѥ_ɭԡH
;
item = 749,A̷|ᮬ......
item = 750,u˷A~M|IYC
item = 751,Ol̪VJIMжħLӹIڭ̡AUNOǧڵLI
item = 752,ܥiAĄSUF....
item = 753,nH@4ڮԩi@1SkߴNiHұAA̴Nڭ̨ӷOWѪg@aI
item = 754,VJIL̰lӤF!!
item = 755,H{bnH
item = 756,ťXhFIϥk]kAܸL̫FI
item = 757,ءAoˤ~tڭ̪I
item = 758,aI]AĨĩMڭ̦^hAU|pC
item = 759,O}FIQnڦ^hNڱFI
item = 760,HoͤFơH
item = 761,................@4U@1LH
item = 762,@5p@1H
item = 763,ޡI䪺LAohHۭt@ӮzklAݤFI
item = 764,....!?AOHH
item = 765,qϪ̡I
item = 766,oO@4U@M@1aȨơAHֺޡI
item = 767,nAڳ̳wާOHaȨƤFC
item = 768,X{b֨I
item = 769,........!!!####@5p@1A^ơHo`AڡH
item = 770,oƧڦۦC
item = 771,䪺pjApWάOȿFܡHڦVӤwդuC
item = 772,ڡH....ڨWSAO@ǹӭȤֿ....
item = 773,IpIڭ̫᭱hALѧڭ̨IC
item = 774,¡I
item = 775,s骺٨SѨMڡI
item = 776,p,@5[@1,ƵyAѨM,Aڤ@UܡH
item = 777,JMAo򻡤FAٯण^ܡH
item = 778,¤FA٦C
item = 779,....!!#ADAbܡHA{b欰iObP@4U@1İڡI
item = 780,en]HڻLܡAOڳoӤHƦVӤҼ{GAunOڷQ,ޥLOO],SkڡC
item = 781,icInpݧڭ@4U@1WxI
item = 782,Ą쩳OHH
item = 783,OHq`٩IڭYALWrs@5[@1AӧڪWrs----@5pگǼw@1C
item = 784,@5p@1......@5pگǼw@1IH
item = 785,`ȪܴNֺu^aYaI
item = 786,@5p@1AnLIoˤlڭ̥Hܥiܦ@4U@1HڡI
item = 787,ߡAѧǬFۤvl||kʪC
item = 788,DAA@}lNH
item = 789,pS˧aH
item = 790,A¡I
;
item = 791,@5pگǼw@1........OaH
item = 792,I
item = 793,ťA̴NOYH
item = 794,SI
item = 795,A̪Ƨڤ]ҦջDAL@HuOǦӤwAФUh^iݪħLΩ~MuӤHAbOHH۫HALݨA̪{A........
item = 796,ҥHOH
item = 797,......
item = 798,pohӬODڭ̧aH
item = 799,٦A@4U@1HnpHp쩳OHH
item = 800,ڪWrs@5{R@1AO@4ԺҰ@1@ӶQڡA]ڭ̪awgx{AҥHun~aoiAiO@4U@1hLo@ڪ·СAƦܷQګD§InIA̡AMܧڲ{bDwgˤF......
item = 801,@5{R@1A@4U@1ǤhL]Cӵ藍رixFoبơAt~pڪ]O@Qگ֦AҥHAppGQnڭN̦nܡC
item = 802,................
item = 803,ڬO@4ԺҰ@1DC
item = 804,?!
item = 805,GM........C
item = 806,ڬOq@4U@1kXӪAnڶ@4U@1AQHӦwڰH_@4ԺҰ@1_ꪺiAڵ藍pL@A@4ԺҰ@1H٦bۧڡAӥBAڤ]@wnIҥHAڧƱA̯UڡAMASҤ@w|A̺NC
item = 807,........ܡH
item = 808,O}FIIpDDA@4ԺҰ@1FFƶܡH@4k|@1]A̳yFh֪ˤ`HoMjado͹MNOA̶ܡHөp~MsڭUA_HI
item = 809,ڪDIoڷMD......Aڤ]ƱoˡAOڴNOSkܤQkAڤAѤbQǤA]DLno򰵡AOLOڤ˰ڡILQFk઺گS[ܡHLF@lߦҫإߪaگۤ޶ܡH
item = 810,pp_HOHpp|Hpp|bHUĤGӬӫҵMUi_H
item = 811,......ڤOҡAO....ڷ|ɶq]kۤvo򰵡C
item = 812,}IoبƧڵ藍FI
item = 813,@5{R@1ApDıooǨƫܨSNqܡHpnOAuFA@4k|@1|yhjvTpӤ]iQӪC
item = 814,AӡAiOb@4k|@1֦ɦa쪺aAөpo@LҦApnpL̰H
item = 815,ڤO@LҦI@4Ժ@1HbۧڡIڬ۫HL̡I
item = 816,NOܡAL̤]LO@ǭ襴ѥMݧLѱNApDnL̬FphեհeܡH
item = 817,..........]QoˤlڡIiO....iO......ڤhܡAڷ|ûLkڦۤvMڦh......C
item = 818,nFAp]֤FAh𮧧aAѤUѦA@C
;
item = 819,ڡIQߺαo٦naH
item = 820,AF覬B@UǳƤWFC
item = 821,xH
item = 822,کM@5[@1Q׹LFAo䧽ٺN䪺Aڭ̨MwU`FI
item = 823,uܡH
item = 824,ڳ̮⪺NO⤣i઺ܦiAӥBeڤ]LFAڰƬO޵GAunOڷQơANPħڤ]bGC
item = 825,@5{R@1Aڭ̲{bؼЬO̡H
item = 826,@4ҦhO@1A@4ԺҰ@1̤jCܦhMhMNxbԱѫNk쨺̥hFAunڥHDLhAN@wiHoL̪UOC
item = 827,FItIѤFIbeAohs骺ƵѨMAMiOlڭ̪nAC
;
item = 828,HIH
item = 829,A̳̥iȪLI
item = 830,H....A......A̬O......YHI
item = 831,HL̰lӤFܡH
item = 832,INOL̡IڻNOL̡I
item = 833,ާA̬O֡AZOêڪH------I
item = 834,oӤkHAnb̨L......H
item = 835,iID......u|O........
item = 836,icI\OYIiO|ӤkHHHӤkH........D|O....I
item = 837,DIODUܡH
item = 838,xHAO@4ԺҰ@1HܡH
item = 839,GMSIDUAڬO@4ԺҰ@1tv@5~J@1Ab@4ԺҰ@1`]LBihAunMU̬yܦC
item = 840,藍_......AѩڨSWXOaA`A̾Do˪RB......C
item = 841,IO]ݤUSO@nӫҰUwA~|yo˪CGƦܳsDUSO@nAݤUoӸUI
item = 842,As@5~J@1OaHA@@NA@ľԡH
item = 843,zNO......H
item = 844,ڷQn@4ԺҰ@1WA׶ǹM@4k|@1IҥHڻݭnAUC
item = 845,FDUAF@4ԺҰ@1Aڡv@5~J@1ΩҦͩRN@L訥mDU!!
item = 846,A藍_......ںɤOFC
;
item = 847,DUAFʪKAڤwgROڪŲwaݩRAɾFN|ߨ軰ӡC
item = 848,WAFI
item = 849,......DUAƧڤաAoӬOڭ@4ԺҰ@1ơAnoӨӸħLѻPOH
item = 850,urrr....Aשڭ̤FAqQN{bA٥Hڭ̳QѤFOC
item = 851,L̬OڽШӪAL̪O۫HA]ӫܲMAڭ̲{b̻ݭnOHAOѤFڭ̪ĤHO@4U@1Aaڭ̪OqOC
item = 852,......DFADUC
item = 853,٦AHᤣnAsڤ򤽥DUA]nA樺h§Ao˫ܮeQOHháAHڭ̴NOFAAs@5{R@1NiHFC
item = 854,........OA......@5{R@1C
item = 855,@5p@1AAݤFPıH
item = 856,nӤpĤlʷRC
item = 857,PPC

item = 858,sѨMFܡH
item = 859,OI
item = 860,UA̧֤@IaInOL̨Ӵ_ڭ̧lNFI
item = 861,ߧaIL̨SӾ|C
item = 862,SDաIL̤|AŧA̤FI
item = 863,uܡHuOӷP¤FAoOwSҡC
item = 864,uOӷP§A̤FC
item = 865,o$0000000000

item = 866,ѴNbo̥𮧤@ߡAKť@UݬݦC
item = 867,Iש󦳫ȤHWFAQnRǤܡH
item = 868,¡AЦAhhUC
item = 869,w{AаݦگĳҪH
item = 870,¥{AwUAӡC
item = 871,wAи̭C
item = 872,۱q@4ڮԩi@1hFHANܦ{boˡABOjs@áA~]Bö]A`oڭ̳sXAO@4ԺҰ@1yI
item = 873,@5{R@1........
item = 874,A̬OħLܡHGMSA@4ԺҰ@1HAݭnħLNu@4ڮԩi@1FC
item = 875,s]
item = 876,Z
item = 877,@ҩ
item = 878,D㩱
item = 879,SơA@4k|@1iSAQMC
item = 880,OܡH
item = 881,A̭nҥhܡHӷ|gL@4IS@1aHp߰ڡḀiO~ϮaA@pߥi|Q٪sYѡI
item = 882,~H
item = 883,Ȧ
item = 884,ڭq@4uF@1LӡADEFnh@4U@1hLAnb䤰F誺ˤlA_ǡAԪOwgFܡH
item = 885,ݨӡA]}lʤFC
item = 886,@4uF@1......Oq@4Ժ@1gڡI
item = 887,nAݼˤloFC
item = 888,..........AԪݦCܡH
item = 889,SAӥB٨Hg䤤C
item = 890,oڭ̨ӻiOtԡAӧAo⥦HI
item = 891,rAܦIA]ӰѤ@}aC
item = 892,FIUĄӤnnFIڭ̤OPܡH
item = 893,ڥi٨Sӻ{L̡C
item = 894,@5~J@1!!
item = 895,pA@5pگǼw@1AЧObߤWC
item = 896,ߡAڳoӤHVӴNO߯ݼejC
item = 897,ͤk
;
item = 899,nAQ]FI
item = 900,{bH
item = 901,٥λHMOX@ڡI
item = 902,HSX{FI
item = 903,}o̡AǯbͦnSnLӤFC
item = 904,icIoǳånC
item = 905,icIA̳oǯb..........
item = 906,DAݤUL......Цۭ........C
;
item = 909,nIBO@4U@1hLC
item = 910,ߡAL̪تO@5{R@1AunnQ{XӴNnFC
item = 911,@5{R@1AoܤWC
item = 912,ڡAnC
item = 913,ʧ@۵M@IAWo˥ꪺHܦhA@4U@1LӤܩCӤHLݡC
item = 914,ޫˡAyL𮧤@UNɧ}o̡A٦A@5p@1AA]ۨ@IAnӶèӡC
item = 915,O------O------
item = 916,wwAаݧA̭n˳ơH˳ƥiOWW~I
item = 917,ڡAȤHAӱonAisfI
item = 918,¡AUݭnЦAץ{I
item = 919,......A̭nH
item = 920,......sFAA̭nnH
item = 921,......F観DOӧڰڡI
item = 922,HȤHܡHw{C
item = 923,̪udAӤF@js@4U@1hLAL٦nLZuWxC
item = 924,SOA̡HU}AnAxƤFC
item = 925,~H
item = 926,qo@4uF@1F_NO@4ԺҰ@1A쥻ja{b]uѤUoVMJgӤwAuOӡC
item = 927,٦Aqo̩_OlHڪ@4i|@1AbګܤwlHڡAsåUӳۥHO̰|رڡACݨL̳\X@ưƪˤlAunA]Q@QۤvLuଡӤTQX~Aٴ۱iI
item = 928,UhLA
item = 929,UhLB
item = 930,UhLC
item = 931,UL
item = 932,֦FAuOAF䨺Ӥ򤽥DӪA~MnXʧڭ̳ohHAudUbQH
item = 933,rrIneԪFAӥHiHPFASQoQsXӧ䤰@4Ժ@1DAuFC
item = 934,eAo˻naAnOQť......xH
item = 935,eeIӤHHeĤGMhΪΪAsӤ@5pگǼw@1C
item = 936,......ӧAo@AٯuIC
item = 937,ޡIA....̤T....bo̲V....I....֥hڧHI
item = 938,HA....AOӫq@5p@1....@5گǼw@1C
item = 939,qHڥiOoaQڭIqLC
item = 940,....GIϹﰡUQAQ....X@4U@1AMٹ....P@4ԺҰ@1....hLI
item = 941,..........ڹ墨ѩǪQHoظܥL]oXӡH
item = 942,j....xIA....AðdU!
item = 943,ť....Aܥi....u֡I
item = 944,@5p@1Iۨ@IC
item = 945,V....JIޡIA....̴Xӧ֥hs䥦HӡA....nаVаVoӫqI
item = 946,@5p@1AMAb@_`O|IoبơH
item = 947,oˤ~줣OܡH
item = 948,......oSƧƪշC
item = 949,UhL
;
item = 950,UAL....NOq@5pگǼw@1AL......IqF@4U@M@1A....ðdFUA....H{bA....nNUgLC
item = 951,OAAڭӬOHuaHnOboԻ~쪺ܡA^h|QB@I
item = 952,oIƧ......|tdC
item = 953,IoӤknNOڭ̦b䪺@4ԺҰ@1DI
item = 954,......H......nIL̥_mUA....U@w|ܰC
item = 955,ߡAunڦbASH˱oFpC
item = 956,@5pگǼw@1........C
item = 957,--------n......nhڡIϩRڡI......٤QڡI
item = 958,FIFIְkڡI
item = 959,@4U@1hLVӶVtFH@Iζ믫SH
item = 960,@5p@1A}oaAL̤@wuo@pC
item = 961,ڪDA{RApSƧaH
item = 962,FIFIH
item = 963,o̬O^ơHb̰ʪZH
item = 964,O......OHeĤGMhΪ@5pگǼw@1M@4Ժ@1DIĻڭ̶FI
item = 965,HL̨ӫ|b@_HޫˡAL̮_ӦAAʤI
item = 966,icIS]XӤ@AnboOɶFAMhI
item = 967,٦I
item = 968,@}lnèӴN|oبƵoͤFI
item = 969,o......oåuO........@5pگǼw@1C
item = 970,II
item = 971,Hsڭ̶]..........
item = 972,ťۡIA̪wgbFA{bwgSUhnFAA̦^hiDA@5pگǼw@1N|LåѡI
item = 973,o˦nܡHAo˥iObM@4U@1žԭI
item = 974,藍_AF........
item = 975,AڤOFHC
item = 976,ڥuڦۤvC
item = 977,L
;
item = 980,AHeO@4U@1HaH{bnϹLڭ̡HAiuuOFaH
item = 981,@4U@1..........ڨӻwgOHeƤFAڳoӤHw^Uqe]S楼ӡCڦbGu{bC
item = 982,٦AunOް_ڿ쪺AڴN|hޡAެO@4ԺҰ@1AάOp......C
item = 983,?!
item = 984,A......AbI
item = 985,OAڰƦVӫHA]\[|A̪ĤH]wC
item = 986,ޫˡA{bAUڡAڴND`P¤F..........C
item = 987,......ڥΤFC
item = 988,ߦwC
item = 989,ڤDAϡAOڭnAdMAڷ|@ʵAAnOA򤣭yʡAڷ|ߨFAC
item = 990,NAAoNոլݧaC
item = 991,I
;
item = 993,Ӧp......å볺M|M@4ԺҰ@1HpAbOOHN~ڡI
item = 994,naAoƧڦۦAḀhUaC
item = 995,U]ЦI𮧡C
item = 996,A̤]ťFaAݨ@4Ժ@1D_AڳC
item = 997,ӥB٥[Wӥs@5pگǼw@1·гåAoUlƱi|QVdVjC
item = 998,LL̥ثe٤ԡAˬO@4i|@1M@4ù@1........
item = 999,AڪDAḀ~ʵAi@BAqڡC
item = 1000,DFI
item = 1001,t~A@4Ժ@1DƧ٬OߡAL̴N浹pFAnɭԩp]Dӫ򰵡C
item = 1002,ڪDFC
item = 1003,nFAḀhaAnڥFC
item = 1004,ڨ쩳........bH
item = 1005,Ʊ|ܦoˡH
item = 1006,@5ӯS@1..........
;
item = 1007,unqLoӱIRˡANO@4ԺҰ@1FC
item = 1008,LAnSeqLˤlC
item = 1009,ݨӳoIR˱NAIRFC
item = 1010,FINOL̡I
item = 1011,ťۡIL̳qLo˪LAoiOYڭ@4U@1WAM@4k|@1ӰڡI
item = 1012,ڡAڭ̻UcڷAڥiOoFLѤjaơC
item = 1013,oUi·ФFAe~ᦳlLC
item = 1014,ZOZ@4ԺҰ@1_---------I
item = 1015,xH򦳤Hbo̥[C
item = 1016,޳޳ޡIyWMͪӭC
item = 1017,H
item = 1018,pZ@UAа@4U@M@1n򨫡H
item = 1019,藍_A}GpjAڲ{bbAеyݤ@|AoǷФHåѨMHAJӧiDpnܡH
item = 1020,zI@5@1}GCI
item = 1021,ޡI䪺pkġInťHǤHܡAڭ̴NO@4U@1WxAnh@4U@1Nۧڭ̨C
item = 1022,nI
item = 1023,䪺HA̦§hFAA̤]u§ApkġA@5@1iOwg@ʦhFAӥB̭nOӤHA̦nݤӦhFI
item = 1024,!?
item = 1025,޳޳ޡIӭA@5@1A̦nFAϥoǰQkڤ]ݤC
item = 1026,........]nANUpFC
item = 1027,@5p@1IoˤHKFaI
item = 1028,OڡASYHoiөOHӥBouOӤkĦӤwrI
item = 1029,AḀinpݧڡApo򦳦۫HFAAپߤOH
item = 1030,GM٬OAAFAڪWrs@5@1AAOH
item = 1031,ڬO@5pگǼw@1As@5p@1NiHFC
item = 1032,AGMZ@⪺C
item = 1033,MC
item = 1034,QQA@5@1FաI
;
item = 1036,@5@1Appnh@4U@1H
item = 1037,rAA̩OH
item = 1038,ڭ̲{bتaO@4Ժ@1@4ҦhQ@1Ab|h@4U@1C
item = 1039,ӦnFI@5@1NۧĄaAϥ@ӤH]L᪺C
item = 1040,B@UIڭ̥iOhڡI
item = 1041,pjAڭ̳o@WiOܦMIAɭԷ|RDAppOĬOͳ٤DI
item = 1042,NO]MIҥH~ӱaڥhrIo@5@1]iHA̪ڡC
item = 1043,@5@1Aph@4U@1تOH
item = 1044,HC
item = 1045,HH
item = 1046,KI
item = 1047,@5@1~~~~~~~
item = 1048,QաAݨhFIϥ@5@1S|êA̡I
item = 1049,naC
item = 1050,ӦnFI¡I
item = 1051,FA@5{R@1AϥLNOo˪өʡAp]ӲߺDFC
;
item = 1052,qo}lNO@4ԺҰ@1FC
item = 1053,FFA@5@1٨SݧĄ@4Ժ@1ӭnFH
item = 1054,opơAJMOӪNoC
item = 1055,FHHauLQAѤ@UC
item = 1056,nFAnnFAֻaC
;
item = 1057,ש......ש^ӤF........C
item = 1058,D............C
item = 1059,xHDH@5{R@1ODH@4ԺҰ@1DܡH
item = 1060,II@5~J@1AХL̶X@UC
;
item = 1061,UAڲ{bݭnA̪UAF@4ԺҰ@1A]FA̦ۤvAUA̡C
item = 1062,Hڭ̲{bOAQnhM@4U@1ܡAO}FI
item = 1063,OڡA@5{R@1DAڭ̪DpQӫҰUAO]Snsja@_heaI
item = 1064,L§IoOA̹綠DܶܡHA٬O@4ԺҰ@1HܡH
item = 1065,@5~J@1I
item = 1066,SAڬOܷQAOڤ]OFڭ@4ԺҰ@1۷QڡIDḀ@@{b@ˡAbooVDHܡH
item = 1067,ܤֳo˥iHUӧrI
item = 1068,oˤlۦNqOH
item = 1069,ADQFaAFۤvLYӾİܡH
item = 1070,AfzAӫҰUʪZɧڭ̴NwgۤϹ諸AפFAڭ̥Ӥ@LoܦnA٭n~IOHGDIϦӳQA`ڭ̤]ܦ{boӼˤlC
item = 1071,ANOo@OӫҰU`o!?
item = 1072,noˡI@5~J@1I
item = 1073,......ڪDFAJMA̤@NAڤ]jjA̡ALڧƱA̤nѰOA̬O@4ԺҰ@1HoơC
item = 1074,aA@5~J@1C
item = 1075,ڤ]uتAA̡A~M@LLYۡAگuQݬݷA̦ѺAsbɤWyWҮC
;
item = 1076,jaաH򳣤ܡH
item = 1077,..........@5{R@1......
item = 1078,UөpnH
item = 1079,ڤ]D........C
item = 1080,@5p@1Ao@4趮@1AڷQLhݬݡAA೭ڤ@UܡH
;
item = 1081,@4趮@1............
item = 1082,Aڲ{bӫH
item = 1083,ڤwgɥOFAO..........
item = 1084,@5p@1A§A@WASAܧڮڥ줣Fo̡C
item = 1085,iOA{bwgSn~UhFAܩpAGASҧ٬OIXӡApGA@NܡA............
item = 1086,@5{R@1AڤҥH@NpAO]pA骺өʩMMߡAN@LӺAp]SAڴNOQpoIlޡAOA{bpګܥC
item = 1087,@5p@1AڬOOܨH򬰤FaA򬰤FLYAꤣLOFۤvpbQΧA̦Ӥw........
item = 1088,@5{R@1ASƧaH
item = 1089,pߡAnӤFC
item = 1090,BǬOFH
item = 1091,FAbo̦ӨSowFAHnF[ҧΦC
item = 1092,@5{R@1A~ƩpnbߤWA{bunM߹IoǳåNnFAOAްƳnI
item = 1093,@5p@1........§AC
item = 1094,DASƧaH
item = 1095,@5p@1AoǰFO^ơH
item = 1096,ĄӱoOɭԡAoǳånwڭ̥ZˤlC
item = 1097,QI򳣬OߪN......
item = 1098,@5p@1AڨMwFAڭnh@4U@1A޵oͤơALkܧڪ߷NAҥHAAAUڶܡH
item = 1099,٥λܡH
item = 1101,ĤHX{FAjaٳơI
;
item = 1102,Uh
;
item = 1103,AANnǧڭ̨ϥμɤOFI
item = 1104,iO......iOڭ̯uDڡI
item = 1105,AQFְڡI֤DA̳oǲVJϡC
item = 1106,@5{R@1I
item = 1107,@UAA̬OnڧaHnHKSYHXI
item = 1108,HpNO@4Ժ@1DܡH
item = 1109,AGMӤFIݨ@4ԺҰ@1ϭتOuSC
item = 1110,oL̨SYAoOڦۤvơI
item = 1111,rIMڭ̨SYڡIAon򳣩Mڭ̵LڡI
item = 1112,IںާA̦SYAϥ@4ԺҰ@1n_A̤]椣FYI
item = 1113,1.@5{R@1AnިǨSSqåFC
item = 1114,2.@5{R@1AΩML̻hFAʤaI
item = 1115,iO........C
item = 1116,@5{R@1AOḺ˱FpAOp˱L̡AҥHp󥻤FؤH묹C
item = 1117,A̦b̰NNǤH
item = 1118,ڡI
item = 1119,NO{bAI
item = 1120,HաI
item = 1121,QʤܡHNӧaI
item = 1122,ڭ̨ӮڵA@4ԺҰ@1aI
item = 1123,A̧֨᭱hI
item = 1124,ĄSƧaH
item = 1125,FH
item = 1126,OA̡IOA̮`I
item = 1127,nOA̡Aڭ̤]|ܦ{boˤlI
item = 1128,AH
item = 1129,HnGڭ̩OHڭ̥uQííLlڡI
item = 1130,A..........
item = 1131,@5~J@1InAFI
item = 1132,ڭ̳ouOLӤwAڦNݧA̪UFAOݨA̪ˤlAگuܤߵhAA̤˱FLYA~Ms|ϧܡI
item = 1133,ڥ٤@۫H@4Ժ@1HA藍|Oڥ檺......AiO{bAګoo˪ƹA..............
item = 1134,@5{R@1A........aC
item = 1136,ڰڡI
item = 1137,jaWڡI
item = 1138,`THHW
;
item = 1139,GMbo̡I
item = 1140,q@5pگǼw@1AAkFI
item = 1141,A̳oǷФHåAڲ{b߱nA̦nַSڡI
item = 1142,VJIA̫{b~ӡH
item = 1143,SΪåA{@hI
item = 1144,BI
item = 1145,ANO@5pگǼw@1aH
item = 1146,uQڳo򦳦WApGA̬OӭnñWܡApAڲ{bSšC
item = 1147,NAڨQݬݧA̳oǳå릳@C
item = 1148,شNӧaI
item = 1149,xHbo̳M|~HMHVAuO}~ذڡI
item = 1150,MA@5[@1iOMA̳oǧCbͤ@˪C
item = 1151,ݨӨѩǪ]{u_ӤFC
item = 1152,@5p@1A..........¤FC
;
item = 1153,ڭ̨s]ť@UAݬݦC
item = 1154,ڤDA̬OHAOЧA̧OAӤFAWQA̧aC{b٨SצnC
item = 1155,kȤH
item = 1156,̪@4i|@1nI_ǡA~֤FnhAӥBٸT~ڪHiJA@4k|@1cڤ]wg@~FAuDL̦bQH
item = 1157,A̭ngL@4i|@1ܡHO{bSqҬOqLҪC
item = 1158,аݳqҭnˤ~oH
item = 1159,-----------nu@4i|@1hLMQڤ~ˤl........C
item = 1160,]NOAOlHڥNLhC
item = 1161,oˤlݨӡA٬Oo¶F
item = 1162,@UI
item = 1163,A򻡡AL̤]ӻݭn~aaHL`i۵ۨC
item = 1164,ڡISSIťֳ~aӤH]qҪˤlC
item = 1165,򱵤UӴNOnpqҧ˨FC
item = 1166,@4i|@1............C
item = 1167,@5p@1AFH
item = 1168,SC
item = 1169,(ݨӨå뻡GMS)
item = 1170,qҡHDDII}aAnêڰͷNC
item = 1171,qҡHpAoڤMAګĳḀhӷ~δfݰݬݡC
item = 1172,o̳̪񪺰ӷ~O..........
item = 1173,I
item = 1174,b@4ҦhO@1n䦳@ӴfAOHe@4Ժ@1DnӴC
item = 1175,ӻFaI
item = 1176,iO̬O@4k|@1Fߤ@ӴA@4i|@1qҭnOuoּƪܡA̬O̦i઺aڡI
item = 1177,]C
item = 1178,ӴsH
item = 1179,@4@1C
item = 1180,ڥuDnqL@4i|@1ݭnqҡAܩn򮳨ڴNMFA藍_C
;
item = 1181,UISOA̡IĄ쩳nڨ줰ɭԡH
item = 1182,@IA̤wgqҰաH²AOḀh@4i|@1OH
item = 1183,IWڦVb@4U@1kBͨDBAG{boSڵСAo쩳bQH
item = 1184,HA̬OHH
item = 1185,AkBͫUڭ̮AoFC
item = 1186,1.N٫MH浹@5Ni@1
item = 1187,2.uNH浹@5Ni@1
item = 1188,Ni
item = 1189,HoOonA̮ڪܡH
item = 1190,............˷R@5Ni@1G#    pAڭ̤AXAҥHo........
item = 1191,..........!!!
item = 1192,z--------Iz--------Iz--------IonڤFIonڤFI
item = 1193,(oؤHǷ|Q)
item = 1194,QhFJܴNڨӧa,unA$500
item = 1195,ݨӳoåSϤFC
item = 1196,A̦SťL]ԪH
item = 1197,1.MC
item = 1198,2.]ԪH
item = 1199,nO{bMɭԤ@ˡAUڳ۹εAN|hԪFC
item = 1200,O@ӯuꪺǻA^vۦUڪHA@Pε]......AD@wn@PĤHɡAja~ֹεX@ܡH
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
item = 1202,FANOo̤FC
item = 1203,oӴٯuOqjA@4ù@1ڥC
item = 1204,......ڡA@5{R@1A~ƤnhhQFC
item = 1205,AڪDC
item = 1206,аݳoXԤhݭnܡH
item = 1207,̪q~ӪsfIݭnܡH
item = 1208,кCI
item = 1209,D㩱k
item = 1210,w{I
item = 1211,s~XAкCCʡC
item = 1212,¥{AwA{I
item = 1213,ȤHAnIܡH
item = 1214,xHAӵۡHqҡHpASťLC
item = 1215,ڸASťLFI
item = 1216,
item = 1217,qҡHnťHL........AաIAhfݰݧaC
item = 1218,Ƕifӳq`bfzfAҥHhfݰݬݧaC
item = 1219,ϱ
item = 1220,qo̩n@4ĺJq@1AOڭ̨ϱڪAO̪ѨaWǡAwgUӷUHFAҥHܦhڤHE쥻qWӡC
item = 1221,@ǿEiHGpeIqALڬݥL̤]uӤwC
item = 1222,Heڦb@4ù@1ɭԡAťӳQ·tŢnӦaA̪HnLӤ@ˡAb|BrޡAunI쬡۪ͪAN⥦YFCMouOǡAiObڭ̮amH`HwC
item = 1223,
item = 1224,KIA̬OħLܡH
item = 1225,ƶܡH
item = 1226,A̦SťL@4RB@1H
item = 1227,NOӶǻHٸܡH
item = 1228,uOٸIunAOoӻ{AٯosOqC
item = 1229,@HMOH
item = 1230,pGA̹ۤvOHߪܡAڥiHaḀhC
item = 1231,naAAnh֡H
item = 1232,AAGMoAݦbAWAun  $500NnC
item = 1233,ڦҼ{@UC
item = 1234,pMwHɳiHӧڡC
item = 1235,hBuH
item = 1236,ԣHA̭nqҡHḀiHh@5J@1ALOo̰ߤ@qҪӤHALL{bnwgb@4i|@1WFAA̲{blLh]\٨ӱoΡC
item = 1237,A̤OnӤqҪܡHA֤@IA̴NӤΤFI
item = 1238,A̧JҤFܡH
item = 1239,ˡHMwnhFܡH
item = 1240,1.AUAFC(ݭn$500)
item = 1241,2.pAUaC
item = 1242,SDIWaI
item = 1243,OܡHuiC
item = 1244,̪b@4ĺJ@1``oͮApGA̭nXܭnpߤ@IC
item = 1245,ȤHAnIܡH
item = 1246,̪ϱڪȤHܦhFAnOq@4ĺJ@1LӪC
item = 1247,eXѦ@@4ĺJ@1HFAťO@4vǮl@1X{ǩҳyC
item = 1248,Iڭ̳oǤּƥڦbo̥uQ[AuQ^ѮaC
item = 1249,򤣦^hOH
item = 1250,O̤FI^hͳJԫ˪aḪڥHI
item = 1251,ANnI
item = 1252,ڡIFIFI@5J@1oXѤ@bA̡AL{bӦbLa̡AA̻֥hLaALnܫ檺ˤlC
item = 1253,_ǤFAn[Sݨ@5J@1FH۱qWh@4i|@1efHNSbLFAA̤WOhLܡHDO^ơH
item = 1254,١ISFAA̦SťeXѦb@4ĺJl@1HƥH]ӨƬGA{bSHa@4ĺJ@1FAiOڤ@ˡIoOڵo]n|A{b֥h@4ĺJ@1uڳo@FIpHA̭nhܺA̯SO$1000NnI
item = 1255,1.nC
item = 1256,2.SI
item = 1257,ܦnIGMxѡIAXoaI
item = 1258,OܡHSYApGAܷQkܡAHɥiHӧڡC
item = 1259,١IAQh̡H
item = 1260,1.@4RB@1C(ݭn$500)
item = 1261,2.@4ĺJq@1C(ݭn$1000)
item = 1262,3.QI
item = 1263,
item = 1264,ڴghL@@4ĺJq@1A̯uOHݪaAɭBBa_BszoBrh򳣦I۱qHڴNo}A]h̤FIbQzϱڪHOͬH
item = 1265,JҪa
item = 1266,ĤH
item = 1267,аݬO@H
item = 1268,ڬO@5pگǼw@1AڷQḀDHC
item = 1269,nAеy@|C
item = 1270,J
item = 1271,IA̲שӤFAڵA̵on[I
item = 1272,pAoOAqҡC
item = 1273,ӦnFIӦnFIoˤlڤSiH}lڪͷNFI
item = 1274,LAUA٤ֱ@4i|@1C
item = 1275,xHH
item = 1276,ڲ{bKALЬ۫HڵOFAnAܩAn򰵴NݧAۤvFC
item = 1277,..........ڡI@UIFP§A˦۰e١AڷǳƤF@ǪFeA̡C
item = 1278,<@5pگǼw@1oOBmB]BtBgBBBUT>
item = 1279,°աI
item = 1280,h§AAڷ|JӦҼ{C
item = 1281,f
item = 1282,p, zI
;
item = 1283,kx
item = 1284,аݧA̬OӱٸܡH
item = 1285,OAڭ̥uO[........C
item = 1286,pIڭ̬OӱٸAаݭn򰵡H
item = 1287,иڨӡC
item = 1288,o̬OAЭnٸH쯫eAæXAnOO{iNiHosٸAХ[oC
item = 1289,֭nsٸH
item = 1290,NIڴNӬݬݷsٸO򪱷NC
item = 1291,........naAڸոլݡC
item = 1292,ݧڪIڤ@wSDC
item = 1293,I........֦bGتFALոզۤvO]nC
item = 1294,nnI@5@1nաI@5@1nաI
item = 1295,ٸHӷ|ZAXڪC
item = 1296,ݨӡAF@4k|Τj@1AsOqOnC
item = 1297,naANo@ڷs}laI
item = 1298,oFAUAӧaI
item = 1299,ٸ
item = 1300,ܦ
item = 1301,GMIPıRFOqI
item = 1302,oӷPı........oNOڪsOܡH
item = 1303,ݧaAڴNڨSDI
item = 1304,oӯO....NOڪO֩wҩܡH
item = 1305,zInΡI@5@1SܱjFI
item = 1306,FoӯOA]\MӤH........
item = 1307,I@4k|@1MNaڰաI
item = 1308,oOq..............
item = 1309,jU
item = 1310,
item = 1311,kxA
item = 1312,kxB
item = 1313,
item = 1314,ѯx
item = 1315,
item = 1316,nٸܽШC
item = 1317,SQ̰ٸusbC
item = 1318,zIz......zNOӱoǻ̰ٸHܡH..........گбzñWܡH
item = 1319,oӯDbh[HeN@sbۡAnb]ԪɨSD췴C
item = 1320,]̰ٸǶ}FAҥHӪH@UlhFnhAiOثeSHo쨺ǻٸC
item = 1321,ש󦳤Hαo̰ٸFIگ঳|uOӦnFI
item = 1322,icIڤwgӦnXFANOoٸAo||ObFHڡH
item = 1323,VJڡIڳs@ٸ٨SoA{boSڦhXӭӤ̰ٸAnګڡI
item = 1324,AuoF̰ٸH٬Os@ٸoH
item = 1325,boӯAǻ@ӯ̰ٸaAOڦbo̤wgݤFQX~Ao򳣨SݨLC
item = 1326,xHӤ........AbWAn@ӬۦPΪʤfADO..........!!
item = 1327,ָڨӡI
item = 1328,ڦbo̫ݤFo[ANOFo@AڨӧaI
item = 1329,ЧaC
item = 1330,_ǡASHDOI
item = 1331,?!
item = 1332,@UA............ڡI藍_AڸˤϤFI
item = 1333,oѰC
item = 1334,ppIHѤFAIkF......
item = 1335,ש......ǻGMSIڳolSլFI
item = 1336,YAnPʶihAPʧaI
item = 1337,ڡIOOC
item = 1338,NOo̡I@4RB@1ϡIǻ൹H̰ٸaC
item = 1339,̰ٸ........AݭnSܡHӨSeeaH
item = 1340,~HGMoIASAǻno̰ٸANB߳F췥PAåBnaۯұ»Pҩ..........C
item = 1341,ڧکҪAثeo̰ٸAu]Ԫ^C
item = 1342,..............ť_ӡAnˤlC
item = 1343,~HA[oIoӷA@lؼЧaI
item = 1344,ڥiShɶC
item = 1345,nոլݶܡH
item = 1346,FIYLnnҩAAӧaC
item = 1347,ڨӤFIǻٸNOڪFFC
item = 1348,ǻٸ........ڤ@wnoI
item = 1349,oطPı........{bڡAuOڶܡH
item = 1350,ڲש........שoFI
item = 1351,~HAӫAno̰ٸOeC
item = 1352,A........AuFHo......oӤiĳFI
item = 1353,~HAڤӨتAAFAo~NooٸAs^]줣ڡI
;
item = 1354,...................................................................................................................................
;
item = 1355,n^hFܡH
item = 1356,1.OAڭ̭n^@4@1C
item = 1357,2.IA@|C
item = 1358,D
;
item = 1359,....nLӡIA̳oǩǪI
item = 1360,u......u}Ib͡I
item = 1361,....HH
item = 1362,ݨӧڭ̨ӱoOɭԡI
item = 1363,QQISOoߪFC
item = 1364,oǯbٯu´OC
item = 1365,tԳtMAML̷|UӷUhI
item = 1366,HHQ~ŧI
item = 1367,ޡIĄSƧaH
item = 1368,AOHH
item = 1369,ڥs@5z@1AO@4ù@1hA䥦ݷ|AaI
item = 1370,§A̡AаݧA̬O........H
item = 1371,}o̧aAǯbHɷ|AX{C
item = 1372,cHn....nC
item = 1373,@5z@1AA]@_ӶܡH
item = 1374,............]nC
item = 1375,ϩRAϩRڡI
item = 1376,......ڤNo˭ˤU............
item = 1378,ӤH
;
item = 1379,~uOP§A̬۱ϡAnOSA̪ܡAڲ{bN........
item = 1380,FI
item = 1381,ڭ̤ҥH|hϧAAOFOAڭ̻ݭnAqҡC
item = 1382,qҡHڡIAO@4i|@1qҶܡH
item = 1383,SAAoCpHAiHڭ̶ܡH
item = 1384,o........OAoӳqҬOڶOFnjO~쪺AӥBnOSoӳqҡAڥHnLڡI
item = 1385,AHnLOAơAڭ̬JMϤFARAANӦҥIXC
item = 1386,iO......iO........
item = 1387,ϥoqҧڬOnwFAAOnĨĪXӡA٬OnGڨϥμɤOC
item = 1388,@5pp@1IAoFHAoˬOb¯٤HaCI
item = 1389,@5pp@1H
item = 1390,rIA~ڤphFAsA@5pp@1򤣹H
item = 1391,AnAڪWrs@5@1C
item = 1392,xHڡAp......pnC
item = 1393,p~~~Aڭ̲{bu~~~~~ܻݭnqҡAҥHAणɧڭ̤@UUAګOҤ@w|٧AAnn~~~~~~~H
item = 1394,c........o..................]y^
item = 1395,nզnաAڳo˨DAFAANyLηR@U~~~~~~C
item = 1396,c........n....naI
item = 1397,LAnOo٧ڳC
item = 1398,ߩߡI۫HڧaI
item = 1399,ݧaIө|I
item = 1400,pC
item = 1401,As@5pگǼw@1aHڷQаݤ@UAḀh@4U@1nH
item = 1402,ڬOnh@˪FC
item = 1403,FH
item = 1404,uzC
item = 1405,INALڤjAѡAAQnDHAQִFLܡH
item = 1406,uOڡAQFOڭ̡A@4k|Τj@1HC
item = 1407,............NH
item = 1408,[ANDFC
item = 1409,nINIڴNۧAAڭ˷QݬݧAһuz쩳OH
item = 1410,xťLKC
item = 1411,<oq>
;
item = 1422,ڡIA̬ݨ̡I
item = 1423,ݨӧڭ̨ӱߤF@BC
item = 1424,nݧ........
item = 1425,@5p@1A{bnH
item = 1426,XӡAqҤ@wbA⥦XӡC
item = 1427,nI{bIMhAoǯbOC
item = 1428,nFAI}o̧aI
item = 1429,FIqҦbo̡I
item = 1430,@5p@1IqҤFI
item = 1431,HFIqҧڧFC
item = 1432,ޡIqҦbo̡I
item = 1433,զաIڧFڧFIqҦbo̡I
;
item = 1436,١Iڭ̬O@5J@1eFӪC
item = 1437,qҡI
item = 1438,ڡAOOAqҦbo̡C
item = 1439,..........SALhaC
item = 1440,@UI
item = 1441,A̪fOH
item = 1442,fHڡA~D쳥~AlF@AѤUڭ̳abW..........C
item = 1443,AbFpħrIڤDA̫򮳨qҪAOA̳oǨCHHQIJ@4i|@1iSeI
item = 1444,(icIQo{FI)
item = 1445,IJH{bSOԪɴAA̳o˧ٳƴY쩳򨣤oHƱH
item = 1446,IoA̺ޤۡI
item = 1447,ޡIJI̡I֨ӤH䴩ڡI
item = 1448,nI
item = 1449,UIǳƬ}աI
item = 1450,{biAѥ}......
item = 1451,......άOѨӯʤfiJ......
item = 1452,......ޫˡAUۤpߡAnZOFI
item = 1453,nաA@4i|@1AڬݬݧA쩳bèǤaI
item = 1454,........|oˡHڭlڤH~M|鵹oǧCUر........H
item = 1455,VJ-------------I
;
item = 1487,@5pS@1IAoåAQnIqܡH
item = 1457,ڨSӷNAڥuOQAݦboӦa}FI
item = 1458,nˤFIAMAPˬy۶¦⪺AA̷|XƱH_I
item = 1459,nکML۴ýסI
item = 1460,AQA]|ۮߡAAMLOS̶ܡH
item = 1461,ؤHڤ{ѡIA̭nOAh@yANOǧڰʤFI
item = 1462,AQ~ڭ̡A٦Q~ڡIoӭIq̡I
item = 1463,VJI
item = 1464,i......icIoåAAHAkoܡHOڷQFI
item = 1465,H
item = 1466,no˹GڡHڤSSIڥuLOQ}o̦ӤwAD@4i|@1soIۥѳSܡH
item = 1467,SkA֥sAMӤHOS̡AdۧAӦMIApbڭ̲{boӮɴn}Aֳ|hêA󤣥λOAFC
item = 1468,SOڦ@Ļ̪Iڤ]O`̧rI
item = 1469,AA򻡤]SΪAϥOWROAdAfAAN{RaI
item = 1470,ڡIڭ̪BٯunAboئa賣IxC
item = 1471,L@I_ǡAL̦nObiC
item = 1472,P仡Oi˧󹳬ObMzC
item = 1473,oǨHåAMh@ӡC
item = 1474,nhިhAJML٨So{ڭ̡Aڭ̴Nְ{HaI
item = 1475,IڭnhӤHI
item = 1476,ޡI
item = 1477,icIڳ̰QoإqPQåC
item = 1478,?!
item = 1479,HH|~ڪHIJH
item = 1480,ڭ̬OHnAA̳ohӥ@ӤH|ıoiܡH
item = 1481,FL̡IL̬ۡI
item = 1482,oշA{bڭܦؼФFC
item = 1483,ťnALצpAdfI@Ӥ]dI
item = 1484,h§A̬۱ϡAiOA̬OHH٦A̬OǫӪH
item = 1485,oNӸܪFC
item = 1486,........H........NuoI@ܡH
;
item = 1488,@5pS@1AA|Qn}@4i|@1OH
item = 1489,bo̡ASگߨaC
item = 1490,̤j]ANOӤH..........C
item = 1491,ӤHH
item = 1492,ϥoĄSYAӥBڤ]QA_LFI
item = 1493,pAگݧA@ƶܡH
item = 1494,аݧaARpjݪDAڤ@wڹHC
item = 1495,BåC
item = 1496,@4i|@1쩳OFAMpĵ١H
item = 1497,..........]ɭԨFC
item = 1498,ɭԨFH
item = 1499,@4i|@1q@}lNwgҦʤFC
item = 1500,ӲzڤXӪAOAڲ{b]SnAfUhFC
item = 1501,A@4k|@1cڮɡAH@4i|@1uLOMZOAn@4ԺҰ@1IäAIӳo򻡤~A@4i|@1nO@Bʤ⪺ܡA{b@4k|Τj@1iwgOlڤHѤUFC
item = 1502,HAoܬONH
item = 1503,AӤ]DA@4k|Τj@1He@Q{OUUڳۥAåBM@saCiOAƹoMA@4U@1AxF@4k|Τj@1ͱjvAޤaFjMwAMngL{P~CLf۵ۦۥѥAGۤvo̿WMCLNnۻ{@4k|@1MOL@yXӪC
item = 1504,ҥHA@4i|@1NMwn½OܡH
item = 1505,(D........]........)
item = 1506,iOA@4U@1]ëDzpAA[W@4k|Τj@1\hHD`AnOu_ӡAuȷ|@4k|@1ġC
item = 1507,Nɪ@4ԺҰ@1@............C
item = 1508,Nb@4i|@1SݤMɡA@4ԺҰ@1ʤFC
item = 1509,GA@4ԺҰ@1F묹~........C
item = 1510,uoˡA@4ԺҰ@1ʤϦӬ@4i|@1aӤF|C
item = 1511,@4ԺҰ@1OF@4ڮԩi@1A@4U@1B@4ù@1B@4i|@1զFpxAϹLѤF@4ԺҰ@1AOpx]DFjlˡATꪺLOXGҳѵLXC
item = 1512,MӡAƱS²A@4i|@1~FۤvLOAXh[JpxAuLOuLO|@Ӥw............C
item = 1513,]NOA{b@4ԺҰ@1M@4ڮԩi@1bFA@4ù@1M@4U@1]SOq@4i|@1FOaC
item = 1514,ƱSAһeC
item = 1515,@4ù@1..........M@4i|@1pD`ۦC
item = 1516,ڤҥH}@4ù@1A]Ooӭ]AڨäQݨۤv~iIC
item = 1517,@4ù@1{bZOMLO藍@4i|@1AҥHAݨ@4k|@1OLkRUӤFC
item = 1518,..............QAuQASQƱ~M|OoˤlI
item = 1519,|H|OoˡI
item = 1520,ڭ̨쩳OF..............
item = 1521,OAHno򰵩OH쥻jaLonnܡHoˤlNqOH
item = 1522,NqHԪٻݭnNqHޤرڡAޤHAsbۼAӼAϤH̶iBAϤH̫ҡAϤH̥ͦsAۤϪAϤH̼ZAϤH̬۴ݡA]aH̦`C
item = 1523,]ۤvӦۻɪ̪a줣A@4i|@1B@4ù@1M@4ԺҰ@1]ӷQܨɪ̪aAo@S_ǪA]oOHCuLAFL̼AoyFh֥ͩRu............C
item = 1524,@5p@1AAGNDFAOܡH
item = 1525,..............äAuObqӤwC
item = 1526,ӥBAڻ{Ʊdn|C
item = 1527,oܫ򻡡H
item = 1528,S²IA۫HڡCLiSıoǨơC
item = 1529,DAAOs@4U@1]............C
item = 1530,uOqAOiʫܰC
item = 1531,oj쩳FHQAGFܡH
item = 1532,@5pگǼw@1AANDFHAoå묰򤣦H
item = 1533,FS˩OHAQFܡH
item = 1534,p򳣨SΤFA٭n~UhOH
item = 1535,H֦ؼЮɡAo~NqAަh}Aޭn묹h֡A޵GpAC
item = 1536,ڴNOM۳oӫHӬ{bA@5{R@1A{bpMwpH~UhH٬OkoӨAGjH
item = 1537,ڻLFA޵oͤơALkڪC
item = 1538,nI{bjaMFC
item = 1539,ڭ̲{bتaO@4U@1ASͩROҡA]S󪺳SAӥBݧڭ̪iOt@ӴcڡAҥHAQn}{bNaASH|dǧAA]|HAC
item = 1540,@5pگǼw@1AAOӫܦ쪺HAۧA]\|_ݤ]@wC
item = 1541,ϥڤ]SaihFAڳoRNťXhFI
item = 1542,unO@5{R@1nhaAެOѲP٬OaAڳ^I
item = 1543,ڥӴNOnh@4U@1AޥoͤơAڳbGC
item = 1544,@5[@1AAOH
item = 1545,٥λܡH֤FڡAAoNuѤ@YFOܡH
item = 1546,¤FI
item = 1547,JMU쳣MwFA۫HA̳wgıAUӡAN̷ӧA̪NӺɱaaI
;
item = 1548,@5pS@1IA~Mq~ڡIQnѤ϶ܡHGMḀS̳֦c]ΡI
item = 1549,o@٤OA̹GڪI
item = 1550,ڤDA̦bAOAJMOĤHAA̴NĨĻ{RaI
item = 1551,OQkIIq̡I
item = 1552,HHI
item = 1553,..........ANO@5pگǼw@1aH
item = 1554,o}GkڦƶܡH
item = 1555,ڪWrs@5Jù@1AAʫ¯٨Fڭ̪peAҥHANAưC
item = 1556,peHpeHĄ쩳OHH
item = 1557,oĄSnDI
item = 1558,ڭٯu|ڡAި쨺ĤHC
item = 1559,@5p@1ApߡIL̤OqåC
item = 1560,ڪDC
item = 1561,@5pگǼw@1AAGM²Aǡ|ݭAC
item = 1562,H
item = 1563,oAĹFALuӭtdbUaI
item = 1564,MhFI
item = 1565,@5Jù@1........H......HD..........C
item = 1566,L̬Oq̫_XӪH֦ojOA~MťLI
item = 1567,ݨӧڭ̪SFC
item = 1568,VJIoǳå~Mo˪OqA쩳q_XӪ?!
item = 1569,IG]LpӤwAuOHC
item = 1570,c----------------------I
;
item = 1571,IAo̺غiHP@fFC
item = 1572,FI@5@1pjA@Nڥ|B}}ܡH
item = 1573,xHAoOb@5@1ܡH
item = 1574,ӺOa........C
item = 1575,nڡI
item = 1576,¡AouOڪaC
item = 1577,@5pS@1åٯu@C
item = 1578,A̬OF򪺡I
item = 1579,xHӶRF誺HڡAppIкCCDC
item = 1580,¥{ACڡI
item = 1581,Zzz..zz....z......Zzz..zz..z......
item = 1582,HڡIxHA̬O........ȤHܡH
item = 1583,UAӰ........Zzz..zz....zz......
item = 1584,Aȥ
item = 1585,A̬OgL@4i|@1LӪH_ǡA@4i|@1OFܡH
item = 1586,~k
item = 1587,AA̬Oq@4ڮԩi@1ӪHpAڦ@ƷQЧAAD褣K......?
item = 1588,лC
item = 1589,ڦ@ӨkBͦb@4ڮԩi@1@4uF@1AWs@5Ni@1ALgVڨDBAOڤ@SLСA{bڷQL^A@4i|@1oLkqFCҥHڷQUA̡AA̦^@4ڮԩi@1ɭԡAڰeӪF赹LC
item = 1590,1.nASDC
item = 1591,2.ܥiAڭ̨SӮɶC
item = 1592,¡Iеy@UAڮ@UFC
item = 1593,nFANOoӪFAoӬOLڪqB٫AoӬOڼgLHALɶKڦVLn藍_AUA̤FC
item = 1594,............iåC
item = 1595,]o߲٫MݧԪѥHιS#$1000^
item = 1596,O........NFC
item = 1597,UA̡AڳoӦaI
item = 1598,ڡIOA̡AFڰeFܡH
item = 1599,٨SAڭ٭nALXѤ~n^hC
item = 1600,......AUAЧ֤@IC
item = 1601,LFC
item = 1602,LˡH
item = 1603,zޤjAMiJbƨgAApokH]uC
item = 1604,SkA֭nLoФHAA̤]ݨLFAnڸۨؤHA֨oFC
item = 1605,ѤH
item = 1606,udAH`Ow۬۴ݱOHNuF@ǧQMvOAI......]\]Ԫ]ANOFg@ڭ̦ӨӨo@WC
item = 1607,kl
item = 1608,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$5000zNiHo@Ws§ApH߰ʤFܡH
item = 1609,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$7500zNiHo@Ws§ApH߰ʤFܡH
item = 1610,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$10000zNiHo@Ws§ApH߰ʤFܡH
item = 1611,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$15000zNiHo@Ws§ApH߰ʤFܡH
item = 1612,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$20000zNiHo@Ws§ApH߰ʤFܡH
item = 1613,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$30000zNiHo@Ws§ApH߰ʤFܡH
item = 1614,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$40000zNiHo@Ws§ApH߰ʤFܡH
item = 1615,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$60000zNiHo@Ws§ApH߰ʤFܡH
item = 1616,ڬOklAګD`BLįBWůBsAAQnMڤ@P@ɶܡHun$99999zNiHo@Ws§ApH߰ʤFܡH
item = 1617,1.NIڶRFI
item = 1618,2.LC
item = 1619,<oS$2000>
item = 1620,NICEII۫HڡAA藍|ᮬC
item = 1621,o
item = 1622,IUtAۨաI
item = 1623,OH  NOIAF@ӤѤjn|AAN|]ӫᮬ@lI
item = 1624,lH
item = 1625,ڥHeb@4i|@1AA̪DܡHb@4^@1n䪺@4|r@1AOo@AnO|ܯuQ^hݬݡC
;
item = 1628,q@5pگǼw@1IA~M٦yWogaI
item = 1629,HӧA]OIq̡Aڭ̳oǤH̭SXӥ`HFI
item = 1630,AoI
item = 1631,ާAq̧ӳoǤHSΪIAHŅA̴XӡAM@4U@1ܿŶܡH
item = 1632,ڥoӷNI
item = 1633,L̹LhI
item = 1634,nI]MhγMboӮɭ........!
item = 1635,@5Jù@1ALNOA@5pگǼw@1ܡH
item = 1636,AӤH⤣²AOͦbMɥNHC
item = 1637,nIĤHX{xFI
item = 1638,(xH........]MhΤO@4U@1HH)
item = 1639,Miέ̡AQ@4U@1hLtoئaBAuOOH{C
item = 1640,haIޭ@A@Ӥ]OLI
item = 1641,@5J@1Is@4U@1H]........H
item = 1642,SkAoOROA{b٤HDڭ̪sbC
item = 1643,@UIĄ쩳تA٦AA̻쩳O֡H
item = 1644,ANO@5pگǼw@1HpGAu@ܡAUɧڷ|ҦiDAALAMOAonଡ쨺ӮɫC
item = 1645,[oaI
item = 1646,@5pگǼw@1AƱٯ঳|AAC
item = 1647,A̴NۧaI
item = 1648,@5Jù@1ALNO@5pگǼw@1ܡH
item = 1649,AL]\OhߤFALGSQC
item = 1650,ANO@5pگǼw@1Hڥ٫ܴݧAনڪALAӥOڥFCnOAଡUӪܡAUɡAڷ|@iDAC
item = 1651,A|FI
item = 1652,AnOuONɤOoaAƱUٯAݨAC
item = 1653,ۧaIڷ|A̤j}ɪC
item = 1654,]Mh..........쩳OӾH
;
item = 1655,즹FIq@5pگǼw@1AḀQAei@BI
item = 1656,ḀuoyxܡH
item = 1657,ΪIO@5pگǼw@1ΪܡH
item = 1658,!!AO@5@1H
item = 1660,uOΪI
item = 1661,@5ͤ@1H
item = 1663,ΪAAnIq@4U@1HOFƶܡH
item = 1664,ΪIƤwgFA^ӧaIڭٻݭnAɰڡI
item = 1665,ޡIA̫Mq_ӤFHDA̤]IqܡH
item = 1666,@5@1B@5ͤ@1AA̷QLA̬OF򬰤F֦ӾԶܡH
item = 1667,MOFBFڭ̪HӾԧrI
item = 1668,٦FqM@4k|@1MӾԡI
item = 1669,A̤ıooܷMӥBܥ٬޶ܡH
item = 1670,H
item = 1671,Aoå뻡H
item = 1672,A̳o˥uLOӤ}QjAѤHa참}FC
item = 1673,@ӾԪgHάOQtߪHFۨpA~aiIɡAq`|۬FMBFaBFHfCpUHN|pƨg몺hLRALeAӧhҥoM쩳NqAoNOԪ̥id]̥iȪaC
item = 1674,U|XoبƪI
item = 1675,Iڬ۫HUOoؤHI
item = 1676,ΪAA{bSOӾԩOH
item = 1677,FڪHAFڦۤvAHάFڭnC
item = 1678,............OΪA٬OѼˤlC
item = 1679,iOApA{bڡAO@4U@1ԤhAΪJMO@4U@1ĤHANOڪĤHC
item = 1680,ܦnA@5@1AASFAڭ̴N̷ӦU۪HӾԧaI
item = 1681,L̬OAUH
item = 1682,HeOC
item = 1683,{bOĤHC
item = 1684,Ϊ........çOFA̫ٯਣA......uӦnF..........C
item = 1685,@5@1Aڭ̦aAFC
item = 1686,ΪA......A^өOH....ڭ̤@......@bA^Ӱ..........C
item = 1687,p................C
item = 1688,aI
item = 1689,δLߡALSDC
;
item = 1690,ƽаݧڭ̮aDHC
;
item = 1691,@4Jܮ@1VӶVF..........
item = 1692,@5p@1Aڭ........ĹoFܡH
item = 1693,DC
item = 1694,@5{R@1........nHڭ̳oXӤHܤ@ӰaAQnĹAӴNOHڡCOAp]DAڭ̤wgShFC
item = 1695,ڪDAڷMD..............ڤ]SQnAiO....iO........DAڷPın`....n`..........C
item = 1696,pbȤH`ܡH
item = 1697,OIڷ|Өo̡ANwgMߤFAڮ`Ȫ....O............
item = 1698,......u........
item = 1699,ڷPı..........nڤӪDƱbۧ............C
item = 1700,ߡAunڦbAڤ|ƱΥHˮ`AC
; ........ level 12 ........
item = 1701,zInjAnΪAڡC
item = 1702,bڪWAjLڪyUAbouu½˪ܤWAoਣRŤAIP¤WaAگM̤߷RH@ɦɦ誺@C
item = 1703,........@5pS@1............
item = 1704,......H......HڡH
item = 1705,A@5pS@1ASQA٬OӸ֤HC
item = 1706,IIк٩IگuRtѨϡC
item = 1707,u....uR........tѨϡH
item = 1708,nաAuRtѨϡAAnܦFAMSAO{bڤ]P¤WaAAMA߷RH@_boڹܼĤHC
item = 1709,ĤHH
item = 1710,A̳oǥicΡAM}aڮW|Aݧګg@A̡I
item = 1711,_ǡAe̦n}lMhFH
item = 1712,....ǬO򪱷NH
item = 1713,njI
item = 1714,ӥҴ߸O]`ȳoǳåӰk]AݨӲ]שFC
item = 1715,pߡIe̪ؼЬOIO@nIne̵}aFI
item = 1716,FL̡I
item = 1717,ϱڡHF_FܡH
item = 1718,CӤHӧڳ·СHڶܡH
item = 1719,L̡I
item = 1720,VbIA̦bFH
item = 1721,nIַȡI
item = 1722,icIȱou֡C
item = 1723,WHAĄSƧaH
item = 1724,A̬O..........H
item = 1725,ڭ̬O@4ĺJ@1xHApĄ~A~ǤHOڰꪺk{AڬL̪|ʹDpC
item = 1726,A̬Onh@4ĺJ@1ܡHpGOܽA̻C
item = 1727,Nh¤FC
item = 1728,ic--------------I
;
item = 1729,o̴NOϱڥͬaH򨺻򸨫H
item = 1730,boخqWଡ۴NFA٦OoiH
item = 1731,ǦhϱڪH~쥻qhC
item = 1732,uuO~ܡH
item = 1733,NH
item = 1734,..........SC
item = 1735,o̬OdHa}FH٦ѤWUӪoǬOڡH
item = 1736,nIoǬOsǡAszoe!!
item = 1737,ڭ̨ӱoiuOɭԡC
item = 1738,ګI~aӪܡH}ȵ}ȡIOݧڭ̮qWoˤlAo̥iOĭõ۳\hq۩MeHdU򪫡AҥHbo̧ḀiHROa䤣쪺nFI
item = 1739,髢IHwA̪{I
item = 1740,A٦bFHְkRaI
item = 1741,ڡIuo~aӪȤHInǤкCCDC
item = 1742,nFܡHUAӰڡI
item = 1743,RFHO̤FI{bsROF٦ŶA̪FI
item = 1744,|
item = 1745,ĺJh
item = 1746,١ISFC
item = 1747,AO........?
item = 1748,rIAѤFܡH~b@4vǮl@1ɭ..........
item = 1749,ڡI藍_A@ɨS{XӡC
item = 1750,SYAq`~ڪH{ڭ̪ڤHC
item = 1751,~u§A̤FC
item = 1752,AOѩڭ̪A~|yhd@Aoǧڭ̳ӭt_dC              
item = 1753,ϱګC~
item = 1754,bFn観ӪhaAťHb̬ݨL|ʪhAC
item = 1755,ϱڦѤH
item = 1756,ĄӪɭԦgL@4s@1aH
item = 1757,@4s@1H
item = 1758,NObF_ysAѩ󥦼QXܹsRXKA]өRWC
item = 1759,sO@4ĺJq@1̳̤íwsAǻb̭ۤ@jsAͮ𪺮ɭԴNϤszoΤ޵oa_Ae𮧤ƦɭAeTKƦrhA@4ĺJq@1|{boˡAOsdI
item = 1760,HǪ
item = 1761,ڡIݨPڪHunIڨӳo̤TӦhFA쪺OϱڪHM@ǩǲͪAӥBS``a_MszoAQ^hSSAbOnhWڡI
item = 1762,pGA@Nܵڭ̦^hɧAiHMڭ̤@_C
item = 1763,uܡH..........iO٬OFAڥڪsF~}C
item = 1764,sHAbsH
item = 1765,ڬOaǮaA]ťo̪aQǲAҥH~]ӳo̽լdAGڵo{bF_@4s@1AGO@4ĺJq@1a__AھڧڪqA@4s@1۬YرjjqAϱo@4ĺJq@1ͦUزܡC
item = 1766,jjqH|ѦaܲqܡH쩳OFH
item = 1767,ڤ]DAڴNOFլdoӡAҥH֯dboӰaC
item = 1768,GMSIsFI s̪sFI
item = 1769,A̲שӤFI֧֧֡ISɶFI
item = 1770,ڪDAA֤WaI
item = 1771,OIڻOoӡIڬOnA̻֥h@4s@1I
item = 1772,@4s@1HAnڭ̥heܡH
item = 1773,OIAťڻC
item = 1774,ھڧڪլdAb@4s@1̭qAGOYӦ骺FApGN}aΫʦLAwNoETC
item = 1775,wHAOnڭ̥hRܡH
item = 1776,iOAگU]uA̤FAϱ@4ĺJ@1aI
item = 1777,naINոլݧaI
item = 1778,P§A̡IлָڨӡIڪD@KDAiHqsC
item = 1779,sHA}ڭ̪ܡH
item = 1780,ߡA|ƪAA̶ihNDC
item = 1781,@IQFPıC

item = 1782,nI
item = 1783,ӥO..........H
item = 1784,Ǫ̻ӴNOFaH
item = 1785,nIN浹ڧaI
item = 1786,Io̳M]ͪH
item = 1787,@5pگǼw@1AAhdwNAoǷФHåN浹ڭ̤FA֡IɶhFI
item = 1788,o......oO..............
item = 1789,٦bSݤH֧rI
item = 1790,@5p@1-----------!
item = 1791,^ơH
item = 1792,uSQA@4ĺJ@1x{YaMOoFH
item = 1793,<oפ><oեl>

item = 1794,~~~~~~I@5pp@1AӳoػżSeߦa谵H
item = 1795,ЧAM@5pS@1s|aIڡC
item = 1796,IoئaIp@5@1MLSSI
item = 1797,o˻OHDp٤AѧڹpPܡHFpA@NLhA١AϩpK©ìVAApOApXv·tάrDr~IŧAڨäqpoAڥuƱ֦p^@C
item = 1798,UnA׳ªܦnnI
item = 1799,nFnFA@5pS@1A{bڭ̻ݭnAoOڭXvrDr~FC
item = 1800,ڨ쩳yF^ڡH
item = 1801,ըաI@5@1Q֦^h~ӾAżnLI
item = 1802,o̤򳣨SI쩳ӷF򪺡H
item = 1803,..............aC
item = 1804,xHOH
item = 1805,|ʪ........hAH
item = 1806,BPBP........
item = 1807,QIFOHoC
item = 1808,ǪFnQۭtFC
item = 1809,HnnϥOH
item = 1810,1.
item = 1811,2.
item = 1812,naAϥݨeiRANϨF@aI
item = 1813,iRH@5pp@1IAfܡHMFiRH
item = 1814,ALoӤHSC
item = 1815,FAnۧ·СAXoɭԧ֨aI
item = 1816,PPIPPI
item = 1817,BP......BP..........
item = 1818,nFAUӸӫOH
item = 1819,BP....BP......BP..........
item = 1820,nաInաIaAiHFaI
item = 1821,I@5pp@1AAAnaLHnաInաI
item = 1822,naAݧAo˩BPBPsANsA@5BP@1aI
item = 1823,BPBPI
item = 1824,@5pp@1IA쩳Sbťڻ?!
item = 1825,BPBPB..............
item = 1826,icICF@BI
;
item = 1828,Q}a
item = 1829,o......F....WD͵L........
item = 1831,FפB
item = 1832,WLɶAszo
item = 1833,........nFIszoF!!!
item = 1834,xHo̪AūצGäܰA]\iHLh........
;
item = 1837,qL@4椧@1A@4Jܮ@1NuѤ@IFC
item = 1838,ש............
item = 1839,A̪GMOqLAݨӤeOӤpݧA̤FC
item = 1840,̷ӬwAA̪ӧiDڭ̧aI
item = 1841,ڥiOoAơC
item = 1842,I
item = 1843,O@5J@1ۤvp۵AAڲ@LYC
item = 1844,..............LJMwgoئaBFAiDA]LC
item = 1845,ڭ̬Oݪ˽MhAڡB@5J@1A٦t~ӤHAQ٬|]NA]MhNOѧڭ̩ұa⪺C
item = 1846,A̪GMO@4U@1HI
item = 1847,Iڭ̩M@4U@1@LYAڭ̬OӤHMhΡAFjzQӾԡC
item = 1848,jzQHӧ֦Ѧå|򰶤jzQH
item = 1849,ݧA@ƵLˤlAA@wDOHaH
item = 1850,UANO]Ԫɪ^@------------tFu@  @5Jڥq@1HC
item = 1851,iI
item = 1852,!!
item = 1853,]Ԫ^............!?
item = 1854,iI]ԪuLOǻӤwANOuAܤ֤]wgO@dh~eƤFI
item = 1855,OAwg@dh~FAgL[ɶAL@ϤF@ɪ^iݡA]CCDH̪ѡAḨѰOFɺGhаVAѰOFL̴ǤUo^A]ѰOFLtdC
item = 1856,SˡH
item = 1857,NLO@ϥ@ɪ^ASˡHL{b]LOӦۨpۧQVYaFC
item = 1858,p~SALF[ɶAH̳ѤFɪаVAOApSQLH]\Ao~OHʡAӮɭԡAH̬FI@P~ĦӹεX@AuOF۫OӲͪHAMѰFACӤHCC^_FʡAnԡBgӦۨpʡACӺرڪCӤHOA]AQٰ^H................
item = 1859,UM@H@ˡIL|I
item = 1860,@HN⦳h|~wAunboVê@ɸ̫ݭӴX~A]|ܦӬhBlHCӧAboؤjV̥uF@dh~ApL{bٷ|OHeӭ^ܡHLٷ|򰶤jzQH
item = 1861,WpO]ݨFܡHFڭ̡AsۤvUͩRޡAoNOLjzQܡHLOFLۤvC@4U@1ҦHAuLOQLQΪHA]AA̦bC
item = 1862,fInAFI
item = 1863,Ao˻UAڵǤFAI
item = 1864,AۤvܲMAA{bObFۤvC
item = 1865,WIL̡I
item = 1866,JùIpbFHsIoسå볣JWԡAoٺٱoWO|]NܡH
item = 1867,@5@1!?A]̥hFIA{b~ӡC
item = 1868,pѤFܡHڪȬOʵ@4i|@1ʺAAnO@5J@1UڨpA֪Dp|soǳå볣IFC
item = 1869,@5J@1..............
item = 1870,@5@1IoǤHiAҷQApII
item = 1871,}Ioسåڤ@ӤHNFI
item = 1872,jISӤF񪺳åI
item = 1873,ĄӡAbo̪H
item = 1874,@5uw@1IsA]ӤFH
item = 1875,٤O@5J@1åsDڨpC
item = 1876,ڥӬOSoӪŶALϥoǳå𦭭nѨMAܴNp@UA_hDpٷ|h[..........
item = 1877,SӤ@ӡIoUlƱjFI
item = 1878,@5uw@1............A~M٬ۡI
item = 1879,H@5pS@1HAO@5pS@1ܡHA|bo̡H
item = 1880,@5pS@1AA{ѶܡH
item = 1881,L......OڭA]O˪AOӬy۶¦媺c]I
item = 1882,@5pS@1AAo˻OHڤҥH򰵡AOFڭ̨ӵ۷QڡI
item = 1883,ADoѱߤWnOڨSʤ⪺ܡANOڭ̨ӤFܡH
item = 1884,N?!
item = 1885,]L̩ȧAl]|ܦMڤ@˪CAҥHNڭ̨Ӥ@_FC
item = 1886,FHIڭ̪|o˰I
item = 1887,ܥiALƹpC
item = 1888,FHIAFHIڭnL̳I
item = 1889,@5pS@1INRII{bչڭ̤QAާA̦򮦫AHAI
item = 1890,Iڲ{bNnFLI
item = 1891,@5pS@1I
item = 1892,icI
item = 1893,nI{bⶤUMhA@5[@1IAM@5~J@1a@5{R@1B@5@1FnAѤUHMڤ޻ĤHn訫IɭԦb@4Fù@1II
item = 1894,SDI@5p@1AۤvpߡI
item = 1895,ߧaI
item = 1896,OI
item = 1897,A]OC
item = 1898,\FI֨aI
item = 1899,nFII}o̧aI
;
item = 1900,@5pS@1AA~ӤHOAHOLoFA̪Ao쩳O^ơH
item = 1901,..............bڭlڸ̡A@ӶǻC
item = 1902,¦⪺lX{ɡANO@ɷɡA֦¦lHAy۶¦⪺ASPALNšBݧԡBBc........ALNHHBֽAӥBALgLܤAN|uc]Aun@AN໴ө|Noja½_Aun@i͡ANϩҦؿviaALOϪ̡AZѨϡAo@ɱN]Lӷ............
item = 1903,ӧANOӾ֦¦lHC
item = 1904,ҥHA̱ڸ̳WwAunOͥX֦¦lHANnWBOaH
item = 1905,O..........C
item = 1906,iOAڦ@IաApGOo˪ܡAASQBOH
item = 1907,LOͤUӴN¦⪺lALOӤ~ܦ¦⪺C
item = 1908,ҥHAAnLɭԡAϦӳQL..........
item = 1909,SILSIɡAڪOnsڤ@_AL̩ȧڪͻH]|ܦ¦AҥHAFHU@..............
item = 1910,GAڤϦӳQڭϤF........C
item = 1911,o쩳O@ɰڡH
item = 1912,BPBP....
item = 1913,ڨ쩳n򰵤~nHP¥LH٬OFLH
item = 1914,A۫HӶǻܡH
item = 1915,..........ڤDC
item = 1916,NݧAۤvFAAOL˪HA٬OϧAʩRHC
item = 1917,iOޫˡAL{bOڭ̪ĤHAҥHnOAQnULܡAڷ|@Ҽ{FAC
item = 1918,AڤNSܪlaFܡH
item = 1919,AM٦OܡI
item = 1920,?!
item = 1921,NO--------I
item = 1922,icIlou֡I
item = 1923,{bڭ̤HƤӤ֡Awڭ̤QAMhI
item = 1924,ḀHuo˦ӤwܡHӤpݧ]MhΤFI
item = 1925,XӧaI
item = 1926,ۧaIoӮdڤ|ѰOC
;
item = 1927,N֤F..............@4k|@1..........N֦Aצ^ڤ⤤FCA̳oǷMHAQܨڪ[HӪaģ....................ڵ\C
item = 1928,ڬno򰵩OHOH............
item = 1929,oNOڷQo쪺ܡH................ڤɭܦo˪H........ɭԡH......
item = 1930,֡I
item = 1931,UAOڡA@5Jù@1C
item = 1932,@5Jù@1HȹFFܡH
item = 1933,Ҹ[UA٨S............
item = 1934,p^ӰH
item = 1935,ڦ@ǰDQnаݰU..............
item = 1936,DH
;
item = 1943,ݨӨoӦwFC
item = 1944,@5p@1..........DFH
item = 1945,ߧaIå뤣Oe˪C
item = 1946,............@5[@1SALؤHSHoLI@5{R@1ApNnAߤFC
item = 1947,A............C
item = 1948,@5~J@1AĤ@ťA@5p@1nܭI
item = 1949,ڨSLnܡAuOܹ껡ӤwAڨثeA٨SLLo˪HC
item = 1950,nFաInFաI֨FաIMDɭԤ~M@5pp@1B@5p@1IC
item = 1951,@5pp@1H@5p@1H
item = 1952,rI@5pگǼw@1O@5pp@1A@5pS@1MNO@5p@1rI
item = 1953,FoåC
item = 1954,uتAA̡AkR~M٦ɶѡH
item = 1955,٦R@4ԺҰ@1DAگuSQp~M|pHPC
item = 1956,A!?
item = 1957,D....................
item = 1958,HA̤DܡH
item = 1959,LڷQ]OAnOLXӪܡAA̴NѥLQΤFC
item = 1960,A쩳bǤH
item = 1961,nAˤFApӤ]OoHAoӨƹaI
item = 1962,pˡA@4ԺҰ@1ӫ@5kJ@1ANOQpҤ߷RkH@5pگǼw@1C
item = 1963,A......A........FHAo....o........Oi઺Ai઺I
item = 1964,LUڴ_A]ڳAL........LٱϤFڦnXI
item = 1965,O]pQΪȡApO@4ԺҰ@1DAFpAN󦳤F@4ԺҰ@1ѾlLOAunĹopHAAʩp璘ALNiHQΧḀhLRFC
item = 1966,I............|IL|o򰵪I
item = 1967,Lno򰵡HSzѰڡI
item = 1968,SzѡHAzѥijܡC
item = 1969,ONLq^@ܦq骺HC
item = 1970,]İ@4ԺҰ@1ӫҦӦ^LA]ϧܧӳQXvyAӧ٥LOIqaHApL|hb߶ܡH
item = 1971,@5{R@1IRUӡIouOĤHnZçڭ̪ɫǡA@5p@1|OؤHI
item = 1972,Iko̦AA|XAݥLuaI
item = 1973,........٤IOA̤ӤpݧڤFI
item = 1974,_ӧaIکꪺH̡I
item = 1975,@5p@1....A쩳..............
item = 1976,......haIhݻŪƹaI
;
item = 1977,icIǳåilouAsݤf𪺮ɶSC
item = 1978,֨aAnOL̦AlWӡAoӦaiOӦnԳC
item = 1979,Oֻo֪Hoظ򨫤HڡH
item = 1980,OoTurI
item = 1981,A]@n@IڡI
item = 1982,nnFIA̬ݡAenHC
item = 1983,xHuAFڭ̤~~M]HoظC
item = 1984,@UAӤHn..........
item = 1985,ڡIFILNOӫqAsӤpڤ򪺡C
item = 1986,In|AL̲{bHhAunLmUAڭ̴NiHɩxաI
item = 1987,u˷ڡIboخɭԸIosLC
item = 1988,naIɶqtԳtMAM]MhΰlWӴN·ФFI
item = 1989,NA̳o]ɧڪH
item = 1990,֨aIM]MhδNnӤFI
item = 1991,`lFIڨnݬݧAٯ੹]H
item = 1992,VJIoUlFI
item = 1993,MhI
item = 1994,SQǻD@5pگǼw@1AMOӥu|kRҡC
item = 1995,ENkڨSΪIڦbGOӧQAӤOWAC
item = 1996,ۧaAڤ|@BkR@AUɡAڷ|A~bC
;
item = 1997,@5{R@1A................
item = 1998,藍_AR@RC
item = 1999,쩳OFH
item = 2000,N]ӤHXyܡAA̴NܦoӼˤlI
item = 2001,A̴N򤣫H@5pp@1ܡH
item = 2002,ڤD................
item = 2003,JӷQ@Q~o{AڹLAѪӤ֤F............
item = 2004,ϩR----------------I
item = 2005,HQ~I
item = 2006,֥hϥL̡I
item = 2007,nIߤF@BI
item = 2008,^ơH~M]ǫӼI
item = 2009,ޡIA̼Iڭ̨FI
item = 2010,..................
item = 2011,§A........
item = 2012,nIڡI٦nA̦bAMNnoͺG@FC
item = 2013,FA٨SбЧA̡AаݧA̬O................
item = 2014,cA....ڬO@5{R@1Aڭ̬O............
item = 2015,@5{R@1H........@5{R@1..............H
item = 2016,HIDpO@4ԺҰ@1DH
item = 2017,........o................
item = 2018,FI֨I
item = 2019,OQ]IIĻ_ӡI
item = 2020,L̬O@4ԺҰ@1HHְkڡI
item = 2021,H򵲪G|OoˡHڨäQˮ`L̰..............
item = 2022,@5p@1Aڨ쩳ӫHAuuObQΧڶ..........H
;;;;;;;;;;;;;;;
item = 2023,`FAD@5{R@1L̫FAƱL̥wLơC
item = 2024,ihݧaC
item = 2025,ӭIӭIWWZB@KyI
item = 2026,NܽФUAӡC
item = 2027,ѥSIڳo̪~iOŶiffA|oAnRnֳI
item = 2028,ѥSAUAաI
item = 2029,bo@4Fù@1nA@4ù@1ɪAӱqjNdUӪAڨlLgbݨ@өǲjͪApGA̭ngL̦ܳnpߤ@IC
item = 2030,lڤk
item = 2031,^uF?,A̺HF,ڭnDsq.ڱaA̹Lha:)
item = 2032,ȦӤH
item = 2033,A̪D@4X@1ܡHOb@4ù@1ҦaA@4jN@1nA@ӨpHӦaO{bwgϥΤFA]ț̌xAܦhHh̳SA^ӹLC
item = 2034,xHO@5{R@1o̶ܡH
item = 2035,@5{R@1I@5[@1IA̳SƧaH
item = 2036,@5p@1AڰݧAAAOO............
item = 2037,@UI@5[@1Aoǥѧڨӻ............C
item = 2038,A̫FH
item = 2039,@5p@1AڷQWMAͤ@ͦnܡH
item = 2040,..............MC
item = 2041,@5{R@1A^ơH
item = 2042,@5p@1AڦƷQݧA............
item = 2043,....................pwgDFH
item = 2044,SAp@4ԺҰ@1ӫ................OڱC
item = 2045,........ڪDAOڷQݪOoӡC
item = 2046,ڬOQDAbAߤ쩳ڷH
item = 2047,藍_Aڤ]DC
item = 2048,ѹ껡A}lDpO@4Ժ@1DɡAڥupiHQΪHAOACCAڵo{AGܦFڤiʤ֪sbApApdAp@|@ʡA@bvTۧڡAO........٬OLkAѧڦۤvu߱AڤD{bڬOpPH٬OB͡HΪ̤MpiHQΪH................
item = 2049,ګܤֹH۹AƦܳsڦۤv]@ˡAO]ڤHHCڥͪb@ӤHN|QAFHN|QFaApQnͦsANNp˪Bn͡BS̽b}UAۥL̪eiAp۫HHA]CӤHQ`pAp]˪HA]L̷|]pӳQCIqMQάO̪a`KAb̡Apsۤv۫H..............C
item = 2050,ӡAڰkFXӡAڨӨF@4k|Τj@1A@4U@1HdFڡAAڲשoF׫HAפͱA׿˱A|Fڤ@lS|쪺HͬCӡAھaۧڪOqAWFMhιΪAoF֩wPLqAOڶ}lHgo֤............iOA@4k|@1cڱNکԦ^F{Aϧڧ^ӪڡC@AqáBBBNšBiFڪYAڬݲMFojaAo̩MڥXͪaõLPAuLhF@h갰MC
item = 2051,]\AӷP§~AOLϧڧ^Fۧ..........AiOAڵLk̥LALܨFڪ֡AܨFڪ@AӱNڳ̵hW^СAڳ̤@^쪺LhAᵹFڡCIܥ٬ާaHڳ̻ݭnF賺Oڳ̤QnFI
item = 2052,@5{R@1App{bn}Aڤ]LܥiA]ڲ{bSdpzѡAOApGpQnp˳ApAڥثe٤঺A٦ӦhƵۧڥhC
item = 2053,A٤}Aڤ]MA@ˡAڤ]٤Dۤv߱Aڲ{bOAPH٬OB͡HΪ̬OHHڷQnoӵסAboeAڷ|@ۧAC
item = 2054,¡C
item = 2055,{RH
;
item = 2056,@5p@1AUӧA򥴺HnOAI]MhΪܡAӺܡH
item = 2057,ոի򪾹DH
item = 2058,AٷQڭ̪ͩRӷCܡH
item = 2059,@5~J@1AnoˤlC
item = 2060,ڤDDpMLFǤAOLFӫҰUOduUTơAӥB~M٫pCLQQΧڭ̡AޫˡAڵnˤFLI
item = 2061,{bO_iɭԡAӥBA]QQA@4ԺҰ@1FǤơAֳ|QFA̬ӫҡALo˰S̿FH
item = 2062,nAnF!!
item = 2063,{bڭ̳wgfbP@WAunyVAWN|½СAA̬Nε@IOHDڭ̴Nn@4k|Τj@1@˦۬۴ݱܡH
item = 2064,onI@4k|@1......Iӻoӥ@ɴNOoӼˤlAunMۤvرڤPάO[PNQnLA~|ϱoo@ɾԶä_C
item = 2065,ҥHAڭ̤~ݭnUإߤ@ӨSرڤASŤASQ⤧סC
item = 2066,SOoإxADA̳oǫI̴NuaoMӰHܡH
item = 2067,ƹwgҩFAbUΪvUA@4k|Τj@1oF[MAiOo@ǦnԥlAQn}aoRC
item = 2068,ҥHNݭnĄӥwL̬OܡH
item = 2069,TAӥBAA̴NOnHI
item = 2070,@5Jù@1AӱonI_L̪hAoAL̵kFI
item = 2071,@5pگǼw@1AA̤UͦӨ@4U@1쩳OFHFWnHvOHH٬OFuMH
item = 2072,WnHoNu|`HSqBAvOHڹ墨تF褣PAH]\@IaAOäHXϧڡAuMHIΪZOOSkouMIpڳoӤHOԪӥͪAMoڨӻӰפFI
item = 2073,ڤҥHӨo̡AOFo갰A@4k|@1H̪[ͦsb갲MUӤ۪AتRMۤvSAL̷СAL̦ӥͬL̦ӦAoۤvuLOѥL̪˪ѤlC
item = 2074,OH̻ݭnowwAݭnoөMIN⥦O갲I
item = 2075,pGO갲Ah[OHNO@ӤĮw@ˡAunDAHɳ|zo}ӡAoӮɭԡADo٤OǲߺDFwhͬHC
item = 2076,{b@4k|@1NOo˶ܡH
item = 2077,@5Jù@1Ip٦bLoܨǤH
item = 2078,@5Jù@1Ip쩳bFH
item = 2079,@5pگǼw@1AATwAoܡHATwAuദoo@갰ܡH
item = 2080,iAڥiOϥ@DAڨSoدOCuzAOnaH̦ۤvhPAhzѡAӧڳhu൹L̤@Ӷ}ݡAUӥL̬O_ӨƹA~O̤jDC
item = 2081,............گ۫HAܡH
item = 2082,̦nnAڦۻ{OӭȱoH઺åAOAڭ̳OFۤvHӾԡApnO]QqۤvҬ۫Hƪ..................
item = 2083,@5Jù@1Isp]QIqHDpѤFڭ̪zQܡH
item = 2084,OzQAӬOŷQA@5pگǼw@1SAHZOOouMC
item = 2085,LIIq̡IJMpAڴNsp]@_ѨMI
item = 2086,@5Jù@1Apo򰵡A|ᮬI
item = 2087,........e쩳O......F..............H
;
item = 2088,o̬O..........H
item = 2089,@4jN@1AťUAo̦bLXͤeNwgsbFC
item = 2090,jN............
item = 2091,BPBP---------------------BPPI
item = 2092,HFH
item = 2093,^ơHoǳåq_XӪH
item = 2094,ڭ̦nQ~{IJ̤FAǬOO@oӯu@̡AunHϤJIA̴N|NC
item = 2095,򻡡Aڭ̴NOnQHoH
item = 2096,^ơH復̲@LĪG!?
item = 2097,ڡIڷQ_ӤFI@復̨SΡI
item = 2098,nH
item = 2099,A̦ݨ쨺Ǧu@̭ӰdWlaHǬWlWU@_ۡAOL̰ʤOӷAnϥL̰UӡAN̷ӶǱN_J]OήOC
item = 2100,o²AiOǩOHǬOH
item = 2101,oڤ]DAuոլݤFI
item = 2102,qFܡHicIǨ쩳OH
item = 2103,oˤUhOkIJӷQ@QyiMC
item = 2104,............FI̷ӥL̥X{ǡI
item = 2105,II`ѨMFC
item = 2106,SQ~MoذFAQo̭@wæ֦nFaI
item = 2107,DAiOťHihᤰ]So{C
item = 2108,O....................C
item = 2109,@5p@1A@5BP@1nI_ǡH
item = 2110,BBB................BPBPBBPI
item = 2111,pߡAnFXӤFC
item = 2112,o..........oOFH
item = 2113,......ڤ]DI
item = 2114,PınߡC
item = 2115,쩳OH
item = 2116,jNdUӪͪܡH
item = 2117,@5BP@1jlAD..................
item = 2118,SɶhQFIn}lʤFI
item = 2119,שFFAuO񪺳åC
item = 2120,OA쩳O..........H
item = 2121,Ǧu@̡A||NOFu@oǪ..............
item = 2122,nFA}o̧aC
item = 2123,BPBPBP........................
item = 2124,....^ơH
item = 2125,o....o..........O@5BP@1ܡH
item = 2126,@5BP@1MǪ..............XFH
item = 2127,~쩳oͤFơH
item = 2128,ӥͪMjN񦳤Y........H
item = 2129,ޤFIϥoˤOܦnܡH@5BP@1ݰ_Ӥ]ܱoӦhFI
;
item = 2130,uO·ЪåA̳C
item = 2131,pߤ@IA]MhΥiOT}ߡC
item = 2132,oګܲMC
item = 2133,^ơHa_H
item = 2134,@5p@1Ao̪a褣OíAiHɷ|YC
item = 2135,nFIo̦nT_hHqMb]Ajap߰ڡI
item = 2136,IInInII
item = 2137,icIboخɭ............C
item = 2138,oaiuMII
;
item = 2140,ޡI@5p@1........ڭ̦bo!!
;
item = 2144,SFIUC
item = 2145,WѦbA̤WA{bڭnsaQQ^ӡI
item = 2146,@5@1IڨäQMAʤAAJӷQ@QAڭ̤eҰơAuFڭ̪ڷQܡHڭ̩ҳyu}aMAS󪺫س]MгyAoˤUhA@ɥu|[VæӤwI
item = 2147,pFAްơAnMؤkAӥHڭ̲{bpAwgSܪlaFAHOqӲΪvAO̧֥B̦ĲvkC
item = 2148,HOqұo쪺Aw|QOqҷAoIADoܡH
item = 2149,ӧaIӦAh]SΪI
item = 2150,aA@5@1IA{bwgSӺFI
item = 2151,FUAFڭ̪zQAڳoR⤰OHӤ@MӭtaI
item = 2152,G......GM²..........AiO......|eN........A....|baۧA̪I
item = 2153,@5Jù@1..........AڨQݬݥHpQkవ줰aB..........AL....iSӾ|F................C
item = 2154,שѨMF............C
;
item = 2155,unL@4dĤ@1ANO@4FJ@1FC
item = 2156,@4dĤ@1..........HnYDWrC
item = 2157,b@dh~eA]NO]ԪɡAboӦa覺FdWUHAӥL̪ͭa۴dsPĮHJFoӴ򤤡A@4dĤ@1oӦWrNOo˨ӪC
item = 2158,t~Aǻ䤤@]eA]wboӴ............C
item = 2159,@5p@1AnOڭ̯........................
item = 2160,S....SC
item = 2161,@5p@1IHӤFI
item = 2162,uOOYAA̩~M@5@1åAݨӧڬOӤpݧA̤FC
item = 2163,٦A@5Jù@1Ap|Iqѧ]OHN~ApuӬݬ@5J@1ťAIqɪC
item = 2164,oOڦۤvơAn@5J@1I
item = 2165,pٯuOLڡC
item = 2166,..........AnHA쩳ϡI
item = 2167,@5pS@1............AAOڰߤ@ˤHAڤQAAAaC
item = 2168,A^ڪDIAFhڤH٤AٷQHܡH
item = 2169,HH@5pS@1AݨӧA٤AѧڡAڤҥHۨѧAuL]̬O̦n׭AӧګhOb׭׼ɭBsAunɭBLhFAåBs]ɵnFAo׭NSsbnFC
item = 2170,I@5uw@1AAOQQΧU?!
item = 2171,UHI@5Jù@1ASQpwgIqFٺ٥LUAp]өߤFaI
item = 2172,کMAoبpHi@ˡI
item = 2173,h©pؼC
item = 2174,nFAoܤֻA@5pS@1A̫@ĵiAAnMڧ@AMڦX@άO}o̡AְMwaI
item = 2175,..........ާALơAާAlOCAAרsOڪAOAnOAˮ`FڭnAڴN໴ǹLAI
item = 2176,ѰڡIuOѰڡA@5pS@1AoiOڲĤ@@NUdAMⱡANnǧڤFI
item = 2177,@5pS@1AOѤFAAoRiOڰeAAӧA{b~MڰʤH
item = 2178,]pAҥHڤ~nnnQγoRӰAo׮`I
item = 2179,daI󦹦a`F̡AکꪺHANڲeĤHаӺɡI
item = 2180,swFnnAA٦HʶܡH
item = 2181,IpťLc]HʶܡH
item = 2182,......i............HڳM....|......|ѦbA̤WH
item = 2183,Qڤ]|..........ӧaA@5pS@1AڱFAڳoӴc]FI
item = 2184,@5pS@1An򰵴NݧAۤvFC
item = 2185,1.ѭAOڡI
item = 2186,2.......ڿ줣I
item = 2187,ѭAOڡI
item = 2188,o....o......NnF......Ac]שF........L....@5pS@1AApߤFA]\....U@Ӵc]......NOA............
item = 2189,pGuOoˡAڷ|ۤvͩRC
item = 2190,@5p@1..................
item = 2191,......ڿ줣..............
item = 2192,ANoˤlLڤFHڥiOFڭ˩MڤHc]ڡI
item = 2193,nOڲ{bFAAڸAoc]ˡH
item = 2194,........I@5pS@1AAӹFAA٤AXoӴݻŪ@ɡAsͦs̰򥻪khLAI
item = 2195,uaIuoInAX{bڪeI
item = 2196,nOUSFAbAeNOuc]C
;;;;;;;;;;
item = 2197,o̴NO@4U@1FAUӴNOq@4Jܮ@1AjannǳƧaI
item = 2198,S̡AJӬݬݧaIڹڽ檺FiOܦHߪC
item = 2199,S̡ACڡI
item = 2200,zݭnܡH
item = 2201,±zfUC
item = 2202,ͤpj̭nIܡH
item = 2203,Q^کi?SD,ڥβqeA̦^h,Ln$500
item = 2204,ڬOq@4ȹp@1ӽլdAѻSA@4k|@1wgLkRUӤFC
item = 2205,ڡI@5@1IppIWS`NpC
item = 2206,FIѻnOpܡAnڸpѧƱp^h@ALnܭnƱnMpC
item = 2207,iO............
item = 2208,rIٵSݤHڳspRnFAӥB٬OHƪIϥڪDp@w|a@s檺Bͦ^hApoӤHNORB͡AupSkCI^haAfb@4SFz@1_AOѤFڰݭԪѳC
item = 2209,e}lڬݨǩ_ǪHAL̬۩ǲZҡAݰ_ӦnơAL̨쩳OӪHb@4U@1ҤX{o˪HoSHޡH
item = 2210,hxH
item = 2211,bq@4Jܮ@1@4ȭ׹yj@1WAnEFnhhLAudL̨쩳nFH@4k|@1c٥oܡH
item = 2212,kDH
item = 2213,UAnJܡH
item = 2214,OAХڭ̤@ӤjжC
item = 2215,nAеyC
item = 2216,ڭ̲{b̫᪺تaut@BFAMӳo@BANO̦MI@BC
item = 2217,eڰF藍_byYǤHơAڷPD`pAOѩڭӤHİʻPo@ɪHPҳyAOAڭ̯Fo̡Aڬ۫HO̵ۦbyU쪺HPMߡAڭ̨CӤH֦U۪تAU۪QkAӧڭ̯ۻEb@_A@PVOA@PľԡAϧګD`PnA]A̪sbAϧڦAק^hH߻PۧڡC
item = 2218,ڭ̲{boMAäO@wnAӥBi|Q{O϶áBɰʡAڭ̱o󪺺aAMgAϤiDΰd|A]NOA޿ĹAڭ̳o쵷@nBCMӡAo@ɨS@wnaA]S@wAHOQͪAڭ̷̨ӵۦۨQӦʡAڭ̩ڭ̻{TVhAµۦۭqؼЫeiApAڭ̨F̫ܪɭԡAbڷQTw@UU쪺MߡAЦUJӷQ@QAA̬OFӾԡHFӨӨo̡Ho򰵯uȱoܡHnOSTwzѡAдNAڨäQNSYHoiӡC
item = 2219,@5p@1AA]ӫܲMAڭ̦b@_Fo[AwgiʪPFA]ڨS}zѡC
item = 2220,ڤ@S..........Aڲ{bM۫HڪHAM۫H@4Ժ@1ءA@4k|@1ܦˡAڳn~UhC
item = 2221,@5{R@1ApӸոլ\@4Ժ@1EAۤvӬAp`ରFaӰ^mۤv@lC
item = 2222,oIڪDAiOAoNOکҿܪͦsؼСA]OڤѥͪJR..............C
item = 2223,unର@4ԺҰ@1B@5{R@1Dɤ@OA묹ڪ@]oA٦A@5pگǼw@1AӫҰUAٵ۩MAѨMC
item = 2224,ڼPݵۡC
item = 2225,@5pگǼw@1A٬OƤաAD{bSk@4k|@1^_HeŶܡH
item = 2226,q@4k|@1cڶ}lɡAŴNwQ}A{bN@4ԺҰ@1_ALO]LkMlUۧܿšA@4U@1ZOLOpڭ̩Ҫr䥦UApANoFšAԪ]LkקKC
item = 2227,ڤ]SOܤFA@4k|@1H̦vOA]qȪD@uۡC
item = 2228,ӳouۡANѧڭ̪Ӵ}I
item = 2229,@5pS@1AAOHAƤwgѨMFA{bnۧڭ̥heܡH
item = 2230,ڤwgSihaFAӥBunM@5@1b@_ANOa]^I
item = 2231,FI@5@1AЩp{bܻMaAuOHܡA󥲭nۧڭ̩OHp쩳تH
item = 2232,............@5@1n䪺HAO@5@1ˡA]NO............C
item = 2233,HOA............!?
item = 2234,k..............
item = 2235,ڭ̳oǤHٯuڡI
item = 2236,p䧯OFH
item = 2237,@5@1bXͫNQe짯뤧@4ȹp@1Aڹڤ˧SLHAuDLO]Ԫɪ^AҥHL@ۼAiOA@ѡA@4ȹp@1ѹ@5@1A˳Q@UìVFA{bGϾޱ@ӸTҪOqAѧƱ@5@1ӪLAiOAnӪ@ӳsSLˡA@5@1]DӫAANIF@5pp@1..........C
item = 2238,TҪOqHOH
item = 2239,@5@1]DAuoѦnܮ`ȪˤlC
item = 2240,oUlƱnFA@5@1AunHpWqAni@4Jܮ@1NehFI
item = 2241,p........@5pp@1Aڲ{b٤QLD................C
item = 2242,]......کȡA@5@1qHeN˷HAiOAĤ@ɫoOnbo˪pU............AҥHA@5@1QLHAMwC
item = 2243,ڪDFAOA@5@1AnOɭ..............
item = 2244,@5@1|ʤ⪺I
item = 2245,@5@1NOӨӪ............NLO@5@1..............C
item = 2246,ڤ]ΦhFAMA̤@ˡAڤ]۫DhiơA]Aڤ~|bo̡C
item = 2247,UJMwgMwFAڦ@yܻGUAnA٦Anۦ^ӡI
;
item = 2248,~Mpwڭ̡AuOڭ̪aڡI
item = 2249,@fĹLhaI
item = 2250,icICMDoخɭԦC
item = 2251,HoˤUhSӺڡI
item = 2252,DUAε۫I
item = 2253,DAo̴N浹ڭ̤FI
item = 2254,A̬O...............
item = 2255,DAL̬OڪUM@4ҦhO@1AӥBAO@4ԺҰ@1۪C
item = 2256,DA藍_Aڭ̷PD`F\ADDMFڭ̤@ӤHAIMC{bAFDHΧڭ̯ꪺaģAڭ̱N}O@DI
item = 2257,............¦UC
item = 2258,̥S̡IħaIL̪Ds@4ԺҰ@1̫᪺ݥ!!!
item = 2259,aI@5{R@1AndtFL̪nNI
item = 2260,......ڪDC
item = 2261,A̤@wnUhIoOROI
item = 2262,RIDAڭ̷|۩p^ӻɧڭ̪I
item = 2263,D......ЫO............
item = 2264,ݵۧa............@4ԺҰ@1|No˷`!!!
;
item = 2265,ŅA̤]QקڡHOkQFI
item = 2266,Q]FIDL......
item = 2267,,ǴݧLwgQz!A̵LikF!
item = 2268,@4Jܮ@1Aڦ^ӤFI
;
item = 2269,@5pگǼw@1AQڭ̯uSFAӥBM٬OboӦaAUSAAGMOӤipݪHC
item = 2270,h§AؼAڥiC
item = 2271,@5Jù@1ApuDpbܡHIqUpnBH
item = 2272,@5J@1........................
item = 2273,no򰵡HpDOoڭ̩ҥߤU}FܡH
item = 2274,ڰOoAN]ڰOoA]ڤ~AFۤvFI
item = 2275,@5J@1Aڭ̩ҰlDڷQOڥsbAԪBAOouMAүo쪺AuhԪB`BMJg..............U@wûO諸ILڭ̤@ˬOHA@˷|ǿAӧڭ̤ۥL@_UhI
item = 2276,aA@5J@1AnAUhFC
item = 2277,..............@5Jù@1A]\pAU@wOTA]\UFAiOA٬O۫HLAڪNѤe\ۤvﰡUháA󤣮e\HIqL..............ҥH@5Jù@1Aڭ̤ADӤFC
item = 2278,I..............HDopiH@5J@1..............ڷRAڡI
item = 2279,@5Jù@1....................ʤaI
item = 2280,@5J@1Iڭ̤SOܤFܡH
item = 2281,ڭ̩ҨwgPF................C
item = 2282,@5pگǼw@1AA]Oq̡kXӪaH
item = 2283,!!DA................
item = 2284,!!!
item = 2285,@5J@1......@5Jù@1............Aܹ藍_......ܦ{boا..................C
item = 2286,@5J@1..........n............nFI
item = 2287,ڤ@..........@ƱAûMpb@_AiO..........ڭ̫oͦboӴݻŤS٬ު@..........``Nۨ}߰..............
item = 2288,@5pگǼw@1........γ\ڬObA]w..............AۥѦۦbQơAS󪺩......S........ڦnr}....nr}....................
item = 2289,@5J@1I@5J@1I
item = 2290,çOF......@5Jù@1....................
;
item = 2291,Aڭ̲שSFI
item = 2292,OڡAn[FA@4U@M@1ĤGMhιΪ----@5pگǼw@1C
item = 2293,ܺaAٰOoڡAAӤ]OoOp[X@4U@1C
item = 2294,....QAOӳo|O몺HC
item = 2295,U..............
item = 2296,@5Jù@1ApλFAqpWӨګAڴNDpQkFC
item = 2297,UAA{bҰu|yj~ADDAAnAoˤUhF..........AaI
item = 2298,{boǳSΤFAӧaIo@aI
item = 2299,ѧǡAӻ{ۤv~aA]\AgOj^AiOA{buLOӳgߤSۨpVYaFI
item = 2300,A@ISAOA@ɤWӤHOpOH
item = 2301,UAڭ٦Oi~ڡI
item = 2302,ܿѡAڤwgSOܤFC
item = 2303,pO..................H
item = 2304,@5{R@1DAp߱گAѡAOڹbQpM|MLb@_C
item = 2305,AAAѡAAû|AѪC
item = 2306,jatFAťqڥlA}FɪjAӨڪkAڮeĤHaI
item = 2307,oSO򰭪F?!
item = 2308,jaFI򨺮ɦb@4jN@1ҸI쪺u@̩ʽApߡAL̥inII
item = 2309,ש......ש󵲧F........C
item = 2310,@5pگǼw@1AڪGMSݿH........AAGMOߤ@ڪHC
item = 2311,AHAoܬONH
item = 2312,ADڭ̧ڳ̤j]OܡH
item = 2313,ڥ`ةRj@d~kAOAuWLʦ~HAo֤S..............AӨ䤤̤j]ANO۱C
item = 2314,۱............H
item = 2315,ڪ믫A_LرڨӻAwgj\hFAiOAAbFXʦ~Ao{PD@ܱofHLAAƪlާAAӧAo@ɤ]AաAƦܨۤvDHѡADHIAۡASNqOH
item = 2316,ڦboإ@ɬF@dTʦh~AqHͬ즨HLq^ASvQHH............AboAڸgLӦhơADLӦhA̫AڨHgFAڨHgΪvLHAHΨϥLHڪAڪPıAڶ}lLk۩ޡAMӡAڦѤFAڷP쮣ߡA]ѤƨϧڪOqCCAڨSɪOFAH̱NڬL̡AN|HϯbYWAڱNh{@..............C
item = 2317,OAڷt۶iFsڦۤvP쮣ƪʡAզF]MhΡAʵUꪺʦVA÷ta̬IOAu]QnOڲ{bҾ֦............C
item = 2318,uoǧaHAһƪʡ|uo˧aH
item = 2319,@5@1............pSA]MhΥuLOpe@pӤwC
item = 2320,AD@5@1OA................
item = 2321,ګܦNwgPıF..................AuOidڡIs˥ͤkೣֻ{ڤF............
item = 2322,@5@1uO..............
item = 2323,AѡA]sڦۤv{ڦۤvFAکҰơAϧڥûLkwvAڨCѳbhWP۳dCiOAک~MLkϦۤvUӡI
item = 2324,A쩳FH
item = 2325,ڧHdĤ]WӡA......ڦkQQ]OqAӾdTڪaC
item = 2326,UIA................
item = 2327,L......FAڦܤMS]_M]kC
item = 2328,@5pگǼw@1AP§AήɪFڷM欰Abڲzʳvɭ....................
item = 2329,{bA]ebaU@4ʦL@1AhaIûa....................
item = 2330,ڲ֤F..........n....n..........{bAשiH𮧤F........................
item = 2331,........................
item = 2332,aAhL@aC
;
item = 2333,o........oNOǻ]H
item = 2334,ݰ_ӦnơC
item = 2335,MQϳoتF_H
item = 2336,aAoӥ@ɤݭnAsbI
item = 2337,@5p@1ISƧaH
item = 2338,ڨSơIL쩳FH
item = 2339,TҤYN..........PKYNU_..............
item = 2340,onDO................
item = 2341,ocnVFHΪc]..............ZʤFUcڷ....................
item = 2342,O]I]dFI
item = 2343,fPɨF......ɨF................
item = 2344,|H]OwgFܡH
item = 2345,jaE............................
item = 2346,ڭ̨ShFIUA۫HۤvOqA@ia!!!
item = 2347,j𤧪....jaT........`K....LΤ................
item = 2348,ϩ........שET..................
item = 2349,............ѷaT....٦akL........................
;
item = 2350,@5u@1....@5uw@1?!AbH
item = 2351,I
item = 2352,@5pS@1..........ݨFaHoNOc]Oq!!!
item = 2353,AڤwgݭnAFAiƪɶNnFC
item = 2354,iơH
item = 2355,SAҦͪFAPDҡAݭnYص{תiơAӧڡAhOFӶiơC
item = 2356,HoANqOH
item = 2357,oOڤѥͪϩRAڴNOFӦsbC
item = 2358,idAA@ʹNo˥ѩRB\GAANS@ǦۤvQܡH
item = 2359,unOHA|@NӵۦplXӯҨMwRBӨAF\RBaAh֤H˱F즳@AӧAAooeN}ARBAiAAs@HpڡI
item = 2360,oI........ڭn岽A̡AڭnΧA̪Ӽyڪ!!
item = 2361,OɭԤF..............AiƪɭԨF!!!
item = 2362,................ݨFaHoNOҿתiơIF@ҰiơI
item = 2363,InAoˤUhFIaI
item = 2364,HnHAQQoӥ@ɷOpݧڭ̪Hڭ̾DB`AƦܳs˥ͤQ`ڭ̡Aoإ@٦ndʪOH
item = 2365,ӧaI@5pS@1AUڤ@_bƳoӻż©@ɧaI
item = 2366,AAoӥ@ɴNuܡHANSյۥhOPܡHShHdˡAShHAShRLOH................
item = 2367,ڤݭnǵ갰PA󤣻ݭnLHơAoӥ@ɥunڪsbNF!!
item = 2368,................
item = 2369,i............Aګ|鵹A̳oǥiƪCͪH
item = 2370,AoبSQ̡AoOߤ@UC
item = 2371,..............ڤ̤ߡAHOڡHڤ]QMOH@ˡALªͬڡIڤ]QOHdˡAڤ]QOHAڤ]hROH..........AiO....ѤOq_ڳo򰵡IuڼAuڼALڨ䪺ƪAڪĤH..............uܦoˡH@5pS@1..........ANM@H@ˡAܦc]OAH----------------!?
item = 2372,......藍_..........ڤ򳣤D................C
item = 2373,@5p@1AoǧAڡIoبƽ֤]SkwC
item = 2374,o@OѩR............C
item = 2375,HAuSkܦۤvRBܡHuuබۤѷNӬ............H
item = 2376,ڭ̤ObܶܡHڭ̤OܤFۤvRBܡHڭ̲FӦۤvRBӨӨo̡AFӤi৹ơANOFRBޱܡH
item = 2377,@5{R@1oSAڭ̷|Өo̡ANۧڭ̤wgqRBѲFAQQݡAڭ̤O]FYӭjMw}F즳ͬH]\ڭ̪pP@5uw@1PAiOAڬ۫Hunu߷QhAS쪺ơC
item = 2378,aA@4k|@1á~n}lOI
;
item = 2379,@5BP@1OH֬ݨ@5BP@1]hFH
item = 2380,^ơHoͤƤFH
item = 2381,oӷPı........DO..................
item = 2382,p!!!
;
item = 2383,o......oåO򰭪F!?
item = 2384,......iH]......]_F!!
item = 2385,]HUAo쩳O^ơH
item = 2386,..........OڤӷMFAFOۤvaAڧHdĤ]_ӡAQnQΥOq................
item = 2387,@UIA̬ݥI
item = 2388,O@5BP@1HD......@5BP@1M]eXFH
item = 2389,ڨ쩳FڡI....................
item = 2390,!!
item = 2391,wgOHe@5BP@1FApߡI{biO]!!
item = 2392,@5BP@1............쩳OFH
item = 2393,]\OjNݯdUӪͪaC
item = 2394,Ϊ........LNO]]w..............C
item = 2395,]..........ަpA@FAU..............C
;
item = 2396,{bڤ~bháAڭ̩ҰAOH٬OH
item = 2397,oبơA֤]SkDC
item = 2398,@5{R@1AaA{bo̤]wFC
item = 2399,pA@5~J@1AA^haAڷQAݤ@UC
item = 2400,p٬OѤFLܡH
item = 2401,naAڪDFApۤvpIC
item = 2402,@5p@1............AGA٬OSk\RBxyAڲרs٬Onb@4Ժ@1@........
item = 2403,@5p@1AA쩳b̡HڦnhܷQMA..................C
item = 2404,DAA̫ᤴMuOڷiHQΪH................H

item = 2405,zInjrAu[I
item = 2406,MAo̥iOQ٬@4k|@1j_䤤@ڡI
item = 2407,xHǤHOFH|~aHiӡH
item = 2408,ڡIӤHO@5pS@1ܡHťLIq@4i|@1hMU⪺~ڦPyXäFC
item = 2409,򻡶ǻDGMSAicIqܤF٦y^ӡI
item = 2410,WڡIBmIq̡I
item = 2411,OnH
item = 2412,oOǪH
item = 2413,sH@4|r@1̦sHoUlƱjFI
item = 2414,Qwgتs|bo̸IADӺOnB٬OaBC

item = 2415,uoȤHWAnܡH
item = 2416,ݭnܽЦAUI
item = 2417,A̭nh@4ȹp@1HhװܡH̯uOnaAnAԷũMAb䪺]ܩMAڬݥHhNb̩w~FC
item = 2418,h@4ȹp@1֭n}FA٥WHЧIWC
item = 2419,1.W
item = 2420,2.W
item = 2421,nAHFA}------C
item = 2422,SHnWFܡH

item = 2423,@5@1A@4ȹp@1Oӫ˪aH
item = 2424,............ӫ򻡩OHϥNO@ӫD`RaAĄF̴NDFC
item = 2425,D`R........|@5@1oˬܡH
item = 2426,QISbAL֤lC
item = 2427,@5pS@1AݨӧAʱe~hڡI
item = 2428,sb̪nXӷoáAPضܡHڨӴA̦waI
item = 2429,uOI̪sWowC

item = 2430,o̴NO~aHݰ_ٯuC
item = 2431,@5pp@1~~~~~~I
item = 2432,ڡApC
item = 2433,o̥iOڪGmڡInOAAûNOǧڤȮFI
item = 2434,OOOAjpjC
item = 2435,~
item = 2436,~
item = 2437,xHpO@5@1ܡHn[AVӶV}GoIoӭnRǤܡH
item = 2438,@5@1AڦVѰݦnڡI
item = 2439,I@5@1rIɭԦ^ӪHnRFܡH
item = 2440,@5@1AŨӪڡI
item = 2441,Ѫa
item = 2442,--------ѡI@5@1^ӤFI
item = 2443,
item = 2444,@5@1H^ơHp^ӤFH
item = 2445,@5@1QѹI
item = 2446,uOFpAHoǤHO............H
item = 2447,AnAڬO@5pگǼw@1Aڭ̬O@5@1B͡Aڭ̨ӦOQnݱz@ǰDC
item = 2448,O󧯺@5Jڥq@1ƧaH
item = 2449,rIrIGMoAݨӳoXʦ~OC
item = 2450,@5p@1I§@II
item = 2451,~HAo[AäN֡Cڭ̧ڨӻA[ةRuO@اiӤwAڭ̥Ԩbo@ɪhhWMo^AӦ@ǷMLHA~MٷQQΧڭ̪ͩRӹFͤѡI
item = 2452,ѡAnEʹI
item = 2453,y----y----藍_UA@ɥAFC
item = 2454,@5Jڥq@1............Ab٤pɭԡAN@Lߥؤ^AҦڤH@ˡA{LOڪaģAӥL]Sdtڭ̪Aaڭ̨VzQ@..............
item = 2455,..............oǥLAnǡAuǳoӪ|Aoӥ@ɡAӹLƨgBӹL·tFC
item = 2456,ڭ̧ڡAq`HHyWQAݥ@ƬͬwA]b믫譱~Ho[AiOA@5Jڥq@1PALHڭ̵LkHOMжˡAL}Fڭ̡AhFcVê@ɡA]\hڤHFHL}o̡AѤUڭ̳oǦ]`ȦۤvFDYӤhxp............
item = 2457,iO..........ӧڭ̺o{A@5Jڥq@1]OHALäOpڭ̷QAOӧ^CL]PAL]hWA]OCiOAڭ̵o{ɡAwgߤF..........A@5Jڥq@1ALäO@ӨUӡAӬONƦAHΤtӺۤvAo@AOɶMoӥ@ɧLܦ{bo˪..............C
item = 2458,ںޥLO]A{NO{A{bLAwgtAOL{Ҿ֦@FC
item = 2459,..............ѡADSkܦ^qeLܡH
item = 2460,oOLۤvnASHLA]SHܥLC
item = 2461,@5@1AnAhQFC
item = 2462,FAڦǪFnA̡C
item = 2463,<o@ɾ𤧸TӡA]CѳuBѰjBѧTBu@̤B̪kBvoTBӮaZBMӳAq,OBsB]Bt10>
item = 2464,ª!!
item = 2465,٦Aqo̩_AӥjNQ٬@4c@1AbƦʦ~eNwgFAiOb̭M٫Od۳\hǻAḀhݬݧaA]\|ì]@wC
item = 2466,N°աIѡC
item = 2467,@5@1Ap˪Ƨڭ̳ܿѡAiOA{bڭ̤]uapӪLFC

item = 2468,o̬O..............
item = 2469,_wܡH
item = 2470,zInΡILn_ǳAo_bo̩Fo[A򳣨SHOH
item = 2471,ӬO̪YaI
item = 2472,ӧaIӧaIŅA̬OSkڷj_I
item = 2473,B^ơH
item = 2474,ڡIFAťѻLo̦n򵲬ɤAnOĲI쪺ܷ|b@qɶQǰeXhAӥBoӮc|۰ʫʳAA]iӡC
item = 2475,@5@1A򤣦I
item = 2476,HaѤFI
item = 2477,naAJMpAja֧ⴤɶaI
item = 2478,֤@IISɶFI

item = 2479,o̮^APıǩǪC
item = 2480,nL..........Ao̦@ئniȪOqC
item = 2481,@5p@1I
item = 2482,C
item = 2483,b̡IoOqӷbӼXӸ̡I
item = 2484,nILh@@XӸ̭쩳OFH
item = 2485,Ho̦nOӳqDAUhݬݧaC
;
item = 2486,XaU............~M|OoӼˤlC
item = 2487,oOqXAo̬ON·tʦLaC
item = 2488,·tH
item = 2489,NO֦·tOCq`oتFҵoX`A|ް_PD骺ܡC
item = 2490,򻡳o̪LͰǳOoǪFdoI
item = 2491,ӨSC
item = 2492,AJMOonFAMNLաI
item = 2493,oOFH
item = 2494,OѶ·toX`ҧlިӪAgL[ֿnA~ܦ{boӼˤlC
item = 2495,icIMbo̻EFojI
;
item = 2497,]
item = 2499,<os>
item = 2541,<ot¤M  岽>
item = 2542,<ot¼C  һ>
;
item = 2543,쮳CpS̡AAs@5pگǼw@1SaHAťLC@5ܯS@1ܡH
item = 2544,ANO]Ԫ^@ܡH
item = 2545,OAӥBAL]O^ɪ̡C
item = 2546,AڻoǰH
item = 2547,@4tC|F@1AO@5ܯS@1b]ԪҨϥΪRCAӥLbԪANNCJ@4ja_@1FC
item = 2548,@4ja_@1H
item = 2549,..........AO@ӵLjkAqӨSHL̲`BAҥH]Hqa............C
item = 2550,@4tC|F@1Ooӥ@ɤihoZApGA@NhݡABn..............
item = 2551,@4ja_@1b̡H
item = 2552,@4U@1A@4FJ@1F_C
item = 2553,°աIYI
;
item = 2554,ѻSAo̪GMOLkAڭ̤wgFh`աH
item = 2555,@5pp@1rIڬݩFA󥲬FCo򨯭WH
item = 2556,rApڥDCb̡AdnwgahFC
item = 2557,H@5p@1AA̬ݨ̡I
item = 2558,`FI
item = 2559,icICbnYXӧ·СI
item = 2560,YA}êұo쪺FA~ȤOܡH
item = 2561,nFAWhaI
item = 2562,<otC  ƾ|F><o@ɾK>
item = 2569,䤣@4߲٫@1]pGO˳ƤХѰ^

item = 120,ӧQ
item = 123,ѱ

item = 124,`
item = 125,r
item = 126,
item = 127,
item = 128,z
item = 129,
item = 130,
item = 133,W@
item = 134,U@
;
;item = 135,DirectX Sound error, check your sound card and drivers please.
;item = 136,Error Message
item = 135,DirectX Sound oͿ~, ˬdzĥdXʵ{O_T, άObϥΤ
item = 136,~T
;
item = 137,b
item = 138,ѹprŧC
item = 139,s{
item = 140,WB
item = 141,믫Τ@
item = 142,LQ߱
item = 143,t
item = 144,R
item = 145,__
item = 146,R
item = 192,Uk
item = 247,UճN
item = 248,ʪἺ
item = 249,UFk
item = 250,ѻı
item = 251,جR
item = 252,U{ɪk
item = 253,s
item = 254,r]b
item = 255,v
item = 256,T
item = 257,zb
item = 258,yP
item = 259,P}
item = 260,Ȥ
item = 261,fb
item = 262,
item = 263,ѱ
item = 264,Ū
item = 265,ݼvñ
item = 266,s
item = 267,dЭF
item = 268,s
item = 269,ʵ
item = 270,sSX
item = 271,Ѥb
item = 272,H
item = 273,E
item = 274,aHŧ
item = 275,lq
item = 276,Ƥsˮ
item = 277,~㸹
item = 278,@
item = 279,__
item = 280,
item = 281,]̱
item = 282,lC
item = 283,]
item = 284,sR
item = 285,大b
item = 286,I_
item = 287,ŵL
item = 288,yP
item = 289,ʵ
item = 290,s
item = 291,ݼvñ
item = 292,lq
item = 293,Ƥsˮ
item = 294,H
item = 295,__
item = 296,b
item = 297,WB
item = 298,sSX
item = 299,lC

item = 147,a
item = 148,as_
item = 149,Ѧa
item = 150,ܦaY
item = 151,aF
item = 152,au@
item = 153,aFt@
item = 154,b
item = 155,si
item = 156,Pku
item = 157,s}
item = 158,Xr
item = 159,v¡
item = 160,ͩR
item = 161,k\
item = 162,b
item = 163,Ż}
item = 164,f
item = 165,ѷYp}
item = 166,Ļk
item = 169,ۤ
item = 170,KK
item = 171,]NIu
item = 172,㪢]N
item = 173,`i
item = 174,i
item = 175,G
item = 176,]
item = 177,GFb
item = 178,eGF
item = 179,h]
item = 180,tF
item = 181,
item = 182,
item = 183,
item = 184,]پ
item = 185,I
item = 186,ja¡
item = 187,jaf

item = 194,ॢO
item = 195,ॢ]kO
item = 196,Rv
item = 197,LSݩ
item = 198,
item = 199,m
item = 200,]
item = 201,ܤO
item = 602,aܤO
item = 202,ͩR
item = 203,]k
item = 204,ӱ
item = 205,
item = 206,Z[@
item = 207,]kӴb
item = 208,QZˮ`b
item = 209,ʨ⦸
item = 210,gx2
item = 211,ұox2
item = 212,Aû}n
item = 213,۰ʦ^_ͩR
item = 214,۰ʦ^_]k
item = 215,lĤHͩR
item = 216,^_]k
item = 245,ʫi]k
item = 609,⦸Z
item = 610,h@v
item = 611,ʨĪG
item = 612,Aw`
item = 613,CĶˮ`1/3kO
item = 614,r
item = 615,]kʦL
item = 616,Iz
item = 617,·
item = 618,
item = 619,~v
item = 620,{ײv
item = 621,v
item = 622,C^ͩRO[]kO
item = 623,LkW[O
item = 624,O
item = 1201,
item = 625,ä[
item = 626,ĪG
item = 627,rĪG
item = 1626,O2^_
item = 2516,ܤO
item = 2517,aܤO
item = 2518,ܤO
item = 2519,FܤO
item = 2520,aܤO
item = 2521,ܤO
item = 2522,FܤO
item = 2523,aܤO
item = 2524,aFܤO
item = 2525,FܤO
;
item = 109,ĤH
item = 110,rˮ`
item = 111,]kʦLĪG
item = 112,Ҧ]kܤOW
item = 113,ѰA
item = 114,vr
item = 115,Ѱ]kʦL
item = 167,IzĪG
item = 168,ѰIzĪG
item = 188,ѰĤH[𨾤O
item = 189,ҦA`
item = 190,W[mOĪG
item = 191,W[OĪG
item = 217,at
item = 218,t
item = 219,t
item = 220,t
item = 221,Ft
item = 222,]k
item = 223,¦O
item = 238,
item = 239,H@W
item = 240,HhW
item = 246,¦^_O
item = 300,iA
item = 301,
item = 302,
item = 303,~
;
item = 228,M
item = 229,C
item = 230,}
item = 231,
item = 232,
item = 603,k
item = 233,l
item = 234,~
item = 235,]
item = 236,]C
item = 237,Ҧ¾~
item = 311,n~
;
item = 242,^_H`A
;
item = 315,کi
item = 316,ຸsD
item = 317,s}]
item = 318,ۥѳ  h
item = 319,IS
item = 320,uF
item = 321,R
item = 322,Ǵe`
item = 323,o  ҦhQ
item = 324,趮  oV
item = 325,
item = 326,vǮl
item = 327,s( s )
item = 328,ϱڳ
item = 329,`Wh
item = 330,RB
item = 331,˥xa
item = 332,i|
item = 333,Q|sa
item = 334,  ƨQ
item = 335,^
item = 336,|r
item = 337,j  
item = 338,SFz
item = 339,ྤ𥧴
item = 340,SW
item = 341,뤧  ȹp
item = 342,c}
item = 343,e
item = 344,椧
item = 345,¤
item = 346,ԮǪha
item = 347,C  
item = 348,FùȪ
item = 349,۪v  Fù
item = 350,ľ|q
item = 351,jN
item = 352,X
item = 353,C  
item = 354,tF
item = 355,dĤ
item = 356,T  FJ
item = 357,ja_
item = 358,ȭ׹yj
item = 359,Jܮ
;
item = 360,סG
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-073.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actDelay,40
;
action = actMessage,SID_ENEMY056,1,2182,actDelay,40
action = actMessage,SID_ENEMY056,1,2183,actDelay,10
action = actMessage,SID_pS,1,380,actDelay,10
action = actMessage,SID_pگǼw,1,2184,actDelay,10
;
action = actSelectInsertEvent,SID_pS,1,2,2185,0,2186,1
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,29
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-031.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121						; [player id], [message id]
action = actTRUE
;
;action = actBMClearPointFlag,33,bmpmHidden
;action = actBMClearTrackFlag,32,bmpmHidden
;
action = actBMSetPointEvent,31,546,bmpmVisit
action = actBMSetPointEncounterRatio,31,10
;
;action = actSetBMWalkToPoint,30,31
action = actSetNextPlayLevelEvent,31,71
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; pگǼwk
code = 0
action = actCheckPlayerArrivePos,SID_pگǼw,1,224,0,448,0
;
action = actDeleteFailStatus,0
action = actMessage,SID_pگǼw,1,1926
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]					; pSk
code = 1
action = actCheckPlayerArrivePos,SID_pS,1,224,0,448,0
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]					; zk
code = 2
action = actCheckPlayerArrivePos,SID_z,1,224,0,448,0
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 3
action = actCheckPlayerArrivePos,SID_BP,1,224,0,448,0
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 4
message = -1,1942
action = actCheckPlayerTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; W
code = 5
action = actCheckRoundNumber,3;;;;;
action = actMessage,SID_ENEMY055,1,1924,actMessage,SID_ENEMY055,1,1925
;
action = actInsertObject,obj_Story_Level_Enemy49,256,1728,actDelay,8
action = actWalkDispWait,-1,1,0,-256,0
action = actInsertObject,obj_Story_Level_Enemy49,416,1728,actDelay,8
action = actWalkDispWait,-1,1,0,-256,0
action = actInsertObject,obj_Story_Level_Enemy49,544,1728,actDelay,8
action = actWalkDispWait,-1,1,0,-256,0
action = actInsertObject,obj_Story_Level_Enemy49,384,1824,actDelay,8
action = actWalkDispWait,-1,1,0,-256,0
action = actInsertObject,obj_Story_Level_Enemy49,576,1792,actDelay,8
action = actWalkDispWait,-1,1,0,-256,0,actDelay,20
action = actExecWinFailProcess

[event]					; Ƨ֦
code = 6
action = actCheckPlayerHPLow,SID_ENEMY055,1,0
;
action = actScrollBGToObject,SID_ENEMY055,1
action = actUseItem,SID_ENEMY055,1,252
action = actWaitPlayer,SID_ENEMY055,1,actRestoreShape,SID_ENEMY055,1
action = actSetWaitRound,SID_ENEMY055,1,2
action = actInsertEventStatus,6
action = actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,29
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,29
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,29,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,29,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,29,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,12,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H

[story]
action = actPlayMusic,9,actSetBGToPos,768,96,actDelay,40
;
action = actWalkDisp,SID_{R,1,0,256,0,actDelay,20
action = actWalkDisp,SID_[,1,0,256,0,actDelay,20
action = actWalkDisp,SID_~J,1,0,256,0,actDelay,20
action = actWalkDisp,SID_,1,0,256,0,actDelay,20
action = actWalkDisp,SID_pS,1,0,256,0,actDelay,20
action = actWalkDisp,SID_z,1,0,256,0,actDelay,20
action = actWalkDisp,SID_BP,1,0,256,0,actDelay,20
action = actWalkDispWait,SID_pگǼw,1,0,256,0,actDelay,6
action = actDelay,40
;
action = actMessage,SID_[,1,2056,actDelay,10
action = actMessage,SID_pگǼw,1,2057,actDelay,10
action = actMessage,SID_~J,1,2058,actDelay,10
action = actMessage,SID_pگǼw,1,380,actMessage,SID_{R,1,2059,actDelay,10
action = actMessage,SID_~J,1,2060,actDelay,10
action = actMessage,SID_z,1,2061,actMessage,SID_~J,1,1128
action = actMessage,SID_{R,1,2062,actDelay,10,actMessage,SID_{R,1,2063
;
action = actScrollBGToPos,768,1760
action = actWalkDisp,SID_ENEMY055,1,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY049,1,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY049,2,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY049,3,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY049,4,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY049,5,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY032,1,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY032,2,0,-640,0,actDelay,16
action = actWalkDisp,SID_ENEMY032,3,0,-640,0,actDelay,16
action = actDelay,40
;
action = actMessage,SID_ENEMY055,1,2064,actDelay,6,actMessage,SID_ENEMY055,1,2065,actDelay,10
action = actMessage,SID_pگǼw,1,2066,actDelay,10
action = actMessage,SID_ENEMY055,1,2067,actDelay,10
action = actMessage,SID_pگǼw,1,2068,actDelay,10
action = actMessage,SID_ENEMY055,1,2069
;
action = actSetPlayerUndead,SID_ENEMY055,1,1
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
;
action = actShowSectionName,SHAPE01\WORD036.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,12,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,12,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,12
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-032.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121						; [player id], [message id]
action = actTRUE
;
action = actBMClearPointFlag,34,bmpmHidden
action = actBMClearTrackFlag,33,bmpmHidden
;
action = actBMSetPointEvent,32,552,bmpmVisit
action = actBMSetPointEncounterRatio,32,10
;
action = actSetBMWalkerPlayerID,SID_[
action = actSetBMWalkToPoint,33,34
;action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; W
code = 0
action = actCheckRoundNumber,5
;;
action = actScrollBGToPos,384,32
action = actInsertObject,obj_Story_Level_Enemy55,512,-64,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,448,-128,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,608,-128,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,384,-64,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,64,-64,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,128,-128,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actInsertObject,obj_Story_Level_Enemy49,192,-96,actDelay,16
action = actWalkDisp,-1,1,0,192,0
action = actDelay,60
;
action = actMessage,SID_ENEMY055,1,1991,actDelay,10
action = actMessage,SID_pگǼw,1,1992,actMessage,SID_pگǼw,1,1993,actDelay,10
action = actMessage,SID_ENEMY055,1,1994,actDelay,16
action = actMessage,SID_pگǼw,1,1995
;
action = actSetPlayerUndead,SID_ENEMY055,1,1
;
action = actDeleteEventStatus,1
action = actInsertEventStatus,2,actInsertEventStatus,3,actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6,actInsertEventStatus,7,actInsertEventStatus,8
;
action = actInsertShowPosObject,0,1152,actInsertShowPosObject,32,1152,actInsertShowPosObject,64,1152,actInsertShowPosObject,96,1152,actInsertShowPosObject,128,1152
action = actInsertShowPosObject,160,1152,actInsertShowPosObject,192,1152,actInsertShowPosObject,224,1152,actInsertShowPosObject,256,1152,actInsertShowPosObject,288,1152
action = actInsertShowPosObject,320,1152,actInsertShowPosObject,352,1152,actInsertShowPosObject,384,1152,actInsertShowPosObject,416,1152,actInsertShowPosObject,448,1152
action = actInsertShowPosObject,480,1152,actInsertShowPosObject,512,1152,actInsertShowPosObject,544,1152,actInsertShowPosObject,576,1152,actInsertShowPosObject,608,1152
action = actInsertShowPosObject,640,1152,actInsertShowPosObject,672,1152
action = actScrollBGToPos,192,1152,actDelay,40
action = actScrollBGToPos,480,1152,actDelay,40
action = actShowWinFailStatus,actDelay,20
action = actDeleteShowPosObject

[event]					; 10^Xeĥ
code = 1
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_pگǼw,1,1989,actDelay,10
action = actMessage,SID_z,1,1990
;
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; pگǼwk
code = 2
action = actCheckPlayerArrivePos,SID_pگǼw,1,0,1152,672,1152
;
action = actDeleteFailStatus,0
action = actMessage,SID_pگǼw,1,1996
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]					; pSk
code = 3
action = actCheckPlayerArrivePos,SID_pS,1,0,1152,672,1152
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]					; zk
code = 4
action = actCheckPlayerArrivePos,SID_z,1,0,1152,672,1152
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 5
action = actCheckPlayerArrivePos,SID_BP,1,0,1152,672,1152
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 6
message = -1,2139
action = actCheckPlayerTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess
;;;;;;;;;;;;;
[event]					; W
code = 7
action = actCheckRoundNumber,7
action = actMessage,SID_ENEMY055,1,1924,actMessage,SID_ENEMY055,1,1925
;
action = actInsertObject,obj_Story_Level_Enemy49,448,-128,actDelay,8
action = actWalkDispWait,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy49,608,-128,actDelay,8
action = actWalkDispWait,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy49,384,-64,actDelay,8
action = actWalkDispWait,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy49,64,-64,actDelay,8
action = actWalkDispWait,-1,1,0,288,0
action = actInsertObject,obj_Story_Level_Enemy49,128,-128,actDelay,8
action = actWalkDispWait,-1,1,0,288,0,actDelay,20
action = actExecWinFailProcess

[event]					; Ƨ֦
code = 8
action = actCheckPlayerHPLow,SID_ENEMY055,1,0
;
action = actScrollBGToObject,SID_ENEMY055,1
action = actUseItem,SID_ENEMY055,1,252
action = actWaitPlayer,SID_ENEMY055,1,actRestoreShape,SID_ENEMY055,1
action = actSetWaitRound,SID_ENEMY055,1,2
action = actInsertEventStatus,8
action = actExecWinFailProcess

[event]
code = 9
action = actCheckNextSerialNumber,3
action = actInsertEventStatus,9
action = actInsertStoryObjectWaitPos,obj_Story_Level_PoisonGas,9,672,128,288,288,64,384,480,544,640,576,576,800,288,800,96,896,224,1056
action = actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,12
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,12
action = actDelay,40
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-015.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]                   ; ĥ
code = 0
message = -1,121				; [player id], [message id]
action = actTRUE
;
action = actBMSetPointEvent,15,540,bmpmVisit
action = actBMSetPointEncounterRatio,15,100
;
action = actSetNextPlayLevelEvent,15,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; BP`
code = 1
message = SID_BP,122
action = actCheckPlayer,1,SID_BP
action = actMessage,SID_pگǼw,1,1826
; ----------------------------------------------------------------
[event]					; W@
code = 0
message = -1,121
action = actCheckRoundNumber,8
;
action = actInsertObject,obj_Story_Level_Enemy34,352,-32,actDelay,6
action = actWalkDispWait,-1,1,0,96,0
action = actInsertObject,obj_Story_Level_Enemy34,724,-64,actDelay,6
action = actSetPrevInsertObjectWaitRound,10
action = actWalkDispWait,-1,1,0,160,0
action = actInsertObject,obj_Story_Level_Enemy34,1056,256,actDelay,6
action = actSetPrevInsertObjectWaitRound,14
action = actWalkDispWait,-1,1,-160,0,0
;
action = actInsertObject,obj_Story_Level_Enemy35,1024,544,actDelay,6
action = actSetPrevInsertObjectWaitRound,6
action = actWalkDispWait,-1,1,-256,0,0
action = actInsertObject,obj_Story_Level_Enemy35,736,768,actDelay,6
action = actSetPrevInsertObjectWaitRound,2
action = actWalkDispWait,-1,1,0,-96,0
action = actInsertObject,obj_Story_Level_Enemy35,384,800,actDelay,6
action = actSetPrevInsertObjectWaitRound,8
action = actWalkDispWait,-1,1,0,-128,0
;
action = actInsertObject,obj_Story_Level_Enemy33,96,-32,actDelay,6
action = actSetPrevInsertObjectWaitRound,14
action = actWalkDispWait,-1,1,0,96,0
;
action = actInsertEventStatus,1,actInsertEventStatus,2

[event]					; ˬdBPX{eĤH
code = 1
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actDeleteEventStatus,2
;
action = actMessage,SID_,1,1801,actDelay,10
action = actMessage,SID_{R,1,1802,actDelay,10
action = actMessage,SID_pگǼw,1,1803,actDelay,20
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; BPX{
code = 2
action = actCheckRoundNumber,16
;
action = actDeleteEventStatus,1
;
action = actScrollBGToPos,704,160
action = actPlaySound,WAV\WALK0018.WAV
action = actInsertStoryObject,obj_Story_Player8,704,160,actDelay,20
action = actMessage,SID_{R,1,1804,actDelay,10
action = actMessage,SID_pگǼw,1,1805,actDelay,20
;
action = actMessage,SID_BP,1,1806,actDelay,10
action = actMessage,SID_,1,1807,actDelay,20
;
action = actInsertObject,obj_Story_Level_Enemy38,736,-32,actDelay,10
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,736,64,0
action = actInsertObject,obj_Story_Level_Enemy38,992,256,actDelay,10
action = actSetPrevInsertObjectWaitRound,2
action = actWalkPrevInsertObjectWait,768,224,0
action = actInsertObject,obj_Story_Level_Enemy38,992,96,actDelay,10
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObjectWait,832,96,0
;
action = actDelay,10
action = actWalkWait,SID_BP,1,512,288,8,actDelay,10
action = actMessage,SID_pگǼw,1,1808,actDelay,10
action = actMessage,SID_pگǼw,1,1809
;action = actSelectInsertEvent,SID_pگǼw,1,2,1810,3,1811,4
action = actMessage,SID_pگǼw,1,1812,actDelay,10
action = actMessage,SID_,1,1813
action = actMessageIfExist,SID_[,1,1814,0,1,SID_
action = actInsertEventStatus,5,actInsertFailStatus,1
action = actShowWinFailStatus
;
action = actInsertEventStatus,5

[event]
code = 3				; ϩBP
message = -1,121
action = actTRUE

[event]
code = 4				; 藍ϩBP
message = -1,121
action = actTRUE
action = actMessage,SID_pگǼw,1,1815,actDelay,10
action = actMessage,SID_,1,1816
;
action = actWalk,SID_Jù,1,192,800,0,actDelay,8
action = actWalk,SID_z,1,192,800,0,actDelay,8
action = actWalk,SID_pS,1,192,800,0,actDelay,8
action = actWalk,SID_,1,192,800,0,actDelay,8
action = actWalk,SID_~J,1,192,800,0,actDelay,8
action = actWalk,SID_[,1,192,800,0,actDelay,8
action = actWalk,SID_{R,1,192,800,0,actDelay,8
action = actWalk,SID_pگǼw,1,192,800,0,actDelay,40
;
action = actDeletePlayerCode,SID_BP,1
;
action = actInsertWinStatus,0,actExecWinFailProcess

[event]
code = 5				; ĥ
message = -1,1836
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_BP,1,1817,actDelay,10
action = actMessage,SID_pگǼw,1,1818,actDelay,10
action = actMessage,SID_BP,1,1819,actDelay,10
action = actMessage,SID_pگǼw,1,380,actDelay,10
action = actMessage,SID_BP,1,1819,actDelay,20
action = actMessage,SID_pگǼw,1,1820
action = actMessage,SID_,1,1821,actDelay,20
action = actMessage,SID_pگǼw,1,1822,actDelay,10
action = actMessage,SID_BP,1,1823,actDelay,20
action = actMessage,SID_,1,1824,actDelay,40
;
action = actInsertWinStatus,0,actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-022.H
#include EXTRAS.H

[story]
action = actPlayMusic,8,actSetBGToPos,32,1056,actDelay,40
;
action = actWalkDisp,SID_{R,1,224,0,0,actDelay,20
action = actWalkDisp,SID_[,1,224,0,0,actDelay,20
action = actWalkDisp,SID_~J,1,224,0,0,actDelay,20
action = actWalkDisp,SID_,1,224,0,0,actDelay,20
action = actWalkDisp,SID_pS,1,224,0,0,actDelay,20
action = actWalkDisp,SID_z,1,224,0,0,actDelay,20
action = actWalkDisp,SID_BP,1,224,0,0,actDelay,20
action = actWalkDisp,SID_Jù,1,224,0,0,actDelay,20
action = actWalkDisp,SID_pگǼw,1,224,0,0,actWaitPlayer,SID_pگǼw,1
action = actDelay,40
;
action = actMessage,SID_{R,1,2405,actDelay,10
action = actMessage,SID_pS,1,2406,actDelay,10
;
action = actScrollBGToObject,SID_ENEMY041,1
action = actWalkDisp,SID_ENEMY041,4,-320,0,0,actDelay,6
action = actWalkDisp,SID_ENEMY041,3,-320,0,0,actDelay,6
action = actWalkDisp,SID_ENEMY041,2,-320,0,0,actDelay,6
action = actWalkDispWait,SID_ENEMY041,1,-320,0,0,actDelay,20
;
action = actScrollBGToObject,SID_ENEMY043,1
action = actWalkDisp,SID_ENEMY043,4,-320,0,0,actDelay,6
action = actWalkDisp,SID_ENEMY043,3,-320,0,0,actDelay,6
action = actWalkDisp,SID_ENEMY043,2,-320,0,0,actDelay,6
action = actWalkDispWait,SID_ENEMY043,1,-320,0,0,actDelay,40
;
action = actMessage,SID_ENEMY041,1,2407,actDelay,10
action = actMessage,SID_ENEMY041,2,2408,actDelay,10
action = actMessage,SID_ENEMY041,1,2409,actDelay,10
action = actMessage,SID_ENEMY041,1,2410,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD022.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-013.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]                   ; pFتa
code = 0
message = SID_pگǼw,1831				; [player id], [message id]
action = actCheckPlayerArrivePos,SID_pگǼw,1,416,288,448,288
;
action = actMessage,SID_pگǼw,1,1788,actMessage,SID_Jù,1,1789
action = actScrollBGToObject,SID_pگǼw,1,actDelay,40
; ------ zoom out white -------
action = actPlaySound,WAV\SWORD001.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteScreen,416,256
action = actDelay,40,actDeletePosObject,435,268,4,defProcStandObject
action = actDeletePosObject,435,275,4,defProcStandObject
action = actDelay,120
;
action = actMessage,SID_{R,1,1790,actDelay,20
action = actMessage,SID_Jù,1,1791,actDelay,20
action = actMessage,SID_pگǼw,1,1792,actMessage,SID_pگǼw,1,1793
action = actGetItem,17,1
action = actGetItem,227,1
;
action = actBMSetPointEvent,13,0,bmpmVisit
action = actBMClearPointFlag,13,bmpmBattle
action = actBMSetPointFlag,13,bmpmTown
action = actBMSetPointEncounterRatio,13,0
;
action = actSetNextPlayLevelEvent,13,gameBigMapLevel
; --------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; ɶ
code = 1
message = -1,1832
action = actCheckRoundNumber,30
;
action = actMessage,SID_pگǼw,1,1833,actDelay,20
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,15
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,15
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,15
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,15,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,15,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,15,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-044.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,1184,64,actDelay,40
;
action = actScrollBGToPosSpeed,96,1152,2,actDelay,40
;
action = actWalkDisp,SID_{R,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_[,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_~J,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_pS,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_z,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_BP,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_Jù,1,320,-224,0,actDelay,20
action = actWalkDisp,SID_pگǼw,1,320,-224,0,actWaitPlayer,SID_pگǼw,1
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2248,actDelay,20
action = actMessage,SID_[,1,2249
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD044.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-041.H
#include EXTRAS.H
#include TYPE.H

[story]
action = actPlayMusic,9,actSetBGToPos,0,0,actDelay,40
;
action = actScrollBGToPosSpeed,416,352,4,actDelay,40
;
action = actWalkDispWait,SID_pگǼw,1,-32,-32,2,actDelay,10
action = actMessage,SID_pگǼw,1,2216,actDelay,20
action = actMessage,SID_pگǼw,1,2217,actDelay,40
action = actMessage,SID_pگǼw,1,2218,actDelay,100
;
action = actMessage,SID_[,1,2219,actDelay,20
action = actMessage,SID_{R,1,2220,actDelay,10
action = actMessage,SID_pگǼw,1,2221,actDelay,16
action = actMessage,SID_{R,1,2222,actDelay,10
action = actMessage,SID_pگǼw,1,380,actDelay,20
action = actMessage,SID_~J,1,2223
action = actMessage,SID_{R,1,1065,actDelay,10
action = actMessage,SID_pگǼw,1,2224,actDelay,40
;
action = actMessage,SID_z,1,2225,actDelay,10
action = actMessage,SID_pگǼw,1,2226,actDelay,20
action = actMessage,SID_z,1,2227,actDelay,10,actMessage,SID_z,1,2228,actDelay,20
;
action = actMessage,SID_pگǼw,1,2229,actDelay,20
action = actMessage,SID_pS,1,2230,actDelay,20
action = actMessage,SID_pگǼw,1,2231,actDelay,20
action = actMessage,SID_,1,380,actDelay,20
action = actMessage,SID_,1,2232
action = actMessage,SID_pS,1,2233,actDelay,10
action = actMessage,SID_Jù,1,2234,actDelay,10
action = actMessage,SID_pگǼw,1,2235,actDelay,20
action = actMessage,SID_{R,1,2236,actDelay,16
action = actMessage,SID_,1,2237,actDelay,20
;
action = actMessage,SID_Jù,1,2238,actDelay,10
action = actMessage,SID_,1,2239,actDelay,20
action = actMessage,SID_pگǼw,1,2240,actDelay,10
action = actMessage,SID_,1,2241,actDelay,20
action = actMessage,SID_pگǼw,1,1465,actDelay,20
action = actMessage,SID_,1,2242,actDelay,40
action = actMessage,SID_pگǼw,1,2243
action = actMessage,SID_,1,2244,actDelay,30,actMessage,SID_,1,2245,actDelay,100
;
action = actMessage,SID_Jù,1,2246,actDelay,20
action = actMessage,SID_pگǼw,1,2247,actDelay,40
;
action = actDeleteTE,town_FJ,172,1,174
action = actAddTE,town_FJ,172,1,175
action = actAddTE,town_,36,1,40
;
action = actBMClearTrackFlag,42,bmpmHidden,actBMClearPointFlag,44,bmpmHidden
;
action = actSetNextPlayLevelEvent,42,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,30
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-045.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,1344,32,actDelay,40
;
action = actScrollBGToPosSpeed,384,1056,1,actDelay,40
;
action = actMessage,SID_pگǼw,1,2265
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD045.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3,actInsertEventStatus,4
action = actInsertEventStatus,5,actInsertEventStatus,6,actInsertEventStatus,7,actInsertEventStatus,8,actInsertEventStatus,9
action = actInsertEventStatus,10,actInsertEventStatus,11
action = actInsertEventStatus,12
;
action = actInsertShowPosObject,928,640,actInsertShowPosObject,960,640
action = actInsertShowPosObject,928,672,actInsertShowPosObject,960,672
action = actScrollBGToPos,928,640,actDelay,40
action = actShowWinFailStatus,actDelay,40
action = actDeleteShowPosObject
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,31,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-045.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,464,128,actDelay,40
;
action = actScrollBGToPosSpeed,448,608,1,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY054,1,1
;
action = actWalkDisp,SID_pگǼw,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_[,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_z,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,-192,0,actDelay,6
action = actWalkDisp,SID_Jù,1,0,-192,0,actDelay,6
action = actWaitPlayer,SID_Jù,1,actDelay,40
;
action = actMessage,SID_ENEMY054,1,2269,actDelay,10
action = actMessage,SID_pگǼw,1,2270,actDelay,20
action = actMessage,SID_ENEMY054,1,2271,actDelay,20
action = actMessage,SID_Jù,1,2272,actDelay,10
action = actMessage,SID_ENEMY054,1,2273,actDelay,10
action = actMessage,SID_Jù,1,2274,actDelay,16
action = actMessage,SID_Jù,1,2275,actDelay,16
action = actMessage,SID_Jù,1,2276,actDelay,20
action = actMessage,SID_ENEMY054,1,2277,actDelay,10
action = actMessage,SID_Jù,1,2278,actDelay,20
action = actMessage,SID_ENEMY054,1,2279
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD075.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,31,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,31,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-059.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,1280,512,actDelay,40
;
action = actScrollBGToPosSpeed,736,768,4
action = actScrollBGToPosSpeed,288,1152,4,actDelay,40
;
action = actWalk,SID_{R,1,1152,832,0,actDelay,6
action = actWalk,SID_[,1,1024,768,0,actDelay,6
action = actWalk,SID_~J,1,1088,832,0,actDelay,6
action = actWalk,SID_,1,928,736,0,actDelay,6
action = actWalk,SID_pS,1,928,800,0,actDelay,6
action = actWalk,SID_z,1,1120,864,0,actDelay,6
action = actWalk,SID_BP,1,1184,864,0,actDelay,6
action = actWalk,SID_Jù,1,992,736,0,actDelay,6
action = actWalkWait,SID_pگǼw,1,1056,800,0
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2333,actDelay,20
action = actMessage,SID_{R,1,2334,actDelay,20
action = actMessage,SID_z,1,2335,actDelay,16
;
action = actWalkWait,SID_pگǼw,1,1184,608,0,actDelay,40
action = actMessage,SID_pگǼw,1,2336
action = actPlaySound,WAV\EFF0013.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,1296,528,actDelay,4
;
action = actWalkWait,SID_pگǼw,1,1088,736,8,actDelay,60
;
action = actMessage,SID_{R,1,2337,actDelay,10
action = actMessage,SID_pگǼw,1,2338,actDelay,20
;
action = actShapeMessage,-1,306,2339,actDelay,10
action = actMessage,SID_[,1,2340,actDelay,10
action = actShapeMessage,-1,306,2341,actDelay,10
action = actMessage,SID_Jù,1,2342,actDelay,10
action = actShapeMessage,-1,306,2343,actDelay,10
action = actMessage,SID_pS,1,2344,actDelay,10
action = actShapeMessage,-1,306,2345,actDelay,20
;
action = actScrollBGToPos,1280,512,actDelay,80
action = actInsertStoryObject,obj_Story_Level_WhiteLight2,1296,528,actDelay,2
;action = actInsertStoryObject,obj_Story_Level_WhiteLight2,1200,432
;action = actInsertStoryObject,obj_Story_Level_WhiteLight2,1392,624,actDelay,2
;
action = actInsertObject,obj_Story_Level_Enemy60,1280,512
action = actInsertStoryObject,obj_Story_Level_WeakenPoint,1296,528
action = actDeletePosObject,1296,528,8,defProcStandObject
action = actDelay,160
;
action = actMessage,SID_pگǼw,1,2346
action = actSetPlayerUndead,SID_ENEMY060,1,1
;
action = actSetDeadMessage,SID_pگǼw,1,304,394
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD059.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,30
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,30
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,31
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-034.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemy,2,SID_ENEMY044,SID_ENEMY023
;
action = actMessage,SID_{R,1,2021,actDelay,8
action = actMessage,SID_{R,1,2022,actDelay,20
;
action = actSetTownExecEvent,town_Fù,157
action = actAddTE,town_Fù,158,0
action = actAddTE,town_Fù,159,0
action = actAddTE,town_Fù,160,0
action = actAddTE,town_Fù,161,3,162,163,165
action = actSetTownExitExecEvent,town_Fù,166
;
action = actBMClearPointFlag,35,bmpmHidden
action = actBMClearTrackFlag,34,bmpmHidden
action = actBMClearPointFlag,35,bmpmHidden
action = actBMClearTrackFlag,31,bmpmHidden
;
action = actBMSetPointEvent,34,555,bmpmVisit
action = actBMSetPointEncounterRatio,34,10
;
action = actBMSetShowTrackPoint,34
action = actSetBMWalkToPoint,32,35
;action = actSetNextPlayLevelEvent,30,gameBigMapLevel
; -
[fail]                  ; {R`
code = 0
message = SID_{R,122
action = actCheckPlayer,1,SID_{R

[fail]                  ; 
code = 1
message = -1,748
action = actCheckPlayer,1,SID_ENEMY062
action = actMessage,SID_{R,1,2007
; -
[event]
code = 0
message = -1,121
action = actCheckRoundNumber,7
action = actScrollBGToPos,1024,192
action = actInsertObject,obj_Story_Level_Enemy23,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1120,352,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy23,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1216,288,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy23,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1120,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy23,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1216,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy23,1152,-32,actDelay,10
action = actSetPlayerUndead,SID_ENEMY023,5,1
action = actWalkPrevInsertObject,1152,96,0,actDelay,16
action = actWaitPrevInsertPlayer
action = actInsertObject,obj_Story_Level_Enemy44,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1216,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy44,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1180,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy44,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1024,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy44,1152,-32,actDelay,10
action = actWalkPrevInsertObject,1088,288,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy44,1152,-32,actDelay,10
action = actWalkPrevInsertObject,960,224,0,actDelay,16
action = actWaitPrevInsertPlayer
action = actDelay,60
action = actMessage,SID_ENEMY023,1,2008,actDelay,10
action = actMessage,SID_ENEMY023,1,2009,actDelay,10
action = actMessage,SID_{R,1,2010
action = actInsertEventStatus,1

[event]
code = 1
message = -1,121
action = actCheckEnemyTotalNumber,0
action = actSetPlayerUndead,SID_ENEMY023,1,0
action = actSetPlayerUndead,SID_ENEMY023,2,0
action = actSetPlayerUndead,SID_ENEMY023,3,0
action = actSetPlayerUndead,SID_ENEMY023,4,0
action = actSetPlayerUndead,SID_ENEMY023,5,0
action = actMessage,SID_ENEMY062,1,2011,actDelay,10
action = actMessage,SID_ENEMY023,1,2012,actMessage,SID_ENEMY023,1,2013,actDelay,10
action = actMessage,SID_{R,1,2014,actMessage,SID_ENEMY023,1,2015,actMessage,SID_ENEMY023,1,2016,actDelay,10
action = actMessage,SID_{R,1,2017
action = actMessage,SID_[,1,2018
action = actMessageIfExist,SID_~J,1,0,2018,1,SID_[
action = actMessage,SID_ENEMY023,1,2019
action = actMessage,SID_ENEMY062,1,2020
action = actSetPlayerMode,SID_ENEMY023,1,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY023,2,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY023,3,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY023,4,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY023,5,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY044,1,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY044,2,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY044,3,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY044,4,pmEnemy,0
action = actSetPlayerMode,SID_ENEMY044,5,pmEnemy,0
action = actInsertWinStatus,0,actDeleteFailStatus,1
action = actWalkAndDelete,SID_ENEMY062,3,-128,512,8,actDelay,30
action = actWalkAndDelete,SID_ENEMY062,2,-96,512,8,actDelay,30
action = actWalkAndDeleteWait,SID_ENEMY062,1,-64,512,8
action = actDelay,80
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,31
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,31
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-045.H
#include EXTRAS.H

[story]
action = actPlayMusic,10,actSetBGToPos,448,544,actDelay,40
;
action = actMessage,SID_ENEMY054,1,2285,actDelay,10
action = actMessage,SID_Jù,1,2286,actDelay,10
action = actMessage,SID_ENEMY054,1,2287,actDelay,26
action = actMessage,SID_ENEMY054,1,2288,actDelay,10
action = actMessage,SID_Jù,1,2289,actDelay,40
action = actMessage,SID_ENEMY054,1,2290,actDelay,10
;
action = actDeleteObject,SID_ENEMY054,1,actDelay,120
;
action = actEnterStorageWindow
action = actKeepPlayerST
;
;action = actSetNextPlayLevelEvent,45,76
action = actSetNextPlayLevelGetOverEvent,0
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,36
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-076.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,256,256,actDelay,40
;
action = actScrollBGToPosSpeed,384,672,1,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY058,1,1
;
action = actWalkDisp,SID_pگǼw,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_[,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_z,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_Jù,1,0,-224,0,actDelay,6
action = actWaitPlayer,SID_Jù,1,actDelay,40
;
action = actMessage,SID_pگǼw,1,2291,actDelay,16
action = actMessage,SID_ENEMY058,1,2292,actDelay,20
action = actMessage,SID_pگǼw,1,2293,actDelay,16
action = actMessage,SID_ENEMY058,1,2294,actDelay,10
action = actMessage,SID_Jù,1,2295,actDelay,8
action = actMessage,SID_ENEMY058,1,2296,actDelay,16
action = actMessage,SID_Jù,1,2297,actDelay,20
action = actMessage,SID_ENEMY058,1,2298,actDelay,16
action = actMessage,SID_,1,380
;
action = actSetDeadMessage,SID_pگǼw,1,304,394
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD076.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
action = actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6
action = actInsertEventStatus,10,actInsertEventStatus,11
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,33
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,33
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,33
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,32
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-076.H
#include EXTRAS.H

[story]
action = actPlayMusic,10,actSetBGToPos,320,512,actDelay,40
;
action = actMessage,SID_ENEMY058,1,2310,actDelay,10
action = actMessage,SID_pگǼw,1,2311,actDelay,16
action = actMessage,SID_ENEMY058,1,2312,actDelay,10
action = actMessage,SID_Jù,1,2295,actDelay,20
action = actMessage,SID_ENEMY058,1,2313,actDelay,10
action = actMessage,SID_pگǼw,1,2314,actDelay,16
action = actMessage,SID_ENEMY058,1,2315,actDelay,16
action = actMessage,SID_ENEMY058,1,2316,actDelay,20
action = actMessage,SID_ENEMY058,1,2317,actDelay,20
action = actMessage,SID_,1,2318,actDelay,20
action = actMessage,SID_ENEMY058,1,2319,actDelay,16
action = actMessage,SID_,1,2320,actDelay,8
action = actMessage,SID_ENEMY058,1,2321,actDelay,16
action = actMessage,SID_,1,2322,actDelay,8
action = actMessage,SID_ENEMY058,1,2323,actDelay,16
action = actMessage,SID_pگǼw,1,2324,actDelay,20
action = actMessage,SID_ENEMY058,1,2325,actDelay,8
action = actMessage,SID_pگǼw,1,1852,actDelay,8
action = actMessage,SID_Jù,1,2326,actDelay,20
action = actMessage,SID_ENEMY058,1,2327,actDelay,20
action = actMessage,SID_ENEMY058,1,2328,actDelay,10
action = actMessage,SID_ENEMY058,1,2329,actDelay,40
action = actMessage,SID_ENEMY058,1,2330,actDelay,20
action = actMessage,SID_,1,2331,actDelay,80
action = actDeleteObject,SID_ENEMY058,1,actDelay,40
action = actMessage,SID_pگǼw,1,2332,actDelay,40
;
action = actEnterStorageWindow
action = actKeepPlayerST
;
action = actSetNextPlayLevelEvent,59,59
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,32
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,32
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,34
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,34
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,34
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,33,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-077.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,256,288,actDelay,40
;
action = actScrollBGToPosSpeed,384,672,1,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY056,1,1
;
action = actWalkDisp,SID_pگǼw,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_[,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_z,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_Jù,1,0,-224,0,actDelay,6
action = actWaitPlayer,SID_Jù,1,actDelay,40
;
action = actMessage,SID_Jù,1,2350,actDelay,16
action = actMessage,SID_pS,1,2351,actDelay,20
;
action = actScrollBGToObject,SID_ENEMY056,1,actDelay,40
action = actPlaySound,WAV\LASERUP001.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,295,273,actDelay,2
action = actDeletePosObject,295,273,8,defProcStandObject,actDelay,40
action = actMessage,SID_ENEMY056,1,2352,actDelay,10
action = actMessage,SID_ENEMY056,1,2353,actDelay,10
action = actMessage,SID_pS,1,2354,actDelay,20
action = actMessage,SID_ENEMY056,1,2355,actDelay,10
action = actMessage,SID_pگǼw,1,2356,actDelay,10
action = actMessage,SID_ENEMY056,1,2357,actDelay,10
action = actMessage,SID_pگǼw,1,2358,actDelay,6
action = actMessage,SID_ENEMY056,1,804,actDelay,10
action = actMessage,SID_pگǼw,1,2359,actDelay,10
action = actMessage,SID_ENEMY056,1,2360,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,304,394
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD077.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,33,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,33,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,32,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-082.H
#include EXTRAS.H

[story]
action = actPlayMusic,4,actSetBGToPos,336,464,actDelay,40
;
action = actMessage,SID_ENEMY059,1,2369,actDelay,16
action = actMessage,SID_pگǼw,1,2370,actDelay,20
action = actMessage,SID_ENEMY059,1,2371,actDelay,40
;
action = actDeleteObject,SID_ENEMY059,1,actDelay,40
action = actWalkDispWait,SID_pS,1,-32,-64,0,actDelay,40
action = actMessage,SID_pS,1,2372,actDelay,10
action = actWalkDispWait,SID_,1,64,-32,0,actDelay,20
action = actMessage,SID_,1,2373,actDelay,10
action = actMessage,SID_z,1,2374,actDelay,20
action = actMessage,SID_[,1,2375,actDelay,10
action = actMessage,SID_{R,1,2376,actDelay,20
action = actMessage,SID_pگǼw,1,2377,actDelay,20
action = actMessage,SID_pS,1,380,actDelay,36
action = actMessage,SID_pگǼw,1,2378,actDelay,40
;
action = actSetNextPlayLevelEvent,90,998
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,32,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,32,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,34,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-079.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayMusic,8,actSetBGToPos,544,512,actDelay,40
;
action = actMessage,SID_pS,1,2423,actDelay,16
action = actMessage,SID_,1,2424,actDelay,20
action = actMessage,SID_pS,1,2425,actDelay,16
action = actMessage,SID_,1,2426,actDelay,20
;
action = actWalkDisp,SID_ENEMY038,8,0,224,0
action = actWalkDispWait,SID_ENEMY038,7,0,224,0,actDelay,20
action = actWalkDisp,SID_ENEMY038,6,0,224,0
action = actWalkDisp,SID_ENEMY038,5,0,224,0
action = actWalkDispWait,SID_ENEMY038,4,0,224,0,actDelay,20
action = actWalkDisp,SID_ENEMY038,3,0,224,0
action = actWalkDisp,SID_ENEMY038,2,0,224,0
action = actWalkDispWait,SID_ENEMY038,1,0,224,0,actDelay,20
;
action = actWalkDispWait,SID_ENEMY039,1,0,-224,0,actDelay,20
action = actWalkDispWait,SID_ENEMY039,2,0,-224,0,actDelay,20
action = actWalkDispWait,SID_ENEMY039,3,320,0,0,actDelay,20
action = actWalkDispWait,SID_ENEMY039,4,320,0,0,actDelay,40
;
action = actMessage,SID_pگǼw,1,2427
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD026.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
action = actPlayLevelMusic
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,34,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,34,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,36
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,36
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,36,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,496,1664,actDelay,40
;
action = actDelay,20
action = actMessage,SID_pگǼw,1,2468,actDelay,10
action = actScrollBGToPosSpeed,496,128,4,actDelay,20
action = actMessage,SID_pگǼw,1,2469,actDelay,20
action = actMessage,SID_,1,2470,actDelay,20
action = actMessage,SID_{R,1,2471,actDelay,16
;
action = actScrollBGToPos,384,1152,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,400,1168,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,400,1168,actDelay,40
action = actScrollBGToPos,720,1264,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,720,1264,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,720,1264,actDelay,40
action = actScrollBGToPos,624,880,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,624,880,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,624,880,actDelay,40
action = actScrollBGToPos,304,400,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,304,400,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,304,400,actDelay,40
action = actScrollBGToPos,368,1328,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,368,1328,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,368,1328,actDelay,40
;
action = actScrollBGToPos,496,1264,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,496,1264,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,496,1264,actDelay,2
action = actChangePrevInsertObjectID,5000,actDelay,40
action = actScrollBGToPos,816,1264,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,816,1264,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,816,1264,actDelay,2
action = actChangePrevInsertObjectID,5001,actDelay,40
action = actScrollBGToPos,432,624,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,432,624,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,432,624,actDelay,2
action = actSetPrevInsertObjectWaitRound,8
action = actChangePrevInsertObjectID,5002,actDelay,40
action = actScrollBGToPos,368,880,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,368,880,actDelay,2
action = actInsertObject,obj_Story_Level_Enemy50,368,880,actDelay,2
action = actChangePrevInsertObjectID,5003,actDelay,40
;
action = actMessage,SID_pگǼw,1,2472
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD028.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0,actInsertFailStatus,1
action = actInsertEventStatus,0
action = actInsertEventStatus,3,actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,36,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121				; [player id], [message id]
action = actTRUE
;
action = actMessage,SID_ENEMY055,1,2086
action = actWalkAndDeleteWait,SID_ENEMY055,1,640,2016,8,actDelay,20
;
action = actBMSetPointEvent,36,558,bmpmVisit
action = actBMSetPointEncounterRatio,36,20
;
action = actSetNextPlayLevelEvent,36,gameBigMapLevel
; ---------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;
[fail]                  ; Jù`
code = 1
message = SID_Jù,122
action = actCheckPlayer,1,SID_Jù
;
[event]
code = 0
message = -1,1939
action = actCheckPlayerHPLow,SID_ENEMY055,1,0
action = actScrollBGToObject,SID_ENEMY055,1
action = actUseItem,SID_ENEMY055,1,252
action = actWaitPlayer,SID_ENEMY055,1,actRestoreShape,SID_ENEMY055,1
action = actSetWaitRound,SID_ENEMY055,1,2
action = actInsertEventStatus,0
action = actExecWinFailProcess

[event]
code = 1
action = actCheckRoundNumber,7
action = actScrollBGToPos,672,96
action = actInsertStoryObject,obj_Story_Player9,672,-64,actDelay,10
action = actSetPlayerMode,SID_Jù,1,pmEnemy,0
action = actSetPlayerUndead,SID_Jù,1,1
action = actWalkDisp,SID_Jù,1,0,320,0,actDelay,20
action = actInsertObject,obj_Story_Level_Enemy49,608,-128,actDelay,10
action = actWalkDisp,-1,1,0,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,864,-128,actDelay,10
action = actWalkDisp,-1,1,0,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,736,-224,actDelay,10
action = actWalkDisp,-1,1,0,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,672,-160,actDelay,10
action = actWalkDisp,-1,1,0,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,680,1940,actDelay,10
action = actWalkPrevInsertObject,531,1529,0,actDelay,16
action = actWaitPlayer,SID_ENEMY049,4
action = actScrollBGToPos,256,96
action = actInsertObject,obj_Story_Level_Enemy65,128,-96,actDelay,10
action = actWalkDisp,-1,1,0,192,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,256,-128,actDelay,10
action = actWalkDisp,-1,1,0,192,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,416,-96,actDelay,10
action = actWalkDisp,-1,1,0,192,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,680,1940,actDelay,10
action = actWalkPrevInsertObject,756,1551,0,actDelay,16
action = actWaitPlayer,SID_ENEMY065,3
action = actDelay,40
action = actMessage,SID_ENEMY055,1,2070,actDelay,10
action = actMessage,SID_Jù,1,380,actDelay,20
action = actInsertEventStatus,2,actInsertEventStatus,3
action = actExecWinFailProcess

[event]				
code = 2
action = actCheckPlayerHPLow,SID_Jù,1,0
action = actScrollBGToObject,SID_Jù,1
action = actUseItem,SID_Jù,1,252
action = actWaitPlayer,SID_Jù,1,actRestoreShape,SID_Jù,1
action = actSetWaitRound,SID_Jù,1,2
action = actInsertEventStatus,2
action = actExecWinFailProcess

[event]
code = 3
message = -1,1937
action = actCheckRoundNumber,9
action = actMessage,SID_Jù,1,2071,actDelay,10
action = actMessage,SID_pگǼw,1,2072,actDelay,10,actMessage,SID_pگǼw,1,2073,actDelay,10
action = actMessage,SID_Jù,1,2074,actDelay,10
action = actMessage,SID_pگǼw,1,2075,actDelay,6,actMessage,SID_pگǼw,1,2076,actDelay,10
action = actMessage,SID_Jù,1,380,actDelay,10
action = actMessage,SID_ENEMY055,1,2077
action = actSetPlayerMode,SID_Jù,1,pmPlayerEnemy,0
action = actSetPlayerNoAttack,SID_Jù,1,1
action = actInsertEventStatus,4
action = actExecWinFailProcess

[event]
code = 4
message = -1,1937
action = actCheckRoundNumber,11
action = actMessage,SID_ENEMY055,1,2078
action = actMessage,SID_Jù,1,380,actDelay,10
action = actMessage,SID_Jù,1,2079,actDelay,10
action = actMessage,SID_pگǼw,1,2080,actDelay,16
action = actMessage,SID_Jù,1,2081,actDelay,10
action = actMessage,SID_pگǼw,1,2082,actDelay,16
action = actMessage,SID_ENEMY055,1,2083,actDelay,6
action = actMessage,SID_Jù,1,2084
action = actMessage,SID_ENEMY055,1,2085
action = actDeleteEventStatus,0,actDeleteEventStatus,2
action = actInsertEventStatus,5
action = actInsertFailStatus,1
action = actSetDeadMessage,SID_Jù,1,2087,0
action = actSetPlayerMode,SID_Jù,1,pmPlayer,1
action = actSetPlayerMode,SID_Jù,1,pmPlayer,1
action = actSetPlayerUndead,SID_Jù,1,0
action = actSetPlayerNoAttack,SID_Jù,1,0
action = actShowWinFailStatus
action = actExecWinFailProcess

[event]
code = 5
message = -1,1939
action = actCheckPlayerHPLow,SID_ENEMY055,1,0;
action = actInsertWinStatus,0
action = actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,36,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-077.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,256,256,actDelay,40
;
action = actScrollBGToPosSpeed,384,672,1,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY058,1,1
;
action = actWalkDisp,SID_pگǼw,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_{R,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_[,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_~J,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_pS,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_z,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_BP,1,0,-224,0,actDelay,6
action = actWalkDisp,SID_Jù,1,0,-224,0,actDelay,6
action = actWaitPlayer,SID_Jù,1,actDelay,40
;
action = actMessage,SID_pگǼw,1,2291,actDelay,16
action = actMessage,SID_ENEMY058,1,2292,actDelay,20
action = actMessage,SID_pگǼw,1,2293,actDelay,16
action = actMessage,SID_ENEMY058,1,2294,actDelay,10
action = actMessage,SID_Jù,1,2295,actDelay,8
action = actMessage,SID_ENEMY058,1,2296,actDelay,16
action = actMessage,SID_Jù,1,2297,actDelay,20
action = actMessage,SID_ENEMY058,1,2298,actDelay,16
action = actMessage,SID_,1,380
;
action = actSetDeadMessage,SID_pگǼw,1,304,394
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD078.SHP
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-039.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_pگǼw,1,2138,actDelay,20
;
action = actBMSetPointEvent,39,561,bmpmVisit
action = actBMSetPointEncounterRatio,39,16
;
action = actSetNextPlayLevelEvent,39,gameBigMapLevel
;
[fail]
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;
[event]
code = 0
message = -1,121
action = actCheckRoundNumber,4
action = actDeleteEventStatus,1
action = actInsertEventStatus,3
action = actExecWinFailProcess

[event]
code = 1
action = actCheckEnemyTotalNumber,2
action = actDeleteEventStatus,0
action = actInsertEventStatus,3
action = actExecWinFailProcess

[event]
code = 2
action = actCheckRoundNumber,3
action = actPlaySound,WAV\QUAKE006.WAV
action = actEarthQuake,120,actDelay,6
action = actInsertStoryObject,obj_Story_Level_Smoke,760,830
action = actInsertStoryObject,obj_Story_Level_Smoke,658,899
action = actInsertStoryObject,obj_Story_Level_Smoke,487,970
action = actInsertStoryObject,obj_Story_Level_Smoke,384,920
action = actInsertStoryObject,obj_Story_Level_Smoke,352,796
action = actInsertStoryObject,obj_Story_Level_Smoke,350,725
action = actInsertStoryObject,obj_Story_Level_Smoke,448,674
action = actInsertStoryObject,obj_Story_Level_Smoke,536,633
action = actInsertStoryObject,obj_Story_Level_Smoke,540,692
action = actInsertStoryObject,obj_Story_Level_Smoke,483,856
action = actDelay,60
action = actMessage,SID_pگǼw,1,2133,actDelay,10
action = actMessage,SID_{R,1,2134
action = actInsertEventStatus,4

[event]
code = 3
action = actTRUE
;
action = actInsertObject,obj_Story_Level_Enemy32,512,1280,actDelay,10
action = actWalkDisp,-1,1,0,-160,0,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy32,384,1280,actDelay,10
action = actWalkDisp,-1,1,0,-160,0,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy32,460,1280,actDelay,10
action = actWalkDisp,-1,1,0,-160,0,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy49,864,1312,actDelay,10
action = actWalkDisp,-1,1,0,-256,0,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy49,784,1312,actDelay,10
action = actWalkDisp,-1,1,0,-256,0,actDelay,10
action = actInsertObject,obj_Story_Level_Enemy65,896,1280,actDelay,10
action = actWalkDispWait,-1,1,0,-160,0,actDelay,40
action = actInsertObject,obj_Story_Level_Enemy65,560,1312,actDelay,10
action = actWalkDispWait,-1,1,0,-160,0,actDelay,40
action = actMessage,SID_pگǼw,1,2137
action = actInsertWinStatus,0

[event]
code = 4
action = actCheckRoundNumber,5
action = actPlaySound,WAV\QUAKE006.WAV
action = actEarthQuake,160,actDelay,6
action = actInsertStoryObject,obj_Story_Level_Smoke,760,830
action = actInsertStoryObject,obj_Story_Level_Smoke,721,870
action = actInsertStoryObject,obj_Story_Level_Smoke,658,899
action = actInsertStoryObject,obj_Story_Level_Smoke,551,959
action = actInsertStoryObject,obj_Story_Level_Smoke,487,970
action = actInsertStoryObject,obj_Story_Level_Smoke,384,920
action = actInsertStoryObject,obj_Story_Level_Smoke,362,829
action = actInsertStoryObject,obj_Story_Level_Smoke,352,796
action = actInsertStoryObject,obj_Story_Level_Smoke,350,725
action = actInsertStoryObject,obj_Story_Level_Smoke,448,674
action = actInsertStoryObject,obj_Story_Level_Smoke,392,698
action = actInsertStoryObject,obj_Story_Level_Smoke,536,633
action = actInsertStoryObject,obj_Story_Level_Smoke,540,692
action = actInsertStoryObject,obj_Story_Level_Smoke,483,856
action = actInsertStoryObject,obj_Story_Level_Smoke,708,848
action = actPlaySound,WAV\QUAKE006.WAV
action = actDelay,60
action = actMessage,SID_pگǼw,1,2135,actDelay,10
action = actInsertEventStatus,5

[event]
code = 5
action = actCheckRoundNumber,6
action = actPlaySound,WAV\QUAKE009.WAV
action = actEarthQuake,240,actDelay,6
action = actInsertStoryObject,obj_Story_Level_Smoke,760,830
action = actInsertStoryObject,obj_Story_Level_Smoke,721,870
action = actInsertStoryObject,obj_Story_Level_Smoke,658,899
action = actInsertStoryObject,obj_Story_Level_Smoke,610,932
action = actInsertStoryObject,obj_Story_Level_Smoke,551,959
action = actInsertStoryObject,obj_Story_Level_Smoke,487,970
action = actInsertStoryObject,obj_Story_Level_Smoke,418,961
action = actInsertStoryObject,obj_Story_Level_Smoke,384,920
action = actInsertStoryObject,obj_Story_Level_Smoke,358,884
action = actInsertStoryObject,obj_Story_Level_Smoke,362,829
action = actInsertStoryObject,obj_Story_Level_Smoke,352,796
action = actInsertStoryObject,obj_Story_Level_Smoke,331,757
action = actInsertStoryObject,obj_Story_Level_Smoke,350,725
action = actInsertStoryObject,obj_Story_Level_Smoke,392,698
action = actInsertStoryObject,obj_Story_Level_Smoke,448,674
action = actInsertStoryObject,obj_Story_Level_Smoke,490,650
action = actInsertStoryObject,obj_Story_Level_Smoke,536,633
action = actInsertStoryObject,obj_Story_Level_Smoke,540,692
action = actInsertStoryObject,obj_Story_Level_Smoke,476,744
action = actInsertStoryObject,obj_Story_Level_Smoke,575,770
action = actInsertStoryObject,obj_Story_Level_Smoke,416,795
action = actInsertStoryObject,obj_Story_Level_Smoke,483,856
action = actInsertStoryObject,obj_Story_Level_Smoke,609,831
action = actInsertStoryObject,obj_Story_Level_Smoke,448,941
action = actInsertStoryObject,obj_Story_Level_Smoke,708,848
action = actPlaySound,WAV\QUAKE006.WAV
action = actDelay,40
action = actPlaySound,WAV\QUAKE009.WAV
action = actEarthQuake,240,actDelay,6
action = actInsertStoryObject,obj_Story_Level_Smoke,760,830
action = actInsertStoryObject,obj_Story_Level_Smoke,721,870
action = actInsertStoryObject,obj_Story_Level_Smoke,658,899
action = actInsertStoryObject,obj_Story_Level_Smoke,551,959
action = actInsertStoryObject,obj_Story_Level_Smoke,487,970
action = actInsertStoryObject,obj_Story_Level_Smoke,384,920
action = actInsertStoryObject,obj_Story_Level_Smoke,362,829
action = actInsertStoryObject,obj_Story_Level_Smoke,352,796
action = actInsertStoryObject,obj_Story_Level_Smoke,350,725
action = actInsertStoryObject,obj_Story_Level_Smoke,448,674
action = actInsertStoryObject,obj_Story_Level_Smoke,392,698
action = actInsertStoryObject,obj_Story_Level_Smoke,536,633
action = actInsertStoryObject,obj_Story_Level_Smoke,540,692
action = actInsertStoryObject,obj_Story_Level_Smoke,483,856
action = actInsertStoryObject,obj_Story_Level_Smoke,708,848
action = actPlaySound,WAV\QUAKE006.WAV
;action = actChangePosObjectProcCode,484,968,6,defProcStandObject,defProcObjectM
action = actInsertStoryObject,obj_Story_Level_DisappearRock,484,968,actDelay,1
action = actDeletePosObject,484,968,6,defProcStandObject
action = actDeletePosPlayerXRange,480,640,3,defProcPlayer,actDeletePosPlayerXRange,480,640,3,defProcEnemy
action = actDeletePosPlayerXRange,416,672,6,defProcPlayer,actDeletePosPlayerXRange,416,672,6,defProcEnemy
action = actDeletePosPlayerXRange,352,704,9,defProcPlayer,actDeletePosPlayerXRange,352,704,9,defProcEnemy
action = actDeletePosPlayerXRange,320,736,11,defProcPlayer,actDeletePosPlayerXRange,320,736,11,defProcEnemy
action = actDeletePosPlayerXRange,352,768,11,defProcPlayer,actDeletePosPlayerXRange,352,768,11,defProcEnemy
action = actDeletePosPlayerXRange,352,800,13,defProcPlayer,actDeletePosPlayerXRange,352,800,13,defProcEnemy
action = actDeletePosPlayerXRange,352,832,12,defProcPlayer,actDeletePosPlayerXRange,352,832,12,defProcEnemy
action = actDeletePosPlayerXRange,352,864,11,defProcPlayer,actDeletePosPlayerXRange,352,864,11,defProcEnemy
action = actDeletePosPlayerXRange,384,896,8,defProcPlayer,actDeletePosPlayerXRange,384,896,8,defProcEnemy
action = actDeletePosPlayerXRange,416,928,5,defProcPlayer,actDeletePosPlayerXRange,416,928,5,defProcEnemy
action = actDelay,1
action = actInsertStoryObjectXRange,obj_Story_Block,480,640,3
action = actInsertStoryObjectXRange,obj_Story_Block,416,672,6
action = actInsertStoryObjectXRange,obj_Story_Block,352,704,9
action = actInsertStoryObjectXRange,obj_Story_Block,320,736,11
action = actInsertStoryObjectXRange,obj_Story_Block,352,768,11
action = actInsertStoryObjectXRange,obj_Story_Block,352,800,13
action = actInsertStoryObjectXRange,obj_Story_Block,352,832,12
action = actInsertStoryObjectXRange,obj_Story_Block,352,864,11
action = actInsertStoryObjectXRange,obj_Story_Block,384,896,8
action = actInsertStoryObjectXRange,obj_Story_Block,416,928,5
action = actDelay,60
;
action = actMessage,SID_pگǼw,1,2136
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-079.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,304,368,actDelay,40
;
action = actScrollBGToPosSpeed,384,672,1,actDelay,40
;
action = actSetPlayerUndead,SID_ENEMY057,1,1
;
action = actMessage,SID_pگǼw,1,2383,actDelay,16
action = actMessage,SID_ENEMY058,1,2384,actDelay,20
action = actMessage,SID_Jù,1,2385,actDelay,10
action = actMessage,SID_ENEMY058,1,2386,actDelay,10
action = actMessage,SID_Jù,1,2326,actDelay,6
action = actMessage,SID_{R,1,2387,actDelay,10
action = actMessage,SID_pگǼw,1,2388,actDelay,20
action = actMessage,SID_ENEMY058,1,2389,actDelay,20
;
action = actScrollBGToPos,304,368,actDelay,40
action = actPlaySound,WAV\SHOOT008.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,304,304,actDelay,10
action = actPlaySound,WAV\SHOOT008.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,316,364,actDelay,10
action = actPlaySound,WAV\SHOOT008.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,332,428,actDelay,20
action = actPlaySound,WAV\BOMB0009.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight2,336,432,actDelay,4
action = actDeleteObject,SID_ENEMY058,1,actDelay,120
;
action = actMessage,SID_,1,2390,actDelay,20
action = actMessage,SID_pگǼw,1,2391
;
action = actSetDeadMessage,SID_pگǼw,1,304,394
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD079.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-037.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121				; [player id], [message id]
action = actTRUE
;
action = actBMSetPointEvent,37,0,bmpmVisit
action = actBMSetPointFlag,37,bmpmTown
action = actBMSetPointEncounterRatio,37,0
;
action = actSetNextPlayLevelEvent,37,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; Jù`
code = 1
message = SID_Jù,122
action = actCheckPlayer,1,SID_Jù
; ----------------------------------------------------------------
[event]
code = 0
message = -1,2142
action = actFALSE

[event]
code = 1
action = actCheckPlayerHPLow,SID_ENEMY067,1,0
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,2,3,4,5
action = actInsertEventStatus,7,actExecWinFailProcess

[event]
code = 2
action = actCheckPlayerHPLow,SID_ENEMY067,2,0
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,1,3,4,5
action = actInsertEventStatus,7,actExecWinFailProcess

[event]
code = 3
action = actCheckPlayerHPLow,SID_ENEMY067,3,0
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,1,2,4,5
action = actInsertEventStatus,7,actExecWinFailProcess

[event]
code = 4
action = actCheckPlayerHPLow,SID_ENEMY067,4,0
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,1,2,3,5
action = actInsertEventStatus,7,actExecWinFailProcess

[event]
code = 5
action = actCheckPlayerHPLow,SID_ENEMY067,5,0
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,1,2,3,4
action = actInsertEventStatus,6,actExecWinFailProcess

[event]					; \
code = 6
;
action = actTRUE
action = actScrollBGToObject,SID_ENEMY066,1
action = actDeleteObject,SID_ENEMY066,1,actDelay,40
action = actDeleteObject,SID_ENEMY067,1
action = actScrollBGToObject,SID_ENEMY066,2
action = actDeleteObject,SID_ENEMY066,2,actDelay,40
action = actDeleteObject,SID_ENEMY067,2
action = actScrollBGToObject,SID_ENEMY066,3
action = actDeleteObject,SID_ENEMY066,3,actDelay,40
action = actDeleteObject,SID_ENEMY067,3
action = actScrollBGToObject,SID_ENEMY066,4
action = actDeleteObject,SID_ENEMY066,4,actDelay,40
action = actDeleteObject,SID_ENEMY067,4
action = actScrollBGToObject,SID_ENEMY066,5
action = actDeleteObject,SID_ENEMY066,5,actDelay,40
action = actDeleteObject,SID_ENEMY067,5
action = actDeleteObject,SID_ENEMY033,3,actDelay,4
action = actDeleteObject,SID_ENEMY033,2,actDelay,4
action = actScrollBGToObject,SID_ENEMY033,1
action = actDeleteObject,SID_ENEMY033,1,actDelay,30
action = actDeleteObject,SID_ENEMY035,8,actDelay,4
action = actDeleteObject,SID_ENEMY035,7,actDelay,4
action = actDeleteObject,SID_ENEMY035,6,actDelay,4
action = actDeleteObject,SID_ENEMY035,5,actDelay,4
action = actDeleteObject,SID_ENEMY035,4,actDelay,4
action = actDeleteObject,SID_ENEMY035,3,actDelay,4
action = actDeleteObject,SID_ENEMY035,2,actDelay,4
action = actScrollBGToObject,SID_ENEMY035,1
action = actDeleteObject,SID_ENEMY035,1,actDelay,30
action = actMessage,SID_pگǼw,1,2105,actMessage,SID_pگǼw,1,2106,actDelay,10
action = actMessage,SID_Jù,1,2107,actDelay,10,actMessage,SID_pگǼw,1,2108,actDelay,20
action = actMessageIfExist,SID_{R,1,2109,0,1,SID_BP
action = actMessage,SID_BP,1,2110,actDelay,10
action = actMessage,SID_Jù,1,2111
action = actScrollBGToPos,480,288,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,496,304,actDelay,6
action = actInsertObject,obj_Story_Level_Enemy33,304,468,actDelay,6
action = actInsertObject,obj_Story_Level_Enemy33,624,468,actDelay,6
action = actInsertObject,obj_Story_Level_Enemy33,272,304,actDelay,6
action = actInsertObject,obj_Story_Level_Enemy33,656,272,actDelay,6
action = actInsertObject,obj_Story_Level_Enemy52,480,288,actDelay,40
action = actMessage,SID_pگǼw,1,2112,actDelay,10
action = actMessage,SID_Jù,1,2113,actDelay,10
action = actMessage,SID_,1,2114,actDelay,10
action = actMessage,SID_[,1,2115,actDelay,10
action = actMessage,SID_{R,1,2116,actDelay,20
action = actMessage,SID_BP,1,380,actDelay,20
action = actMessageIfExist,SID_pگǼw,1,2117,0,1,SID_BP
action = actMessage,SID_Jù,1,2118
action = actSetPlayerUndead,SID_ENEMY052,1,1
action = actDeleteEventStatus,0
action = actDeleteFailStatus,1
action = actInsertEventStatus,47
action = actShowWinFailStatus

[event]
code = 7
;
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,1,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,2,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,3,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,4,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,5,pmMagicAttack,0
action = actMessage,SID_pگǼw,1,2102
action = actInsertEventStatus,8,actInsertEventStatus,9,actInsertEventStatus,10,actInsertEventStatus,11,actInsertEventStatus,12

[event]
code = 8
action = actCheckSerialPlayerAttacked,SID_ENEMY067,1
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,9,10,11,12
action = actInsertEventStatus,13,actExecWinFailProcess

[event]
code = 9
action = actCheckSerialPlayerAttacked,SID_ENEMY067,2
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,8,10,11,12
action = actInsertEventStatus,13,actExecWinFailProcess

[event]
code = 10
action = actCheckSerialPlayerAttacked,SID_ENEMY067,3
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,8,9,11,12
action = actInsertEventStatus,13,actExecWinFailProcess

[event]
code = 11
action = actCheckSerialPlayerAttacked,SID_ENEMY067,4
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,8,9,10,12
action = actInsertEventStatus,13,actExecWinFailProcess

[event]
code = 12
action = actCheckSerialPlayerAttacked,SID_ENEMY067,5
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,8,9,10,11
action = actInsertEventStatus,6,actExecWinFailProcess

[event]
code = 13
;
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,1,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,2,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,3,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,4,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,5,pmMagicAttack,0
action = actInsertEventStatus,14,actInsertEventStatus,15,actInsertEventStatus,16,actInsertEventStatus,17,actInsertEventStatus,18

[event]					; ˬd
code = 14
action = actCheckSerialPlayerAttacked,SID_ENEMY067,1
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,15,16,17,18
action = actInsertEventStatus,19,actExecWinFailProcess

[event]					; ˬdTG
code = 15
action = actCheckSerialPlayerAttacked,SID_ENEMY067,2
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,14,16,17,18
action = actInsertEventStatus,19,actExecWinFailProcess

[event]					; ˬdTT
code = 16
action = actCheckSerialPlayerAttacked,SID_ENEMY067,3
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,14,15,17,18
action = actInsertEventStatus,19,actExecWinFailProcess

[event]					; ˬdT|
code = 17
action = actCheckSerialPlayerAttacked,SID_ENEMY067,4
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,14,15,16,18
action = actInsertEventStatus,19,actExecWinFailProcess

[event]					; ˬdT
code = 18
action = actCheckSerialPlayerAttacked,SID_ENEMY067,5
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,14,15,16,17
action = actInsertEventStatus,6,actExecWinFailProcess

[event]					; ѤT
code = 19
;
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,1,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,2,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,3,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,4,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,5,pmMagicAttack,0
action = actMessage,SID_Jù,1,2103
action = actInsertEventStatus,20,actInsertEventStatus,21,actInsertEventStatus,22,actInsertEventStatus,23,actInsertEventStatus,24

[event]					; ˬd|@
code = 20
action = actCheckSerialPlayerAttacked,SID_ENEMY067,1
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,21,22,23,24
action = actInsertEventStatus,25,actExecWinFailProcess

[event]					; ˬd|G
code = 21
action = actCheckSerialPlayerAttacked,SID_ENEMY067,2
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,20,22,23,24
action = actInsertEventStatus,25,actExecWinFailProcess

[event]					; ˬd|T
code = 22
action = actCheckSerialPlayerAttacked,SID_ENEMY067,3
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,20,21,23,24
action = actInsertEventStatus,25,actExecWinFailProcess

[event]					; ˬd||
code = 23
action = actCheckSerialPlayerAttacked,SID_ENEMY067,4
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,20,21,22,24
action = actInsertEventStatus,25,actExecWinFailProcess

[event]					; ˬd|
code = 24
action = actCheckSerialPlayerAttacked,SID_ENEMY067,5
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,20,21,22,23
action = actInsertEventStatus,6,actExecWinFailProcess

[event]					; ѥ|
code = 25
;
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,1,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,2,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,3,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,4,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,5,pmMagicAttack,0
action = actInsertEventStatus,26,actInsertEventStatus,27,actInsertEventStatus,28,actInsertEventStatus,29,actInsertEventStatus,30

[event]					; ˬd@
code = 26
action = actCheckSerialPlayerAttacked,SID_ENEMY067,1
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,27,28,29,30
action = actInsertEventStatus,31,actExecWinFailProcess

[event]					; ˬdG
code = 27
action = actCheckSerialPlayerAttacked,SID_ENEMY067,2
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,26,28,29,30
action = actInsertEventStatus,31,actExecWinFailProcess

[event]					; ˬdT
code = 28
action = actCheckSerialPlayerAttacked,SID_ENEMY067,3
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,26,27,29,30
action = actInsertEventStatus,31,actExecWinFailProcess

[event]					; ˬd|
code = 29
action = actCheckSerialPlayerAttacked,SID_ENEMY067,4
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,26,27,28,30
action = actInsertEventStatus,31,actExecWinFailProcess

[event]					; ˬd
code = 30
action = actCheckSerialPlayerAttacked,SID_ENEMY067,5
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,26,27,28,29
action = actInsertEventStatus,6,actExecWinFailProcess

[event]					; Ѥ
code = 31
;
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actMessage,SID_pگǼw,1,2104
action = actInsertEventStatus,32,actExecWinFailProcess

[event]					; Hᥢ
code = 32
action = actTRUE
action = actRestoreShape,SID_ENEMY067,1,actRestoreShape,SID_ENEMY067,2,actRestoreShape,SID_ENEMY067,3
action = actRestoreShape,SID_ENEMY067,4,actRestoreShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,1,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,2,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,3,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,4,pmMagicAttack,0
action = actSetPlayerMode,SID_ENEMY067,5,pmMagicAttack,0
action = actInsertEventStatus,33,actInsertEventStatus,34,actInsertEventStatus,35,actInsertEventStatus,36,actInsertEventStatus,37

[event]					; ˬd@
code = 33
action = actCheckSerialPlayerAttacked,SID_ENEMY067,1
action = actSetPlayerWalkShape,SID_ENEMY067,1
action = actSetPlayerMode,SID_ENEMY067,1,pmPlayerEnemy,0
action = actCheckEventNotExist,4,34,35,36,37
action = actInsertEventStatus,32,actExecWinFailProcess

[event]					; ˬdG
code = 34
action = actCheckSerialPlayerAttacked,SID_ENEMY067,2
action = actSetPlayerWalkShape,SID_ENEMY067,2
action = actSetPlayerMode,SID_ENEMY067,2,pmPlayerEnemy,0
action = actCheckEventNotExist,4,33,35,36,37
action = actInsertEventStatus,32,actExecWinFailProcess

[event]					; ˬdT
code = 35
action = actCheckSerialPlayerAttacked,SID_ENEMY067,3
action = actSetPlayerWalkShape,SID_ENEMY067,3
action = actSetPlayerMode,SID_ENEMY067,3,pmPlayerEnemy,0
action = actCheckEventNotExist,4,33,34,36,37
action = actInsertEventStatus,32,actExecWinFailProcess

[event]					; ˬd|
code = 36
action = actCheckSerialPlayerAttacked,SID_ENEMY067,4
action = actSetPlayerWalkShape,SID_ENEMY067,4
action = actSetPlayerMode,SID_ENEMY067,4,pmPlayerEnemy,0
action = actCheckEventNotExist,4,33,34,35,37
action = actInsertEventStatus,32,actExecWinFailProcess

[event]					; ˬd
code = 37
action = actCheckSerialPlayerAttacked,SID_ENEMY067,5
action = actSetPlayerWalkShape,SID_ENEMY067,5
action = actSetPlayerMode,SID_ENEMY067,5,pmPlayerEnemy,0
action = actCheckEventNotExist,4,33,34,35,36
action = actInsertEventStatus,6,actExecWinFailProcess
; --------------------------------------------------------------------
[event]
code = 38				; Ĥ@u@
action = actCheckPlayerAttacked,SID_pگǼw,SID_ENEMY066
action = actMessage,SID_pگǼw,1,2096,actDelay,10
;
action = actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,41,actDeleteEventStatus,42
action = actDeleteEventStatus,43,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 39				; Ĥ@u@
action = actCheckPlayerAttacked,SID_{R,SID_ENEMY066
action = actMessage,SID_{R,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,40,actDeleteEventStatus,41,actDeleteEventStatus,42
action = actDeleteEventStatus,43,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess


[event]
code = 40				; Ĥ@u@
action = actCheckPlayerAttacked,SID_[,SID_ENEMY066
action = actMessage,SID_[,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,41,actDeleteEventStatus,42
action = actDeleteEventStatus,43,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 41				; Ĥ@u@
action = actCheckPlayerAttacked,SID_~J,SID_ENEMY066
action = actMessage,SID_~J,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,42
action = actDeleteEventStatus,43,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 42				; Ĥ@u@
action = actCheckPlayerAttacked,SID_,SID_ENEMY066
action = actMessage,SID_,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,41
action = actDeleteEventStatus,43,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 43				; Ĥ@u@
action = actCheckPlayerAttacked,SID_pS,SID_ENEMY066
action = actMessage,SID_pS,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,41
action = actDeleteEventStatus,42,actDeleteEventStatus,44,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 44				; Ĥ@u@
action = actCheckPlayerAttacked,SID_z,SID_ENEMY066
action = actMessage,SID_z,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,41
action = actDeleteEventStatus,42,actDeleteEventStatus,43,actDeleteEventStatus,45
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 45				; Ĥ@u@
action = actCheckPlayerAttacked,SID_Jù,SID_ENEMY066
action = actMessage,SID_Jù,1,2096,actDelay,10
;
action = actDeleteEventStatus,38,actDeleteEventStatus,39,actDeleteEventStatus,40,actDeleteEventStatus,41
action = actDeleteEventStatus,42,actDeleteEventStatus,43,actDeleteEventStatus,44
action = actInsertEventStatus,46,actExecWinFailProcess

[event]
code = 46
action = actTRUE
action = actMessage,SID_Jù,1,2097,actDelay,10
action = actMessage,SID_pگǼw,1,2098,actDelay,10
action = actMessage,SID_Jù,1,2099,actDelay,10
action = actMessage,SID_pگǼw,1,2100,actDelay,10
action = actMessage,SID_Jù,1,2101,actDelay,10
; -------------------------------------------------------------------------
[event]
code = 47
message = -1,2143
action = actCheckPlayerHPLow,SID_ENEMY052,1,0
action = actSetPlayerUndead,SID_ENEMY052,1,0
action = actInsertEventStatus,48,actInsertEventStatus,49
action = actExecWinFailProcess

[event]						; BPɯ
code = 48
action = actCheckPlayerAttacked,SID_BP,SID_ENEMY052
;
action = actMessage,SID_BP,1,2123,actDelay,10
action = actMessage,SID_pگǼw,1,2124,actDelay,10
;
action = actSetPlayerPosToRandom0,SID_ENEMY052,1
action = actPlaySound,WAV\LASERUP001.WAV
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight2,0,0,0,actDelay,1
action = actDeleteObject,SID_ENEMY052,1,actDelay,1
action = actSetPlayerPosToRandom0,SID_BP,1
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight2,0,0,0,actDelay,1
action = actDeleteObject,SID_BP,1,actDelay,1
action = actPlayerJobUpProcess,SID_BP,0
action = actInsertStoryObjectRandomPos,obj_Story_Player8,0,0,0
action = actDelay,180
;
action = actSetOverFlag,gameoverflagEnemyJobUp
;
action = actMessage,SID_pگǼw,1,2125,actDelay,10
action = actMessage,SID_{R,1,2126,actDelay,10
action = actMessage,SID_pS,1,2127,actDelay,20
action = actMessage,SID_Jù,1,2128,actDelay,20
action = actMessage,SID_pگǼw,1,2129,actDelay,40
;
action = actInsertWinStatus,0,actExecWinFailProcess

[event]
code = 49
action = actCheckNotPlayerAttacker,SID_BP
;
action = actScrollBGToObject,SID_ENEMY052,1,actDelay,20
action = actPlaySound,WAV\YELL013.WAV
action = actDeleteObject,SID_ENEMY052,1,actDelay,20
action = actMessage,SID_pگǼw,1,2119,actDelay,10
action = actMessage,SID_{R,1,2120,actDelay,10
action = actMessage,SID_Jù,1,2121,actDelay,10
action = actMessage,SID_pگǼw,1,2122,actDelay,40
action = actInsertWinStatus,0,actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-026.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,121		; ĥ
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_pگǼw,1,2429,actDelay,40
;
action = actBMSetPointEvent,26,0,bmpmTown
action = actBMSetPointEncounterRatio,26,0
;
action = actSetTownExecEvent,town_ȹp,185
action = actAddTE,town_ȹp,186,0
action = actAddTE,town_ȹp,187,0
action = actAddTE,town_ȹp,188,0
;
action = actSetNextPlayLevelEvent,26,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; 
code = 1
message = -1,1828
action = actCheckEnemyNumber,SID_ENEMY101,26
;
action = actMessage,SID_pگǼw,1,1829,actDelay,20
; ----------------------------------------------------------------
[event]					; W
code = 0
action = actCheckRoundNumber,14
;
action = actScrollBGToPos,384,480
action = actInsertObject,obj_Story_Level_Enemy35,384,480,actDelay,10
action = actScrollBGToPos,544,576
action = actInsertObject,obj_Story_Level_Enemy35,544,576,actDelay,10
action = actScrollBGToPos,736,672
action = actInsertObject,obj_Story_Level_Enemy35,736,672,actDelay,10
action = actScrollBGToPos,800,736
action = actInsertObject,obj_Story_Level_Enemy35,800,736,actDelay,10
action = actScrollBGToPos,896,800
action = actInsertObject,obj_Story_Level_Enemy35,896,800,actDelay,10
action = actScrollBGToPos,160,192
action = actInsertObject,obj_Story_Level_Enemy35,160,192,actDelay,10
action = actScrollBGToPos,288,96
action = actInsertObject,obj_Story_Level_Enemy35,288,96,actDelay,10
;
action = actMessage,SID_pگǼw,1,2428
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-022.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; s
code = 0
message = -1,2498
action = actCheckEnemy,1,SID_ENEMY051
action = actMessage,SID_pگǼw,1,2414,actDelay,10
action = actGetItem,14,1
action = actMessage,SID_pگǼw,1,2499
action = actBMSetPointEvent,22,570,bmpmVisit
action = actBMSetPointEncounterRatio,22,20
;
action = actSetNextPlayLevelEvent,22,gameBigMapLevel

[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[event]
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,2
action = actDeleteEventStatus,1
action = actInsertEventStatus,2,actExecWinFailProcess

[event]
code = 1
action = actCheckRoundNumber,5
action = actDeleteEventStatus,0
action = actInsertEventStatus,2,actExecWinFailProcess

[event]
code = 2
action = actTRUE
action = actScrollBGToPos,1376,320
action = actInsertObject,obj_Story_Level_Enemy41,1376,320,actDelay,6
action = actWalkPrevInsertObject,992,288,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy41,1376,320,actDelay,6
action = actWalkPrevInsertObject,960,224,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy41,1376,320,actDelay,6
action = actWalkPrevInsertObject,960,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy41,1376,320,actDelay,6
action = actWalkPrevInsertObject,1024,320,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy41,1376,320,actDelay,6
action = actWalkPrevInsertObject,992,256,0,actDelay,16
action = actScrollBGToPos,1408,640
action = actInsertObject,obj_Story_Level_Enemy43,1408,640,actDelay,6
action = actWalkPrevInsertObject,1024,736,0,actDelay,12
action = actInsertObject,obj_Story_Level_Enemy43,1408,640,actDelay,6
action = actWalkPrevInsertObject,960,736,0,actDelay,12
action = actInsertObject,obj_Story_Level_Enemy43,1408,640,actDelay,6
action = actWalkPrevInsertObject,992,672,0,actDelay,12
action = actInsertObject,obj_Story_Level_Enemy43,1408,640,actDelay,6
action = actWalkPrevInsertObjectWait,960,800,0,actDelay,12
action = actInsertObject,obj_Story_Level_Enemy43,1408,640,actDelay,6
action = actWalkPrevInsertObject,960,760,0,actDelay,130
action = actInsertEventStatus,3,actInsertEventStatus,4

[event]
code = 3
message = -1,121
action = actCheckEnemyTotalNumber,0
action = actDeleteEventStatus,4
action = actInsertEventStatus,5,actExecWinFailProcess

[event]
code = 4
action = actCheckRoundNumber,10
action = actDeleteEventStatus,3
action = actInsertEventStatus,5,actExecWinFailProcess

[event]
code = 5
action = actTRUE
action = actDelay,20,actPlaySound,WAV\YELL014.WAV,actDelay,40
action = actMessage,SID_pگǼw,1,2411,actDelay,40
action = actScrollBGToPos,576,416,actDelay,40
action = actInsertObject,obj_Story_Level_WhiteLight,592,432,actDelay,2
action = actPlaySound,WAV\WATERUP002.WAV
action = actInsertObject,obj_Story_Level_Enemy51,576,416,actDelay,100
action = actMessage,SID_ENEMY041,1,2412
action = actMessageIfExist,SID_ENEMY043,1,0,2412,1,SID_ENEMY041
action = actMessage,SID_pگǼw,1,2413
action = actInsertWinStatus,0
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-044.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ҦHk
code = 0
message = -1,2498
action = actTRUE
;
action = actDelay,40
;
action = actBMSetPointFlag,45,bmpmGeneral
;
action = actBMSetPointEvent,44,573,bmpmVisit
action = actBMSetPointEncounterRatio,44,34
;
action = actSetNextPlayLevelEvent,44,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; {R`
code = 1
message = SID_{R,122
action = actCheckPlayer,1,SID_{R
; ----------------------------------------------------------------
[event]					; ĥ
code = 0
message = -1,121
;
action = actCheckEnemyTotalNumber,6
action = actDeleteEventStatus,1
action = actInsertEventStatus,2,actExecWinFailProcess

[event]					; ^X
code = 1
action = actCheckRoundNumber,6
action = actDeleteEventStatus,0
action = actInsertEventStatus,2,actExecWinFailProcess

[event]					; WBz
code = 2
action = actTRUE
;
action = actScrollBGToPos,1824,64
action = actInsertObject,obj_Story_Level_Enemy49,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1664,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1760,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1696,64,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1720,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1760,128,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1640,200,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1664,240,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1760,96,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1700,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1600,280,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1568,160,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1824,-32,actDelay,6
action = actWalkPrevInsertObject,1664,256,0
action = actWaitPrevInsertPlayer,actDelay,80
;
action = actMessage,SID_pگǼw,1,2250,actDelay,10
action = actMessage,SID_{R,1,2251,actDelay,20
action = actMessage,defNoOne,1,2252,actDelay,20
action = actScrollBGToPos,96,1152
;;;
action = actInsertObject,obj_Story_Level_Enemy21,-64,1280,actDelay,6
action = actWalkPrevInsertObject,384,1024,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy21,-64,1280,actDelay,6
action = actWalkPrevInsertObject,416,1056,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy22,-64,1280,actDelay,6
action = actWalkPrevInsertObject,320,1152,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy22,-64,1280,actDelay,6
action = actWalkPrevInsertObject,270,1045,0
action = actWaitPrevInsertPlayer,actDelay,80
;
action = actMessage,SID_ENEMY022,1,2253,actDelay,10
action = actMessage,SID_{R,1,2254,actDelay,10
action = actMessage,SID_~J,1,2255,actDelay,10
action = actMessage,SID_ENEMY022,1,2256,actDelay,20
action = actMessage,SID_{R,1,2257,actDelay,30
action = actMessage,SID_ENEMY022,1,2258
;
action = actInsertEventStatus,3,actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6,actInsertEventStatus,7
action = actInsertEventStatus,8,actInsertEventStatus,9,actInsertEventStatus,10,actInsertEventStatus,11
action = actInsertEventStatus,12,actInsertEventStatus,13
;
action = actInsertShowPosObject,1696,0,actInsertShowPosObject,1728,0,actInsertShowPosObject,1760,0
action = actInsertShowPosObject,1792,0,actInsertShowPosObject,1824,0,actInsertShowPosObject,1856,0,actInsertShowPosObject,1888,0
action = actScrollBGToPos,1824,64,actDelay,40
action = actShowWinFailStatus,actDelay,40
action = actDeleteShowPosObject

[event]					; ܱ, ĥ
code = 3
message = -1,121
action = actCheckEnemyTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; pگǼwk
code = 4
action = actCheckPlayerArrivePos,SID_pگǼw,1,1696,0,1888,0
;
action = actDeleteFailStatus,0
action = actMessageIfExist,SID_pگǼw,1,2259,0,1,SID_{R
action = actMessageIfExist,SID_{R,1,2261,2260,2,SID_ENEMY021,SID_ENEMY022
action = actMessage,SID_ENEMY022,1,2262
action = actMessageIfExist,SID_ENEMY021,1,0,2262,1,SID_ENEMY022
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]					; {Rk
code = 5
action = actCheckPlayerArrivePos,SID_{R,1,1696,0,1888,0
action = actDeleteFailStatus,1
action = actDeleteObject,SID_{R,1,actDelay,40
action = actExecWinFailProcess

[event]					; [k
code = 6
action = actCheckPlayerArrivePos,SID_[,1,1696,0,1888,0
;
action = actDeleteObject,SID_[,1,actDelay,40
action = actExecWinFailProcess

[event]					; ~Jk
code = 7
action = actCheckPlayerArrivePos,SID_~J,1,1696,0,1888,0
action = actDeleteObject,SID_~J,1,actDelay,40
action = actExecWinFailProcess

[event]					; Բk
code = 8
action = actCheckPlayerArrivePos,SID_,1,1696,0,1888,0
action = actDeleteObject,SID_,1,actDelay,40
action = actExecWinFailProcess

[event]					; pSk
code = 9
action = actCheckPlayerArrivePos,SID_pS,1,1696,0,1888,0
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]					; zk
code = 10
action = actCheckPlayerArrivePos,SID_z,1,1696,0,1888,0
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 11
action = actCheckPlayerArrivePos,SID_BP,1,1696,0,1888,0
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; Jùk
code = 12
action = actCheckPlayerArrivePos,SID_Jù,1,1696,0,1888,0
action = actDeleteObject,SID_Jù,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 13
message = -1,2500
action = actCheckPlayer,9,SID_pگǼw,SID_{R,SID_[,SID_~J,SID_,SID_pS,SID_z,SID_BP,SID_Jù
action = actInsertWinStatus,0,actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-045.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ҦHk
code = 0
message = -1,2498
action = actTRUE
;
action = actDelay,40
;
action = actEnterStorageWindow
;
action = actBMSetPointEvent,45,0,bmpmVisit
action = actBMSetPointFlag,45,bmpmTown
action = actBMSetPointEncounterRatio,45,0
;
action = actKeepPlayerST
action = actSetNextPlayLevelEvent,75,75
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]
code = 0
message = -1,121
;
action = actCheckEnemyTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; ^XW
code = 1
action = actCheckRoundNumber,3
action = actScrollBGToPos,384,1056
action = actInsertObject,obj_Story_Level_Enemy49,256,1280,actDelay,6
action = actWalkPrevInsertObject,192,1060,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,256,1280,actDelay,6
action = actWalkPrevInsertObject,256,1060,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,256,1280,actDelay,6
action = actWalkPrevInsertObject,320,1152,0,actWaitPrevInsertPlayer
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,352,1088,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,416,1088,0,actWaitPrevInsertPlayer
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,340,1072,0,actWaitPrevInsertPlayer
action = actInsertObject,obj_Story_Level_Enemy45,256,1280,actDelay,6
action = actWalkPrevInsertObject,256,1100,0,actWaitPrevInsertPlayer
action = actDelay,80
action = actMessage,SID_{R,1,2266

[event]
code = 2
action = actCheckPlayerArrivePos,SID_pگǼw,1,928,640,960,672
;
action = actDeleteFailStatus,0
action = actMessage,SID_pگǼw,1,2268
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]
code = 3
action = actCheckPlayerArrivePos,SID_{R,1,928,640,960,672
action = actDeleteObject,SID_{R,1,actDelay,40
action = actExecWinFailProcess

[event]
code = 4
action = actCheckPlayerArrivePos,SID_[,1,928,640,960,672
action = actDeleteObject,SID_[,1,actDelay,40
action = actExecWinFailProcess

[event]
code = 5
action = actCheckPlayerArrivePos,SID_~J,1,928,640,960,672
action = actDeleteObject,SID_~J,1,actDelay,40
action = actExecWinFailProcess

[event]
code = 6
action = actCheckPlayerArrivePos,SID_,1,928,640,960,672
action = actDeleteObject,SID_,1,actDelay,40
action = actExecWinFailProcess

[event]
code = 7
action = actCheckPlayerArrivePos,SID_pS,1,928,640,960,672
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]	
code = 8
action = actCheckPlayerArrivePos,SID_z,1,928,640,960,672
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 9
action = actCheckPlayerArrivePos,SID_BP,1,928,640,960,672
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; Jùk
code = 10
action = actCheckPlayerArrivePos,SID_Jù,1,928,640,960,672
action = actDeleteObject,SID_Jù,1,actDelay,40
action = actExecWinFailProcess

[event]					; O_ҦHk
code = 11
message = -1,2527
action = actCheckPlayer,9,SID_pگǼw,SID_{R,SID_[,SID_~J,SID_,SID_pS,SID_z,SID_BP,SID_Jù
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; ^XW
code = 12
action = actCheckRoundNumber,4
;
action = actScrollBGToPos,384,1056
action = actInsertObject,obj_Story_Level_Enemy49,256,1280,actDelay,6
action = actWalkPrevInsertObject,448,1120,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,256,1280,actDelay,6
action = actWalkPrevInsertObject,352,1056,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,320,1088,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,480,1056,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,256,1280,actDelay,6
action = actWalkPrevInsertObject,384,992,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy45,256,1280,actDelay,6
action = actWalkPrevInsertObject,416,1024,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy45,256,1280,actDelay,6
action = actWalkPrevInsertObject,288,1120,0,actWaitPrevInsertPlayer
action = actDelay,40
action = actMessage,SID_ENEMY045,7,2267
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-041.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win] 
code = 0
message = -1,2496
action = actCheckPlayerHPLow,SID_ENEMY056,1,0
;
action = actBMSetPointEvent,41,567,bmpmVisit
action = actBMSetPointEncounterRatio,41,100
;
action = actSetNextPlayLevelEvent,41,73
; -
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; -
[event]
code = 0
;
action = actCheckRoundNumber,3
action = actMessage,SID_ENEMY056,1,2179
action = actScrollBGToPos,996,480,actDelay,20
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,1120,416,actDelay,10
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObject,896,544,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,1120,416,actDelay,10
action = actSetPrevInsertObjectWaitRound,4
action = actWalkPrevInsertObject,864,576,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,1120,416,actDelay,10
action = actSetPrevInsertObjectWaitRound,6
action = actWalkPrevInsertObject,864,576,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,1120,416,actDelay,10
action = actSetPrevInsertObjectWaitRound,6
action = actWalkPrevInsertObject,896,544,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,1120,416,actDelay,10
action = actSetPrevInsertObjectWaitRound,6
action = actWalkPrevInsertObject,896,608,0,actDelay,40
action = actScrollBGToPos,352,448,actDelay,20
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,256,640,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,320,640,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,256,672,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy33,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,384,608,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy35,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,288,640,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy35,352,288,actDelay,10
action = actSetPrevInsertObjectWaitRound,1
action = actWalkPrevInsertObject,320,704,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy34,352,288,actDelay,10
action = actWalkPrevInsertObject,512,576,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy34,352,288,actDelay,10
action = actWalkPrevInsertObject,512,512,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy34,352,288,actDelay,10
action = actWalkPrevInsertObject,544,512,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy65,352,288,actDelay,10
action = actWalkPrevInsertObject,544,544,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy65,352,288,actDelay,10
action = actWalkPrevInsertObject,640,480,0,actDelay,16
action = actPlaySound,WAV\WATERUP001.WAV
action = actInsertObject,obj_Story_Level_Enemy65,352,288,actDelay,10
action = actWalkPrevInsertObject,672,512,0,actDelay,16
action = actDelay,120
action = actMessage,SID_{R,1,2180,actDelay,10
action = actMessageIfExist,SID_ENEMY056,1,2181,0,1,SID_{R

[event]					; Ĥ@
code = 1
action = actCheckPlayerAttacked,SID_pS,SID_ENEMY056
;
action = actDeleteEventStatus,2
action = actMessage,SID_ENEMY056,1,2177,actDelay,10
action = actMessage,SID_pS,1,2178

[event]					; Ĥ@
code = 2
action = actCheckPlayerAttacked,SID_ENEMY056,SID_pS
;
action = actDeleteEventStatus,1
action = actMessage,SID_ENEMY056,1,2177,actDelay,10
action = actMessage,SID_pS,1,2178
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-040.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]                   ; 
code = 0
message = SID_ENEMY055,122				; [player id], [message id]
action = actCheckEnemy,1,SID_ENEMY055
;
action = actMessage,SID_Jù,1,380,actDelay,20
action = actMessage,SID_pگǼw,1,2154,actDelay,40
;
action = actBMSetPointEvent,40,564,bmpmVisit
action = actBMSetPointEncounterRatio,40,12
;
action = actSetNextPlayLevelEvent,40,gameBigMapLevel
; ------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ------------
[event]
code = 0
action = actCheckRoundNumber,4
action = actInsertObject,obj_Story_Level_Enemy49,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1024,508,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy49,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1024,540,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1100,444,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1088,348,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1072,410,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy32,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,1120,348,0,actDelay,16
action = actInsertObject,obj_Story_Level_Enemy65,1152,800,actDelay,10
action = actWalkPrevInsertObjectWait,960,540,0,actDelay,16
action = actDelay,40
action = actMessage,SID_pگǼw,1,2149

[event]					; Ĥ֩|H
code = 1
action = actCheckEnemyTotalNumber,4
;
action = actMessage,SID_Jù,1,2150,actDelay,10
action = actMessage,SID_ENEMY055,1,2151
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-073.H
#include EXTRAS.H
#include TYPE.H

; ----------------------------------------------------------------
[event]					; uw
code = 0
;
action = actTRUE
action = actMessage,SID_pS,1,2187,actDelay,10
action = actPlaySound,WAV\HIT00007.WAV
action = actChangeShape,SID_ENEMY056,1,4,SHAPE\056-P.SHP,1
action = actInsertStoryObject,obj_Story_Level_RedLight,0,0,actDelay,80
action = actMessage,SID_ENEMY056,1,2188,actDelay,20
action = actDeleteObject,SID_ENEMY056,1,actDelay,20
action = actMessage,SID_pS,1,2189,actDelay,10
action = actMessage,SID_,1,2190
action = actInsertEventStatus,2,actExecWinFailProcess

[event]					; uw
code = 1
action = actTRUE
;
action = actSetOverFlag,gameoverflagFreeEnemy
;
action = actMessage,SID_pS,1,2191,actDelay,10
action = actMessage,SID_,1,2190,actDelay,40
action = actMessage,SID_pS,1,1688,actDelay,10
action = actMessage,SID_ENEMY056,1,1891,actDelay,10,actMessage,SID_ENEMY056,1,2192,actDelay,20
action = actMessage,SID_pS,1,2193,actDelay,10
action = actMessage,SID_ENEMY056,1,2194,actDelay,10
action = actMessage,SID_pS,1,380,actDelay,10,actMessage,SID_pS,1,2195,actDelay,10
;
action = actWalkWait,SID_ENEMY056,1,544,192,0,actDelay,20
action = actMessage,SID_ENEMY056,1,2196,actDelay,20
action = actWalkAndDeleteWait,SID_ENEMY056,1,544,-128,0,actDelay,20
;
action = actInsertEventStatus,2,actExecWinFailProcess

[event]
code = 2
action = actTRUE
;
action = actSetTownExecEvent,town_FJ,168
action = actAddTE,town_FJ,169,0
action = actAddTE,town_FJ,170,0
action = actAddTE,town_FJ,171,0
action = actAddTE,town_FJ,172,4,173,174,176,177
action = actAddTE,town_FJ,178,0
;
action = actBMSetTrackFlag,42,bmpmHidden,actBMSetPointFlag,44,bmpmHidden
;
;action = actBMSetPointEvent,41,567,bmpmVisit
;action = actBMSetPointEncounterRatio,41,100
;
action = actSetNextPlayLevelEvent,41,gameBigMapLevel
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-080.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,32,608,actDelay,40
;
action = actWalk,SID_pگǼw,1,288,576,0,actDelay,10
action = actWalk,SID_{R,1,320,608,0,actDelay,10
action = actWalk,SID_[,1,416,672,0,actDelay,10
action = actWalk,SID_~J,1,288,512,0,actDelay,10
action = actWalk,SID_,1,224,608,0,actDelay,10
action = actWalk,SID_pS,1,320,544,0,actDelay,10
action = actWalk,SID_z,1,160,704,0,actDelay,10
action = actWalk,SID_BP,1,256,448,0,actDelay,10
action = actWalk,SID_Jù,1,128,608,0,actDelay,10
action = actWaitPlayer,SID_Jù,1,actDelay,60
;
action = actMessage,SID_{R,1,2486,actDelay,20
action = actMessage,SID_Jù,1,2487,actDelay,10
action = actMessage,SID_{R,1,2488,actDelay,16
action = actMessage,SID_Jù,1,2489,actDelay,10
action = actMessage,SID_pگǼw,1,2490,actDelay,10
action = actMessage,SID_Jù,1,2491,actDelay,10
action = actMessage,SID_pگǼw,1,2492,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD080.SHP
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-080.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,121		; ĥ
action = actTRUE
action = actDelay,40
;
action = actScrollBGToPos,608,272,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,624,144
action = actInsertStoryObject,obj_Story_Level_DarkLight,624,432
action = actDelay,200
;
action = actSetNextPlayLevelEvent,38,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ܱ, o岽
code = 0
message = -1,2539
action = actCheckAnyPlayerArrivePos,608,128,608,128
;
action = actScrollBGToPos,608,128,actDelay,20
action = actPlaySound,WAV\SWORD001.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,624,144,actDelay,20
action = actDeletePosObject,624,144,6,defProcStandObject
action = actDeletePosObject,608,162,6,defProcStandObject
action = actDelay,140
;
action = actGetItem,112,1
action = actMessage,defNoOne,1,2541
;
action = actCheckEventNotExist,1,1
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; ܱ, oһ
code = 1
message = -1,2540
action = actCheckAnyPlayerArrivePos,608,416,608,416
;
action = actScrollBGToPos,608,416,actDelay,20
action = actPlaySound,WAV\SWORD001.WAV
action = actInsertStoryObject,obj_Story_Level_DarkLight,624,432,actDelay,20
action = actDeletePosObject,624,432,6,defProcStandObject
action = actDeletePosObject,624,464,6,defProcStandObject
action = actDelay,140
;
action = actGetItem,15,1
action = actMessage,defNoOne,1,2542
;
action = actCheckEventNotExist,1,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; 
code = 2
action = actCheckPlayerAttacked,-1,SID_ENEMY068
action = actMessage,SID_pگǼw,1,2493,actDelay,10
action = actMessage,SID_Jù,1,2494,actDelay,10
action = actMessage,SID_Jù,1,2495

[event]
code = 3
action = actCheckEnemy,1,SID_ENEMY068
action = actInsertStoryObject,obj_Story_Level_ClearWall,672,352
action = actInsertStoryObject,obj_Story_Level_ClearWall,704,384
action = actInsertStoryObject,obj_Story_Level_ClearWall,736,416
action = actInsertStoryObject,obj_Story_Level_ClearWall,768,416
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-059.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]                   ; ˦aT
code = 0
message = -1,2531
action = actCheckPlayerHPLow,SID_ENEMY060,1,0
;
action = actSetPlayerUndead,SID_ENEMY060,1,0
action = actMessage,SID_ENEMY060,1,2349
;action = actDeletePosObject,1296,528,8,defProcStandObject
;action = actDeleteObject,SID_ENEMY060,1,actDelay,40
action = actDarkScreen,actDelay,40
;
action = actPlayMovie,140
action = actSetNextPlayLevelEvent,90,998
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; aT@
code = 0
action = actCheckRoundNumber,2
action = actMessage,SID_ENEMY060,1,2347

[event]					; aT@
code = 1
action = actCheckRoundNumber,3
action = actMessage,SID_ENEMY060,1,2348
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,800,608,actDelay,40
;
action = actWalkDisp,SID_pگǼw,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_{R,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_[,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_~J,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_pS,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_z,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_BP,1,0,-192,0,actDelay,1
action = actWalkDisp,SID_Jù,1,0,-192,0,actDelay,1
action = actWaitPlayer,SID_pگǼw,1,actDelay,60
;
action = actMessage,SID_pگǼw,1,2479,actDelay,10
action = actMessage,SID_{R,1,2480,actDelay,20
action = actMessage,SID_[,1,2481,actDelay,10
action = actMessage,SID_pگǼw,1,2482,actDelay,10
;
action = actWalkDisp,SID_ENEMY033,1,256,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY033,2,256,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY033,3,256,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY033,4,256,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY033,5,0,160,0,actDelay,1
action = actWalkDisp,SID_ENEMY033,6,0,160,0,actDelay,1
action = actWalkDisp,SID_ENEMY033,7,0,160,0,actDelay,1
action = actWalkDispWait,SID_ENEMY033,8,0,160,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY033,9,-192,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY033,10,-192,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY033,11,-192,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY035,1,256,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY035,2,256,0,0,actDelay,20
action = actWalkDisp,SID_ENEMY035,3,192,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY035,4,192,0,0,actDelay,20
action = actWalkDisp,SID_ENEMY035,5,0,288,0,actDelay,1
action = actWalkDisp,SID_ENEMY035,6,0,288,0,actDelay,20
action = actWalkDispWait,SID_ENEMY035,7,0,288,0,actDelay,20
action = actWalkDisp,SID_ENEMY035,8,-192,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY035,9,-192,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY034,1,512,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,2,512,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,3,512,0,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,4,512,0,0,actDelay,1
action = actWalkDispWait,SID_ENEMY034,5,512,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY034,6,0,256,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,7,0,256,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,8,0,256,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,9,0,256,0,actDelay,1
action = actWalkDispWait,SID_ENEMY034,10,0,256,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY034,11,-224,64,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,12,-224,64,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,13,-224,64,0,actDelay,1
action = actWalkDisp,SID_ENEMY034,14,-224,64,0,actDelay,1
action = actWalkDispWait,SID_ENEMY034,15,-224,64,0,actDelay,20
;
action = actMessage,SID_Jù,1,2483,actDelay,10
action = actMessage,SID_pگǼw,1,2484
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD038.SHP
;
action = actInsertShowPosObject,224,96,actInsertShowPosObject,224,128,actInsertShowPosObject,224,160
action = actScrollBGToPos,224,128,actDelay,40
;
;action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
action = actInsertEventStatus,4,actInsertEventStatus,5,actInsertEventStatus,6,actInsertEventStatus,7
action = actInsertEventStatus,8,actInsertEventStatus,9
action = actShowWinFailStatus,actDelay,20
;
action = actDeleteShowPosObject
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,39
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actSetBGToPos,1152,544,actDelay,40
;
action = actWalk,SID_pگǼw,1,1056,544,0,actDelay,10
action = actWalk,SID_{R,1,1120,608,0,actDelay,10
action = actWalk,SID_[,1,1088,512,0,actDelay,10
action = actWalk,SID_~J,1,1184,544,0,actDelay,10
action = actWalk,SID_,1,1216,608,0,actDelay,10
action = actWalk,SID_pS,1,1120,448,0,actDelay,10
action = actWalk,SID_z,1,1216,544,0,actDelay,10
action = actWalk,SID_BP,1,1024,576,0,actDelay,10
action = actWalk,SID_Jù,1,1024,512,0,actDelay,10
action = actWaitPlayer,SID_Jù,1,actDelay,40
;
action = actMessage,SID_[,1,2554,actDelay,10
action = actMessage,SID_,1,2555,actDelay,6
action = actMessage,SID_pS,1,2556,actDelay,10
action = actMessage,SID_pگǼw,1,380,actDelay,20
action = actMessage,SID_{R,1,2557,actDelay,10
;
action = actScrollBGToPosSpeed,800,96,8,actDelay,40
action = actMessage,SID_pگǼw,1,2558
;
action = actWalkDisp,SID_ENEMY037,1,192,0,0,actDelay,10
action = actWalkDisp,SID_ENEMY037,2,192,0,0,actDelay,10
action = actWalkDisp,SID_ENEMY037,3,192,0,0,actDelay,10
action = actWalkDispWait,SID_ENEMY037,4,192,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY037,5,224,0,0,actDelay,10
action = actWalkDispWait,SID_ENEMY037,6,224,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY038,1,320,0,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,2,320,0,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,3,320,0,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,4,320,0,0,actDelay,10
action = actWalkDispWait,SID_ENEMY038,5,320,0,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY038,6,0,-288,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,7,0,-288,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,8,0,-288,0,actDelay,10
action = actWalkDisp,SID_ENEMY038,9,0,-288,0,actDelay,10
action = actWalkDispWait,SID_ENEMY038,10,0,-288,0,actDelay,20
;
action = actWalkDisp,SID_ENEMY051,1,0,352,0,actDelay,10
action = actWalkDispWait,SID_ENEMY051,2,0,352,0,actDelay,60
;
action = actMessage,SID_[,1,2559,actDelay,16
action = actMessage,SID_pگǼw,1,2560
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD043.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,39
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,39
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,40
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actSetBGToPos,768,96,actDelay,40
;
action = actWalkDisp,SID_{R,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_[,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_~J,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_pS,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_z,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_BP,1,0,1184,0,actDelay,20
action = actWalkDisp,SID_Jù,1,0,1184,0,actDelay,20
action = actWalkDispWait,SID_pگǼw,1,0,1184,0,actDelay,6
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2468,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
;action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_ENEMY055,1,2152,0
;
action = actShowSectionName,SHAPE01\WORD021.SHP
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0,actInsertEventStatus,1,actInsertEventStatus,2,actInsertEventStatus,3
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,40
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,40
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,39,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-098.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,743,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
;
action = actInsertStoryObject,obj_Story_Level10_RainBoss,100,100
action = actDelay,20,actInsertStoryObject,obj_Story_Level10_RainSound,110,110,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_RainBoss,120,120
;
action = actScrollBGToPos,512,288,actDelay,40
action = actInsertStoryObject,obj_Story_Level10_Lightn,528,350
action = actPlaySound,WAV\LIGHTN007.WAV
action = actInsertStoryObject,obj_Effect_FireBomb,528,350,actDelay,4
action = actInsertStoryObject,obj_Story_Level10_Ring,528,418,actDelay,4
action = actInsertStoryObject,obj_Story_Level10_Lightn2,528,350
action = actPlaySound,WAV\LIGHTN007.WAV
action = actInsertStoryObject,obj_Effect_FireBomb,540,340,actDelay,4
action = actInsertStoryObject,obj_Effect_FireBomb2,516,360,actDelay,4
action = actInsertStoryObject,obj_Effect_FireBomb2,516,360,actDelay,4
;
action = actPlaySound,WAV\BOMB0027.WAV
action = actDeletePosObject,528,418,2,defProcStandObject
action = actInsertStoryObject,obj_Story_Level10_Tree,528,418
action = actInsertStoryObject,obj_Story_Level10_Fire,517,323
action = actInsertStoryObject,obj_Story_Level10_Fire,520,329
action = actInsertStoryObject,obj_Story_Level10_Fire,524,342
action = actInsertStoryObject,obj_Story_Level10_Fire,521,344
action = actInsertStoryObject,obj_Story_Level10_Fire,526,350,actDelay,8
action = actInsertStoryObject,obj_Story_Level10_Ring,528,418,actDelay,200
;
action = actMessage,SID_pگǼw,1,1088,actDelay,10,actMessage,SID_{R,1,797
action = actMessage,SID_pگǼw,1,1089
;
action = actWalkWait,SID_ENEMY034,1,128,384,2,actWalkWait,SID_ENEMY034,2,256,192,2
action = actWalkDisp,SID_ENEMY034,3,320,-64,2,actWalkDispWait,SID_ENEMY034,4,320,-64,2
action = actWalkWait,SID_ENEMY035,1,768,416,0,actWalkWait,SID_ENEMY035,2,704,576,0
;
action = actShowSectionName,SHAPE01\WORD010.SHP
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,39,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,39,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,40,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include OBJ-097.H
#include EXTRAS.H

[story]
action = actPlayLevelMusic,actDelay,40
;
action = actMessage,SID_{R,1,2486,actDelay,20
action = actMessage,SID_Jù,1,2495,actDelay,10
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
action = actSetDeadMessage,SID_{R,1,846,0
action = actSetDeadMessage,SID_[,1,742,0
action = actSetDeadMessage,SID_~J,1,906,0
action = actSetDeadMessage,SID_,1,1034,0
action = actSetDeadMessage,SID_pS,1,1486,0
action = actSetDeadMessage,SID_z,1,1376,0
action = actSetDeadMessage,SID_Jù,1,2087,0
;
action = actShowSectionName,SHAPE01\WORD080.SHP
;
action = actInsertWinStatus,0
action = actInsertFailStatus,0
action = actInsertEventStatus,0
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,40,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,40,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,41
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,41
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,41
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,41,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,41,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,41,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,22
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-045.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ˶J
code = 0
message = -1,2528
action = actCheckPlayerHPLow,SID_ENEMY054,1,0
;
action = actSetPlayerUndead,SID_ENEMY054,1,0
action = actMessage,SID_ENEMY054,1,2284
;
action = actKeepPlayerST
action = actSetNextPlayLevelEvent,57,57
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; Jù`
code = 1
message = SID_Jù,122
action = actCheckPlayer,1,SID_Jù
; ----------------------------------------------------------------
[event]					; JĤ@
code = 0
action = actCheckPlayerAttacked,SID_Jù,SID_ENEMY054
action = actDeleteEventStatus,1
action = actInsertEventStatus,4,actExecWinFailProcess

[event]					; JĤ@
code = 1
action = actCheckPlayerAttacked,SID_ENEMY054,SID_Jù
action = actDeleteEventStatus,0
action = actInsertEventStatus,4,actExecWinFailProcess

[event]					; pĤ@
code = 2
action = actCheckPlayerAttacked,SID_pگǼw,SID_ENEMY054
action = actDeleteEventStatus,3
action = actInsertEventStatus,5,actExecWinFailProcess

[event]					; pĤ@
code = 3
action = actCheckPlayerAttacked,SID_ENEMY054,SID_pگǼw
action = actDeleteEventStatus,2
action = actInsertEventStatus,5,actExecWinFailProcess

[event]
code = 4
action = actTRUE
action = actMessage,SID_Jù,1,2280,actDelay,20
action = actMessage,SID_ENEMY054,1,2281

[event]
code = 5
action = actTRUE
action = actMessage,SID_ENEMY054,1,2282,actDelay,10
action = actMessage,SID_pگǼw,1,2283
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,22
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,22
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,44
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-077.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ˧
code = 0
action = actCheckPlayerHPLow,SID_ENEMY058,1,0
;
action = actScrollBGToObject,SID_ENEMY058,1
action = actUseItem,SID_ENEMY058,1,252
action = actWaitPlayer,SID_ENEMY058,1,actRestoreShape,SID_ENEMY058,1
action = actSetWaitRound,SID_ENEMY058,1,2
action = actInsertEventStatus,0
action = actExecWinFailProcess

[event]					; BP??
code = 1
action = actCheckRoundNumber,2
action = actMessage,SID_pگǼw,1,2379

[event]					; BPX{
code = 2
message = -1,2529
action = actCheckRoundNumber,10
;
action = actPlaySound,WAV\QUAKE006.WAV
action = actEarthQuake,120,actDelay,40
action = actMessage,SID_pگǼw,1,2380,actDelay,20
action = actMessage,SID_ENEMY058,1,2381,actDelay,20
action = actMessage,SID_{R,1,2382,actDelay,20
;
action = actPlaySound,WAV\QUAKE006.WAV
action = actEarthQuake,320,actDelay,40
action = actScrollBGToPos,336,464,actDelay,40
action = actPlaySound,WAV\LASERUP004.WAV
action = actInsertStoryObject,obj_Story_Level_WhiteLight,336,464,actDelay,26
;
action = actDarkScreen,actDelay,160
;
action = actEnterStorageWindow
;
action = actSetNextPlayLevelEvent,79,79
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,44
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,44
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,22,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-076.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ˧
code = 0
message = -1,2529
action = actCheckPlayerHPLow,SID_ENEMY058,1,0
;
action = actSetPlayerUndead,SID_ENEMY058,1,0
action = actMessage,SID_ENEMY058,1,2309
;
action = actKeepPlayerST
action = actSetNextPlayLevelEvent,81,81
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; JĤ@
code = 0
action = actCheckPlayerAttacked,SID_Jù,SID_ENEMY058
action = actDeleteEventStatus,1
action = actInsertEventStatus,7,actExecWinFailProcess

[event]					; JĤ@
code = 1
action = actCheckPlayerAttacked,SID_ENEMY058,SID_Jù
action = actDeleteEventStatus,0
action = actInsertEventStatus,7,actExecWinFailProcess

[event]					; pĤ@
code = 2
action = actCheckPlayerAttacked,SID_pگǼw,SID_ENEMY058
action = actDeleteEventStatus,3
action = actInsertEventStatus,8,actExecWinFailProcess

[event]					; pĤ@
code = 3
action = actCheckPlayerAttacked,SID_ENEMY058,SID_pگǼw
action = actDeleteEventStatus,2
action = actInsertEventStatus,8,actExecWinFailProcess

[event]					; Ĥ@
code = 4
action = actCheckPlayerAttacked,SID_,SID_ENEMY058
action = actDeleteEventStatus,5
action = actInsertEventStatus,9,actExecWinFailProcess

[event]					; Ĥ@
code = 5
action = actCheckPlayerAttacked,SID_ENEMY058,SID_
action = actDeleteEventStatus,4
action = actInsertEventStatus,9,actExecWinFailProcess

[event]					; l
code = 6
action = actCheckRoundNumber,12
;
action = actMessage,SID_ENEMY058,1,2306,actDelay,10
;
action = actScrollBGToPos,128,288,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,144,304,actDelay,4
action = actInsertObject,obj_Story_Level_Enemy50,128,288,actDelay,20
;
action = actScrollBGToPos,384,288,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,400,304,actDelay,4
action = actInsertObject,obj_Story_Level_Enemy50,384,288,actDelay,20
;
action = actScrollBGToPos,128,512,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,144,528,actDelay,4
action = actInsertObject,obj_Story_Level_Enemy50,128,512,actDelay,20
;
action = actScrollBGToPos,512,480,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,528,496,actDelay,4
action = actInsertObject,obj_Story_Level_Enemy50,512,480,actDelay,20
action = actDelay,40
;
action = actMessage,SID_pگǼw,1,2307,actDelay,10
action = actMessage,SID_Jù,1,2308

[event]
code = 7
action = actTRUE
action = actMessage,SID_Jù,1,2301,actDelay,10
action = actMessage,SID_ENEMY058,1,2302

[event]
code = 8
action = actTRUE
action = actMessage,SID_pگǼw,1,2299,actDelay,16
action = actMessage,SID_ENEMY058,1,2300

[event]
code = 9
action = actTRUE
action = actMessage,SID_,1,380,actDelay,10
action = actMessage,SID_ENEMY058,1,2303

[event]					; {Ĥ@
code = 10
action = actCheckPlayerAttacked,SID_{R,SID_ENEMY058
action = actDeleteEventStatus,11
action = actInsertEventStatus,12,actExecWinFailProcess

[event]					; {Ĥ@
code = 11
action = actCheckPlayerAttacked,SID_ENEMY058,SID_{R
action = actDeleteEventStatus,10
action = actInsertEventStatus,12,actExecWinFailProcess

[event]
code = 12
action = actTRUE
action = actMessage,SID_ENEMY058,1,2304,actDelay,10
action = actMessage,SID_{R,1,2305
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,22,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,22,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,44,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,44,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,44,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]					; ɶ
code = 0
message = -1,121		; ĥ
action = actTRUE
;
action = actBMSetPointEvent,28,0,bmpmTown
action = actBMSetPointEncounterRatio,28,0
;
action = actDeleteFailStatus,0
action = actScrollBGToObject,SID_pگǼw,1
action = actSetPlayerPosToRandom0,SID_pگǼw,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_pگǼw,1,actDelay,20
;
action = actScrollBGToObject,SID_{R,1
action = actSetPlayerPosToRandom0,SID_{R,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_{R,1,actDelay,20
;
action = actScrollBGToObject,SID_[,1
action = actSetPlayerPosToRandom0,SID_[,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_[,1,actDelay,20
;
action = actScrollBGToObject,SID_~J,1
action = actSetPlayerPosToRandom0,SID_~J,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_~J,1,actDelay,20
;
action = actScrollBGToObject,SID_,1
action = actSetPlayerPosToRandom0,SID_,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_,1,actDelay,20
;
action = actScrollBGToObject,SID_pS,1
action = actSetPlayerPosToRandom0,SID_pS,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_pS,1,actDelay,20
;
action = actScrollBGToObject,SID_z,1
action = actSetPlayerPosToRandom0,SID_z,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_z,1,actDelay,20
;
action = actScrollBGToObject,SID_BP,1
action = actSetPlayerPosToRandom0,SID_BP,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_BP,1,actDelay,20
;
action = actScrollBGToObject,SID_Jù,1
action = actSetPlayerPosToRandom0,SID_Jù,1
action = actInsertLevelUpStar,WAV\EFF0010.WAV,actDelay,20,actDeleteObject,SID_Jù,1,actDelay,20
action = actDelay,80
;
action = actDeleteTE,town_ȹp,189,0
action = actAddTE,town_ȹp,190,0
;action = actBMClearTrackFlag,43,bmpmHidden
;action = actBMClearPointFlag,43,bmpmHidden
;action = actBMSetShowTrackPoint,42
;
action = actSetNextPlayLevelEvent,28,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw

[fail]                  ; Ԧ`
code = 1
message = SID_,122
action = actCheckPlayer,1,SID_
; ----------------------------------------------------------------
[event]					; X{p
code = 0
message = -1,2535
action = actCheckRoundNumber,3
;
action = actInsertStoryObject,obj_Story_Level_ScreenFade,0,0,actDelay,4
action = actInsertStoryObject,obj_Story_Level_Counter,0,0
action = actDelay,80
;
action = actMessage,SID_[,1,2473,actDelay,40
action = actMessage,SID_,1,2474,actDelay,10
action = actMessage,SID_pگǼw,1,2475,actDelay,10
action = actMessage,SID_,1,2476,actDelay,10
action = actMessage,SID_pگǼw,1,2477,actDelay,10
;
action = actDeleteFailStatus,1
action = actInsertEventStatus,1,actInsertEventStatus,2
action = actShowWinFailStatus
;
action = actExecWinFailProcess

[event]					; ˬdɶ֨
code = 1
action = actDetectRoundDispDisp,-2
;
action = actMessage,SID_pگǼw,1,2478
action = actExecWinFailProcess

[event]
code = 2
message = -1,2536
action = actCheckRoundDisp,0
;
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; }@
code = 3
action = actCheckEnemy,1,5000
;
action = actScrollBGToPos,128,1536,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,142,1519,actDelay,2
action = actDeletePosObject,142,1519,4,defProcStandObject,actDelay,1
action = actInsertStoryObject,obj_Story_Level_Fire,142,1519
action = actInsertStoryObject,obj_Story_Level_ClearWall,128,1536,actDelay,40
action = actExecWinFailProcess

[event]					; }G
code = 4
action = actCheckEnemy,1,5001
;
action = actScrollBGToPos,832,1088,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,844,1086,actDelay,2
action = actDeletePosObject,844,1086,4,defProcStandObject,actDelay,1
action = actInsertStoryObject,obj_Story_Level_Fire,844,1086
action = actInsertStoryObject,obj_Story_Level_ClearWall,832,1088,actDelay,40
action = actExecWinFailProcess

[event]					; }T
code = 5
action = actCheckEnemy,1,5002
;
action = actScrollBGToPos,384,992,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,394,973,actDelay,2
action = actDeletePosObject,394,973,4,defProcStandObject,actDelay,1
action = actInsertStoryObject,obj_Story_Level_Fire,394,973
action = actInsertStoryObject,obj_Story_Level_ClearWall,384,992,actDelay,40
action = actExecWinFailProcess

[event]					; }|
code = 6
action = actCheckEnemy,1,5003
;
action = actScrollBGToPos,448,256,actDelay,20
action = actInsertStoryObject,obj_Story_Level_WhiteLight,458,242,actDelay,2
action = actDeletePosObject,458,242,4,defProcStandObject,actDelay,1
action = actInsertStoryObject,obj_Story_Level_FireBig,458,242
action = actInsertStoryObject,obj_Story_Level_ClearWall,448,256,actDelay,40
action = actExecWinFailProcess
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-077.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]                   ; ˷Ѩ
code = 0
message = -1,2532
action = actCheckPlayerHPLow,SID_ENEMY059,1,0
;
action = actSetPlayerUndead,SID_ENEMY059,1,0
action = actMessage,SID_ENEMY059,1,373
;
action = actSetNextPlayLevelEvent,82,82
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ˮuw
code = 0
message = -1,2496
action = actCheckPlayerHPLow,SID_ENEMY056,1,0
;
action = actMessage,SID_ENEMY056,1,2361,actDelay,26
;
action = actSetPlayerPosToRandom0,SID_ENEMY056,1
action = actInsertStoryObjectRandomPos,obj_Story_Level_WhiteLight,0,0,0,actDelay,2
action = actDeleteRandomPosObject,0,16,defProcEnemy,actDelay,2
action = actInsertObjectRandomPos,obj_Story_Level_Enemy59,0,0,0
action = actDelay,120
;
action = actSetPlayerUndead,SID_ENEMY059,1,1
action = actMessage,SID_ENEMY059,1,2362,actDelay,10
action = actMessage,SID_pS,1,2363,actDelay,10
action = actMessage,SID_ENEMY059,1,2364,actDelay,10
action = actMessage,SID_ENEMY059,1,2365,actDelay,20
action = actMessage,SID_pS,1,2366,actDelay,4
action = actMessage,SID_ENEMY059,1,2367,actDelay,16
action = actMessage,SID_pS,1,2368,actDelay,20
;
action = actInsertWinStatus,0
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-079.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,2533
action = actCheckPlayerHPLow,SID_ENEMY057,1,0
;
action = actSetPlayerUndead,SID_ENEMY057,1,0
action = actScrollBGToObject,SID_ENEMY057,1,actDelay,40
action = actSetPlayerPosToRandom0,SID_ENEMY057,1
action = actSetDoublePageMode,1
action = actPlaySound,WAV\QUAKE008.WAV
action = actDelay,20,actInsertStoryObject,obj_Effect_OtherQuake,0,0,actDelay,20
;action = actInsertStoryObject,obj_Effect_OtherBigBomb,0,0
;action = actPlaySound,WAV\BOMB0009.WAV,actDelay,20
action = actPlaySound,WAV\LASERUP004.WAV
action = actInsertRandomObject,obj_Effect_OtherRotateBomb,0,0,0,8,16
action = actInsertRandomObject,obj_Effect_OtherBomb6,0,128,128,16,12
action = actDelay,80
action = actInsertRandomObject,obj_Effect_OtherUpSmoke,0,16,16,16,16
action = actInsertRandomObject,obj_Effect_OtherUpSpry1,0,240,26,10,24
action = actInsertRandomObject,obj_Effect_OtherUpSpry2,0,240,26,10,36
action = actInsertRandomObject,obj_Effect_OtherBomb6,0,360,260,12,20
action = actInsertRandomObject,obj_Effect_OtherSpray1,0,240,160,6,24
action = actInsertRandomObject,obj_Effect_OtherSpray2,0,240,160,6,24
action = actDelay,80
action = actInsertRandomObject,obj_Effect_OtherSpray1,0,240,160,6,24
action = actInsertRandomObject,obj_Effect_OtherSpray2,0,240,160,6,24
;
action = actDelay,40,actDeleteObject,SID_ENEMY057,1
action = actDelay,120,actDarkScreen,actDelay,80
action = actSetDoublePageMode,0
action = actMessage,SID_pگǼw,1,2392,actDelay,10
action = actMessage,SID_{R,1,2393,actDelay,10,actMessage,SID_{R,1,2394,actDelay,10
action = actMessage,SID_pگǼw,1,2395,actDelay,40
;
action = actSetNextPlayLevelEvent,90,998
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actDelay,40
action = actMessage,SID_{R,1,2396,actDelay,16
action = actMessage,SID_~J,1,2397,actDelay,26
action = actMessage,SID_~J,1,2398,actDelay,40
action = actMessage,SID_{R,1,2399,actDelay,24
action = actMessage,SID_~J,1,2400,actDelay,20
action = actMessage,SID_{R,1,380,actDelay,24
action = actMessage,SID_~J,1,2401,actDelay,10
action = actPlaySound,WAV\WALKSOUND.WAV,actDelay,240
action = actMessage,SID_{R,1,2402,actDelay,80
action = actMessage,SID_{R,1,2403,actDelay,60
action = actMessage,SID_{R,1,2404,actDelay,40
action = actDeleteDarkScreen
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,121		; ĥ
action = actTRUE
;
action = actBMSetPointEvent,38,576,bmpmVisit
action = actBMSetPointEncounterRatio,38,100
;
action = actSetNextPlayLevelEvent,80,80
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]					; ܱ, O_ҦHk
code = 0
message = -1,2537
action = actCheckPlayerTotalNumber,0
action = actInsertWinStatus,0,actExecWinFailProcess

[event]					; pگǼwk
code = 1
action = actCheckPlayerArrivePos,SID_pگǼw,1,224,96,224,160
;
action = actDeleteFailStatus,0
action = actMessage,SID_pگǼw,1,2485
action = actDeleteObject,SID_pگǼw,1,actDelay,40
action = actExecWinFailProcess

[event]					; {Rk
code = 2
action = actCheckPlayerArrivePos,SID_{R,1,224,96,224,160
action = actDeleteObject,SID_{R,1,actDelay,40
action = actExecWinFailProcess

[event]					; [k
code = 3
action = actCheckPlayerArrivePos,SID_[,1,224,96,224,160
action = actDeleteObject,SID_[,1,actDelay,40
action = actExecWinFailProcess

[event]					; ~Jk
code = 4
action = actCheckPlayerArrivePos,SID_~J,1,224,96,224,160
action = actDeleteObject,SID_~J,1,actDelay,40
action = actExecWinFailProcess

[event]					; Բk
code = 5
action = actCheckPlayerArrivePos,SID_,1,224,96,224,160
action = actDeleteObject,SID_,1,actDelay,40
action = actExecWinFailProcess

[event]					; pSk
code = 6
action = actCheckPlayerArrivePos,SID_pS,1,224,96,224,160
action = actDeleteObject,SID_pS,1,actDelay,40
action = actExecWinFailProcess

[event]					; zk
code = 7
action = actCheckPlayerArrivePos,SID_z,1,224,96,224,160
action = actDeleteObject,SID_z,1,actDelay,40
action = actExecWinFailProcess

[event]					; BPk
code = 8
action = actCheckPlayerArrivePos,SID_BP,1,224,96,224,160
action = actDeleteObject,SID_BP,1,actDelay,40
action = actExecWinFailProcess

[event]					; Jùk
code = 9
action = actCheckPlayerArrivePos,SID_Jù,1,224,96,224,160
action = actDeleteObject,SID_Jù,1,actDelay,40
action = actExecWinFailProcess
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,38
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-028.H
#include EXTRAS.H
#include TYPE.H
#include PROCESS.DEF

[win]
code = 0
message = -1,121		; ĥ
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_pگǼw,1,2561,actDelay,40
;
action = actBMSetPointEvent,43,0,bmpmTown
action = actBMSetPointEncounterRatio,43,0
;
action = actSetNextPlayLevelEvent,43,gameBigMapLevel
; ----------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ---------------------------------------------------
[event]					; otC
code = 0
action = actCheckAnyPlayerArrivePos,800,96,800,96
;
action = actPlaySound,WAV\SWORD001.WAV
action = actDeletePosObject,816,111,4,defProcStandObject
action = actGetItem,16,1
action = actGetItem,92,1
action = actMessage,defNoOne,1,2562,actDelay,40
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,38
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include SHAPEDEF.H
#include ACTION.H
#include OBJ-ALL.H
#include EXTRAS.H

[story]
action = actPlayDefaultLevelMusic,38
action = actDelay,40
;
action = actSetDeadMessage,SID_pگǼw,1,741,0
;
action = actInsertWinStatus,0,actInsertFailStatus,0
;
action = actShowWinFailStatus
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,38,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,38,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-002.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; ĤH
code = 0
message = -1,121						; [player id], [message id]
action = actCheckEnemyTotalNumber,0     ; check
;
action = actSetNextPlayLevelEvent,38,gameBigMapLevel
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
;action = actMessage,defNoOne,1,741
; ----------------------------------------------------------------
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-099.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,0     ; check
;
;action = actDemo
action = actSetNextPlayLevelEvent,98,98
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckPlayerAttacked,-1,SID_ENEMY055
action = actMessage,SID_ENEMY055,1,2149

[event]
code = 1
action = actCheckPlayerAttacked,SID_pگǼw,SID_ENEMY055
action = actMessage,SID_pگǼw,1,2150

[event]
code = 2
action = actCheckRoundNumber,1
action = actDelay,20,actPlaySound,WAV\YELL014.WAV,actDelay,40
action = actMessage,SID_pگǼw,1,2411,actDelay,40
action = actInsertObject,obj_Story_Enemy_Dragon,-192,1056,actDelay,10
action = actWalkDispWait,SID_ENEMY051,1,640,0,0,actDelay,16
action = actMessage,SID_pگǼw,1,2412,actDelay,40

[event]
code = 3
action = actCheckRoundNumber,3
action = actSetNextPlayLevelEvent,98,98
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actSetNextPlayLevelEvent,97,97
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,4
action = actSetNextPlayLevelEvent,97,97
#include ACTION.H
#include SHAPEDEF.H
#include OBJ-ALL.H
#include OBJ-036.H
#include EXTRAS.H
#include TYPE.H

[win]                   ; 
code = 0
message = -1,121
action = actCheckEnemyTotalNumber,0
;
action = actMessage,SID_pگǼw,1,2154,actDelay,60
;
action = actSetNextPlayLevelEvent,0,0
; -----------------------------------------------------------------
[fail]                  ; pگǼw`
code = 0
message = SID_pگǼw,122
action = actCheckPlayer,1,SID_pگǼw
; ----------------------------------------------------------------
[event]
code = 0
action = actCheckRoundNumber,3
action = actSetNextPlayLevelEvent,0,0
