charset,Shift_JIS

descript
{
version,1
}

//ĂpBĂp̃T[tFXԍ10000{gɂBĂƂ̈Ⴂ́Aۂɕ\T[tFX̔ԍ(u܂)ƁAsurface10005(j)surface500surface10500łBւp[c\p[c̔ԍ͕ωȂB


surface10000-10006,10008-10009,10031-10034,10041,10061-10062
{
collision0,58,2,224,69,Head
collision1,50,325,79,394,Hand
collision2,206,320,250,401,Hand
collision3,92,176,193,228,Bust
collision4,66,150,221,172,kata
collision5,107,106,128,128,hoho
collision6,151,102,180,130,hoho

element0,base,surface10000.png,0,0

//璅ւp[c`B
//C
1000interval,bind
animation1000.pattern0,bind,1000,0,0,0
1001interval,bind
animation1001.pattern0,bind,1001,0,0,0
1002interval,bind
animation1002.pattern0,bind,1002,0,0,0
//Y{
1100interval,bind
animation1100.pattern0,bind,1100,0,0,0
1101interval,bind
animation1101.pattern0,bind,1101,0,0,0
//^Ngbv
1200interval,bind
animation1200.pattern0,bind,1200,0,0,0
//^g
1300interval,bind
animation1300.pattern0,bind,1300,0,0,0
1301interval,bind
animation1301.pattern0,bind,1301,0,0,0
//Vc
1400interval,bind
animation1400.pattern0,bind,1403,0,0,0
animation1400.pattern1,bind,1400,0,0,0
1401interval,bind
animation1401.pattern0,bind,1401,0,0,0
//C
1500interval,bind
animation1500.pattern0,bind,1500,0,0,0
1501interval,bind
animation1501.pattern0,bind,1501,0,0,0
1502interval,bind
animation1502.pattern0,bind,1502,0,0,0
}

surface10000
{
element1,overlay,surface100.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface300.png,0,0

animation1.interval,random,3
animation1.pattern0,base,10001,150,0,0
animation1.pattern1,base,10002,150,0,0
animation1.pattern2,base,-1,100,0,0
}
surface10001
{
element1,overlay,surface101.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface300.png,0,0
}
surface10002
{
element1,overlay,surface102.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface300.png,0,0
}
surface10003
{
element1,overlay,surface130.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface330.png,0,0

animation1.interval,random,3
animation1.pattern0,base,10031,150,0,0
animation1.pattern1,base,10032,150,0,0
animation1.pattern2,base,-1,100,0,0
}
surface10031
{
element1,overlay,surface101.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface330.png,0,0
}
surface10032
{
element1,overlay,surface132.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface330.png,0,0

animation1.interval,rarely
animation1.pattern0,base,10031,150,0,0
animation1.pattern1,base,-1,100,0,0
}

//͂͂́I@ڂ݂̂Ȃ̂ŏuȂėǂBuƂ₯ɂςς(Aj[VƂĒpӂĂȂ)B
surface10033
{
element1,overlay,surface132.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface331.png,0,0
}
surface10034
{
element1,overlay,surface101.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface331.png,0,0
}



surface10004
{
element1,overlay,surface101.png,0,0
element2,overlay,surface240.png,0,0
element3,overlay,surface340.png,0,0
}
surface10041
{
element1,overlay,surface101.png,0,0
element2,overlay,surface240.png,0,0
element3,overlay,surface341.png,0,0
}

surface10005
{
element1,overlay,surface10500.png,0,0
element2,overlay,surface109.png,0,0
element3,overlay,surface200.png,0,0
element4,overlay,surface340.png,0,0
}

surface10006
{
element1,overlay,surface100.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface340.png,0,0

animation1.interval,random,3
animation1.pattern0,base,10061,150,0,0
animation1.pattern1,base,10062,150,0,0
animation1.pattern2,base,-1,100,0,0
}
surface10061
{
element1,overlay,surface101.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface340.png,0,0
}
surface10062
{
element1,overlay,surface102.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface340.png,0,0
}

surface10008
{
element1,overlay,surface108.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface340.png,0,0
}
surface10009
{
element1,overlay,surface109.png,0,0
element2,overlay,surface200.png,0,0
element3,overlay,surface340.png,0,0
}






sakura.cursor
{
mouseup*,head,system:hand
}


