charset,UTF-8

descript
{
version,1
maxwidth,155
}

surface0
{
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
// 瞬きアニメーション定義
animation10.interval,sometimes
animation10.pattern0,overlay,-1,50,0,0
animation10.pattern1,overlay,100,50,50,60
animation10.pattern2,overlay,101,50,50,60
animation10.pattern3,overlay,-1,50,0,0
}

surface1
{
// 当たり判定定義
collision0,51,2,106,35,Head
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
}

surface2
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,element002.png,70,80
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
// 瞬きアニメーション定義
animation10.interval,sometimes
animation10.pattern0,overlay,-1,50,0,0
animation10.pattern1,overlay,100,50,50,60
animation10.pattern2,overlay,101,50,50,60
animation10.pattern3,overlay,-1,50,0,0
}

surface3
{
// 当たり判定定義
collision0,51,2,106,35,Head
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
// 瞬きアニメーション定義
animation10.interval,sometimes
animation10.pattern0,overlay,-1,50,0,0
animation10.pattern1,overlay,102,50,50,60
animation10.pattern2,overlay,-1,50,0,0
}

surface4
{
// element合成定義
element0,base,surface003.png,0,0
element1,overlay,surface102.png,50,60
// 当たり判定定義
collision0,51,2,106,35,Head
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
}

surface5
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,element005.png,50,60
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
}

surface6
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,surface100.png,50,60
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
}

surface7
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,element007.png,50,50
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
// 瞬きアニメーション定義
animation10.interval,sometimes
animation10.pattern0,overlay,-1,50,0,0
animation10.pattern1,overlay,100,50,50,60
animation10.pattern2,overlay,-1,50,0,0
}

surface8
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,element008.png,50,50
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
// 瞬きアニメーション定義
animation10.interval,sometimes
animation10.pattern0,overlay,-1,50,0,0
animation10.pattern1,overlay,100,50,50,60
animation10.pattern2,overlay,-1,50,0,0
}

surface9
{
// element合成定義
element0,base,surface000.png,0,0
element1,overlay,element009.png,50,50
// 当たり判定定義
collision0,51,2,106,35,Head
collision1,63,60,90,83,Face
collision2,60,105,95,140,Bust
// 着せ替え定義
animation0.interval,bind
animation0.pattern0,add,800,0,73,96
animation1.interval,bind
animation1.pattern0,add,801,0,73,96
animation2.interval,bind
animation2.pattern0,add,802,0,73,96
animation3.interval,bind
animation3.pattern0,add,803,0,73,96
animation4.interval,bind
animation4.pattern0,add,804,0,73,96
}
