## frbo^摜pbN̕E퓬AjACRw肵Ă܂B

### Xso --------------------------------------------------------

m
i, i
(), _
	  Charge(high).wav;qW  Glass(3).wav;4;ό` Unit\SPL_SpielbanU(1).bmp -.wav;_
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXsoE "mI XsoII" Œ;10
#### QlAj
### ̐̂ݎgpꂽA̃Oo[WB
()(), _
	b m "II" Œ;_
	@퓬Aj_򗈃Abv "unit\SPL_GrandNascaU.bmp"  x -.wav;_
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	b  "VXe쓮AN^A.qɕd" Œ;_
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	b  "dꂽN^́Am̑̂.AnCeNNX^X[c" Œ;_
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXsoE "mI" Œ;4;_
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mXso
##########@@ʏ핐@@##########
Xsop`, œ
XsoLbN, LbN
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[U[XiCp[(), r[ 
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cCu[h(P)(U), a
cCu[h(P)(), a
cCu[h(Q)(), _
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	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  BeamSaber.wav;_
	b mXso "cCI u[hbII" Œ;uԕό`
cCu[h(Q)(U), _
	a 
cCu[h(Q)(), _
	a 
A[NCpX(), _
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXso "̓{́cc" Œ;_
	b mXso "̓{́ccOII" Œ;_
	uԕό` "SPL_SpielbanU(1).bmp";_
	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  -.wav;_
	b mXso "cCI u[hbII" Œ;d Ώۃjbghc
A[NCpX()(΃ph@Bl), _
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXso "̓{́cc" Œ;_
	b mXso "̓{́ccAII" Œ;_
	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  -.wav;_
	b mXso "cCII u[hbII" Œ;d Ώۃjbghc
A[NCpX(U), _
	uԕό`;Lk "SlideWeapon\EFFECT_BeamWhip(Blue)[01-03].bmp" 32 BeamSaber(4).wav 
A[NCpX(), _
	h  Slash.wav;4;Z^O;_
	b mXso "A[NCpXII" Œ;_
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A[NCpX(), _
	h  Slash.wav;4;Z^O;_
	b mXso "A[NCEpXII" Œ;_
	@퓬Aj_aU  Slash(2).wav 胆jbghc;5;@퓬Aj_~E@U  ΂ Ώۃjbghc;Uグa  Slash(4).wav
A[NCpX(), _
	h  Slash.wav;4;Z^O;_
	b mXso "A[NCI pXbII" Œ;_
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A[NCpX(), _
	h  Slash.wav;4;Z^O;_
	b mXso "A[NECI pXbII" Œ;_
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A[NCpX(Ƃǂ), _
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	@퓬Aj_Uグa  Slash(4).wav;5;@퓬Aj_d;@퓬Aj_唚 
##########@@̋Z@@##########
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	ˌ 摜t@C="Weapon\EFFECT_LaserGun01.bmp"="Weapon\EFFECT_LaserGun01.bmp"
_uXiCp[(U), _
	莝 摜t@C="Weapon\EFFECT_LaserGun01.bmp"="Weapon\EFFECT_LaserGun01.bmp" -.wav;_
	e 摜t@C="Beam\EFFECT_Beam(Blue)05.bmp"="Beam\EFFECT_Beam(Pink)05.bmp" Beam.wav 
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	r[  sN;唚
gv{o[(), -
gv{o[(U), _
	Z^O partner(1);b _CAifB "ƂII" Œ;X[p[p`  partner(1);3;_
	Z^O partner(2);b wfB "₠II" Œ;X[p[p`  partner(2)
gv{o[(), _
	X[p[p`  partner(1);3;X[p[p`  partner(2);_
	Z^O;b mXso "ƂII" Œ;_
	@퓬Aj_X[p[LbNU  Ώۃjbghc;X[p[LbN 
##########@@I~bgZ@@##########
fBJr[, r[  BeamShot.wav
VbNr[(U), r[  BeamGun.wav
VbNr[(), ϐF 
oCpXXbv(), Co -.wav
##########@@AreB@@##########
OiXJ(gp), 򗈃Abv "SPL_GrandNascaU.bmp" F x;b mXso "ƂII" Œ
KCIX(gp), 򗈃Abv "SPL_Gaios.bmp" F x;b mXso "KCIXAeCNItII" Œ




mXso(zoA)
zoA[U[(U), j[h[U[A  LaserGun.wav
zoA[U[(), j[h[U[A  LaserGun.wav;
zoAbV(), Engine.wav
zoAbV(U), qW  Ώۃjbghc;X[p[^bN  Bike.wav
zoAbV(), X[p[^bN ;
cCu[h(P)(),   -.wav Ώۃjbghc;\[h
cCu[h(P)(U), a
cCu[h(P)(), a
cCu[h(Q)(), _
	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  BeamSaber.wav;_
	b mXso "cCI u[hbII" Œ
cCu[h(Q)(U), _
	a 
cCu[h(Q)(), _
	a 
A[NCpX(), _
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXso "̓{́cc" Œ;_
	b mXso "̓{́ccOII" Œ;_
	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  -.wav;_
	b mXso "cCI u[hbII" Œ;d Ώۃjbghc
A[NCpX()(΃ph@Bl), _
	pilot\SPL_Spielban(1).bmp 160 160;_
	b mXso "̓{́cc" Œ;_
	b mXso "̓{́ccAII" Œ;_
	S] "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  -.wav;_
	b mXso "cCII u[hbII" Œ;_
	@퓬Aj_dU Zapper.wav Ώۃjbghc;5;Bike.wav
A[NCpX(U), _
	˂ˌ "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  a
A[NCpX(), _
	b mXso "A[NCpXII" Œ;_
	@퓬Aj_aU  Slash(2).wav 胆jbghc;5;@퓬Aj_~E@U  ΂ Ώۃjbghc;_
	Uグa  Slash(4).wav;˂ˌ "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  a;4;Z^O
A[NCpX(), _
	b mXso "A[NCEpXII" Œ;_
	@퓬Aj_aU  Slash(2).wav 胆jbghc;5;@퓬Aj_~E@U  ΂ Ώۃjbghc;_
	Uグa  Slash(4).wav;˂ˌ "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  a;4;Z^O
A[NCpX(), _
	b mXso "A[NCI pXbII" Œ;_
	@퓬Aj_aU  Slash(2).wav 胆jbghc;5;@퓬Aj_~E@U  ΂ Ώۃjbghc;_
	Uグa  Slash(4).wav;˂ˌ "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  a;4;Z^O
A[NCpX(), _
	b mXso "A[NECI pXbII" Œ;_
	@퓬Aj_aU  Slash(2).wav 胆jbghc;5;@퓬Aj_~E@U  ΂ Ώۃjbghc;_
	Uグa  Slash(4).wav;˂ˌ "BeamWeapon\EFFECT_TwinBeamSaber(Blue)02.bmp" 112  a;4;Z^O
A[NCpX(Ƃǂ), _
	@퓬Aj_d;5;;@퓬Aj_唚 



}VzoA
̓, ̓ Bike.wav
zoA[U[(U), j[h[U[A  LaserGun.wav
zoA[U[(), j[h[U[A  LaserGun.wav;




퓬̓OiXJ
iXJPb^[, ~TC 2 x
rbOoJm(), _
@@@@b mXso "JmEtH[[VI" Œ;_
@@@@unit\SPL_GrandNascaU.bmp 128 128 ێ;12;_
@@@@Charge.wav;unit\SPL_GrandNascaC.bmp 128 128 ێ;12;_
@@@@uԕό` "unit\SPL_SpielbanU(1).bmp" f;_
@@@@ˌ "unit\SPL_GrandNascaC.bmp" 32  -.wav
rbOoJm(U), _
@@@@b mXso "rbOoEJmII" Œ;_
@@@@l`ooX^[r[Ct  "Unit\SPL_GrandNascaU.bmp" 32  BeamCannon(2).wav `[WȂ
rbOoJm(), QAr[ ;

## JmtH[[ṼjbgACR݂Ȃ̂ŁAbI
## ͎̃ACR𕐊ACRƂĎgpĂ܂B
## ACR݂ꍇ́A(U)̂Qsڂȉ̂̂ɍւĂB
## l`ooX^[r[Ct  "Unit\SPL_GrandNascaC.bmp" 32  BeamCannon(2).wav `[WȂ


퓬̓OiXJ(RobgtH[[V)
GNZr[(U), QAr[  BeamCannon.wav
GNZr[(), QAr[  BeamCannon.wav;
ibN{o[(U), œ 
ibN{o[(),  
iXJnCp[NbV(U), LbN
iXJnCp[NbV(), 
iXJnCp[NbV(Ƃǂ), ђʌ
rbOoJm(), _
@@@@b mXso "JmEtH[[VI" Œ;_
@@@@unit\SPL_GrandNascaU.bmp 128 128 ێ;12;_
@@@@Charge.wav;unit\SPL_GrandNascaC.bmp 128 128 ێ;12;_
@@@@uԕό` "unit\SPL_SpielbanU(1).bmp" f;_
@@@@ˌ "unit\SPL_GrandNascaC.bmp" 32  -.wav
rbOoJm(U), _
@@@@b mXso "rbOoEJmII" Œ;_
@@@@l`ooX^[r[Ct  "Unit\SPL_GrandNascaU.bmp" 32  BeamCannon(2).wav `[WȂ
rbOoJm(), QAr[ ;
##########@@I~bgZ@@##########
P~JV[(U),   BeamCoat.wav
P~JV[(),   Charge(High).wav
V[(U),   BeamCoat.wav
V[(),   Charge(High).wav



ԃKCIX
KCIXPbg(U), LmC Gun(3).wav
KCIXPbg(), 
KCIXr[(U), QAr[  BeamSaber(2).wav
KCIXr[(), QAr[  BeamSaber(2).wav;
KCIXNbV(), b mXso "hKCIXAeCNItI" Œ;_
	ό` "unit\SPL_DrillGaios.bmp" Transform.wav
KCIXNbV(U), h
KCIXNbV(), h
KCIX[U[(), b mXso "WFbgKCIXAeCNItI" Œ;_
	ό` "unit\SPL_JetGaios.bmp" Transform.wav;3;Jet.wav
KCIX[U[(U), r[  LaserGun(80s).wav;r[  LaserGun(80s).wav
KCIX[U[(), r[  LaserGun(80s).wav;r[  LaserGun(80s).wav



WFbgKCIX
KCIX[U[, r[  LaserGun(80s).wav;r[  LaserGun(80s).wav

hKCIX
KCIXNbV, h
KCIXr[(U), QAr[  BeamSaber(2).wav
KCIXr[(), QAr[  BeamSaber(2).wav;
KCIXPbg(U), LmC 2  BeamCannon(2).wav
KCIXPbg(), 



_CAifB
_CAiANV, i
fBXiCp[(), [U[K(Q)
fBXiCp[(U), r[Ct sN "Weapon\EFFECT_LaserGun01.bmp"
fBXiCp[(), r[ sN; sN
_CAiqbvvX(), -
_CAiqbvvX(U), Wv
_CAiqbvvX(), ݒׂ
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############@@̋Z@@############
_uXiCp[(), _
	ˌ 摜t@C="Weapon\EFFECT_LaserGun01.bmp"="Weapon\EFFECT_LaserGun01.bmp"
_uXiCp[(U), _
	莝 摜t@C="Weapon\EFFECT_LaserGun01.bmp"="Weapon\EFFECT_LaserGun01.bmp" -.wav;_
	e 摜t@C="Beam\EFFECT_Beam(Pink)05.bmp"="Beam\EFFECT_Beam(Blue)05.bmp" Beam.wav 
_uXiCp[(), _
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gv{o[(), -
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gv{o[(), _
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	@퓬Aj_X[p[LbNU  partner(1);X[p[LbN  partner(1)
##########@@AreB@@##########
`[W(gp), _
	tbV  Charge(High).wav;  EvilEye.wav;@퓬Aj_dU  Search.wav;_
	@퓬Aj_FU  Beam.wav
KCIX(gp), 򗈃Abv "SPL_Gaios.bmp" F x;b _CAifB "KCIXAeCNItI" Œ


_CAi(Xso)(ʏ)
i, i
(), _
	  Charge(high).wav;qW  Glass(3).wav;4;ό` Unit\SPL_DianaLadyU.bmp -.wav;_
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wfB
i, i
wJb^[(), a "Bullet\EFFECT_ShootingCutter(White)01.bmp"
wJb^[(U), a
wJb^[(), a
wJb^[<>(), X[p[u[ 
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gv{o[(), -
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w(Xso)(ʏ)
i, i
w߃pX(),   Charge(2).wav Ώۃjbghc
(), _
	  Charge(high).wav;qW  Glass(3).wav;4;ό` Unit\SPL_HelenLadyU.bmp -.wav;_
	pilot\SPL_HelenLady.bmp 160 160;_
	b wfBE "wEfBII" Œ


#### [[鍑 ------------------------------------------------------
### ph ----------------------------------

ph
, ŕ "Weapon\EFFECT_JewelRod(Green)01.bmp" 32
r[(), ˌ "Weapon\EFFECT_JewelRod(Green)01.bmp" 32
r[(U), VbNr[K "Weapon\EFFECT_JewelRod(Green)01.bmp" 32   BeamSaber(4).wav
r[(), VbNr[  BeamSaber(4).wav;


ph퓬@Bl
, ŕ "Weapon\EFFECT_JewelRod(Green)01.bmp" 32
r[(), ˌ "Weapon\EFFECT_JewelRod(Green)01.bmp" 32
r[(U), VbNr[K "Weapon\EFFECT_JewelRod(Green)01.bmp" 32   BeamSaber(4).wav
r[(), VbNr[  BeamSaber(4).wav;


ph
G(U), G藐  Swing(3).wav
G(), G藐  Whip.wav
t, X[p[^bN 


ph@Bl
GlM[G(U), G藐  Swing(3).wav
GlM[G(), G藐  Whip.wav;d;n\Ռg;
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r[(), KE ;jbgϐF 


### fX[ER ----------------------------------

fX[ER
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	@퓬Aj_U "Shield\EFFECT_Mant(Red)04.bmp" 32 Swing.wav _
fX[E(U), _
	6;Walk(Robot).wav;6;Walk(Robot).wav;_
	b fX[ER "ˁII" Œ;  Ώۃjbghc;ό` "unit\SPL_DeathzelowTorpedo.bmp" Transform.wav;_
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fX[E(), _
	5;X[p[^bN  Crash.wav;唚



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̓(U), ^bN
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ԖC, LmC
r[C(U), VbNr[  LaserGun.wav
r[C(), VbNr[ ;
mRM(), ˂ "Bullet\EFFECT_BeamRingCutter(Black)01.bmp" 32
mRM(U), S] "Bullet\EFFECT_BeamRingCutter(Black)01.bmp" 32 Drill.wav
mRM(), Aa


XJX^bK[
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ԖC, LmC
mRM(), ˂ "Bullet\EFFECT_BeamRingCutter(Black)01.bmp" 32
mRM(U), S] "Bullet\EFFECT_BeamRingCutter(Black)01.bmp" 32 Drill.wav
mRM(), Aa


### hN^[oCI ----------------------------------

hN^[oCI
, V~^[
, G 


oCIChEoCI
oCIH(), ׊    BeamSaber(2).wav;I BeamSaber.wav
oCIH(U), I BeamSaber.wav
oCIH(), _[W Chaff.wav
G(U), G藐  Swing(3).wav
G(), G藐  Whip.wav
e(), -
e(U), QAe  x BeamShot(2).wav
e(), 
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ԕω(U),   Mist.wav
ԕω(),   Mist.wav; 
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A[oω(U), X[p[^bN 
A[oω(), X[p[^bN ; 


hN^[oCI(])
r[, VbNr[  BeamSaber(4).wav


### ʃwoC ----------------------------------

ʃwoC
ً}e|[g(q), e|[gQ BeamSaber(4).wav 
Z, `NGfA
r[(), `NGfA;qW  Charge(high).wav Ώۃjbghc
r[(U), U艺낵;e   Beam.wav
r[(),  sN



### M[`c ----------------------------------

M[`c
r[K(), {o[
r[K(U), VbNr[K "Weapon\EFFECT_Revolver01.bmp" 32  BeamGun.wav
r[K(), VbNr[  BeamGun.wav
r[(U),   -.wav Ώۃjbghc;VbNr[  BeamGun.wav
r[(), VbNr[  BeamGun.wav
GNgvY(U),   Zapper.wav
GNgvY(),   Zapper.wav


M[`c(oCJ[)
̓, ^bN Bike.wav
~TCC(U), KgO
~TCC(), KgO;


M[`cEHS
veNV(HS), -
Z, _K[
(), 
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### EL ----------------------------------

EL(Xso)
veNV(HS), -
r[(U), r[ sN BeamCannon.wav
r[(), r[ sN BeamCannon.wav;
GNgvY(U), VbNr[  Zapper.wav
GNgvY(), e  Zapper.wav;jbgϐF  Charge(High).wav



#### XpCRc ----------------------------------

bL[(Xso)
Z, iCt


Vh[(Xso)
Z, iCt
M[`̌, `NGfA


KV[(Xso)
Z, iCt
M[`̌, `NGfA


### 퓬E퓬 ------------------------------

@BLN
Z, a "Weapon\EFFECT_Bardiche01.bmp"
Z(), a "Weapon\EFFECT_Bardiche01.bmp" 32
Z(U), ] "Weapon\EFFECT_Bardiche01.bmp" 32
Z(), Pbgp` "Weapon\EFFECT_Bardiche01.bmp" 32 Slash.wav
r[K, VbNr[K Beam2.wav 
r[K, VbNr[K Beam2.wav 
}VK, }VK MachineGun.wav
~TC(), Reload(4).wav
~TC(U), KgO MachineGun.wav
~TC(), 



@BLN()
w~TC(), Reload(4).wav
w~TC(U), KgO MachineGun.wav
w~TC(), 
## SbE^
}g(), A` "Shield\EFFECT_Mant(Yellow)[01-04].bmp" 32 2 1 O ێ -.wav
}g(U),  f; "Shield\EFFECT_Mant(Yellow)04.bmp" 32 Whiz.wav
}g(), Pbgp` "Shield\EFFECT_Mant(Yellow)04.bmp" 32 -.wav;jbgϐF  BeamSaber.wav;d
~TC(U), KgO Missile(4Shot).wav
~TC(), 
## WbES[ft@Cu
Z, a "Weapon\EFFECT_Bardiche01.bmp" 񓁗
Z(), a "Weapon\EFFECT_Bardiche01.bmp" 32
Z(U), ] "Weapon\EFFECT_Bardiche01.bmp" 32
Z(), Pbgp` "Weapon\EFFECT_Bardiche01.bmp" 32 Slash.wav
蓁Ή, a 



\
, Аn
iCt, iCt
e, 
{EK, NX{E


[[퓬@
r[C(U), VbNr[  LaserGun.wav
r[C(), VbNr[  LaserGun.wav;


[[
ԖC, LmC


[[퓬̓XJW[Y
r[C(U), QAVbNr[  LaserGun.wav;QAVbNr[  LaserGun.wav
r[C(), QAVbNr[  LaserGun.wav;QAVbNr[  LaserGun.wav;
V^e, e


[[KgC
KgC, LmC


#### 퓬@Bl ---------------------------------

퓬@BlJV_[
i, œ
~TCC(), Reload(5).wav;5;Reload(5).wav;5;Reload(5).wav
~TCC(U), ł낵eA EFFECT_LightBullet(Pink)02.bmp BeamCannon.wav 
~TCC(), 1;;1;
M(U), VbNr[  LaserGun.wav;VbNr[  LaserGun.wav
M(), VbNr[  LaserGun.wav;VbNr[  LaserGun.wav;
O(), ό` "Bullet\EFFECT_BeamRingCutter(White)01.bmp" 32 "Bullet\EFFECT_BeamRingCutter(Pink)01.bmp" 32  BeamSaber(4).wav
O(U), ] "Bullet\EFFECT_BeamRingCutter(Pink)01.bmp" 32  Machine.wav
O(), _[W sN Shock(Low).wav


퓬@BlJo_[
, ̕
S{r(U), ΂
S{r(), 
~TC(), Reload(5).wav
~TC(U),   BeamShot.wav Ώۃjbghc;3;QAVbNr[  Laser.wav
~TC(), QAVbNr[  Laser.wav;


퓬@BlJW[J[
M(), e BeamSaber(3).wav
M(U), QAVbNr[K "Weapon\EFFECT_FlashingGun01.bmp" 32 sN Laser.wav
M(), QAVbNr[ Laser.wav;
Er[C(), Drill(2).wav;4;oY[J
Er[C(U), ΐԃCt "Weapon\EFFECT_Bazooka01.bmp" 40 BeamShot.wav
Er[C(), 唚


퓬@BlJs[^[
i, i
r[(), Machine.wav
r[(U), VbNr[  BeamShot(2).wav
r[(), VbNr[  BeamShot(2).wav;
Ur[(),   BeamSaber(3).wav;4;Computer.wav
Ur[(U), e  Charge.wav
Ur[(), e  _;唚


퓬@BlJm[`
̓, ^bN
r[C(U),   AntiShipMissile.wav
r[C(), 唚 
p`, œ


퓬@BlJ}W
Er[C(U), Reload.wav;VbNr[  BeamGun.wav
Er[C(), VbNr[  BeamGun.wav;
~TCC(U), Reload.wav;KgO MachineGun.wav
~TCC(), KgO MachineGun.wav;
r[C(U), r[ sN BeamCannon.wav
r[C(), r[ sN BeamCannon.wav;


퓬@BlJ{^[
ғŐj(), ˂ "DGoods\EFFECT_Syringe(White)01.bmp" 32 LaserGun(80s).wav
ғŐj(U), h -.wav
ғŐj(), h Stab.wav
i, LbN
i, ΂
~TCC(U), KgO MachineGun.wav
~TCC(), KgO MachineGun.wav;


퓬@BlJK}
U(I[goA), r[V[h  Ice.wav I[goA
i, i
, 
eKnbg(), ] "DGoods\EFFECT_SilkHat01.bmp" 32
eKnbg(U), ] "DGoods\EFFECT_SilkHat01.bmp" 32
eKnbg(), Pbgp` "DGoods\EFFECT_SilkHat01.bmp" 32 -.wav;
XiCp[Ct(), ˌ "Weapon\EFFECT_SniperRifle02.bmp" 40
XiCp[Ct(U), {gANVCt "Weapon\EFFECT_SniperRifle02.bmp" 40
XiCp[Ct(), 
r}VK(), ˌ "Weapon\EFFECT_SubMachineGun01.bmp" 32
r}VK(U), }VK "Weapon\EFFECT_SubMachineGun01.bmp" 32
r}VK(), }VK;

## eK̉摜Ȃ̂ŃVNnbgőpB
## r[oA͐`B



퓬@BlJt[U[
|@, tbN[v
ⓀKX(U), 5;Reload(5).wav;  Mist.wav
ⓀKX(),   Mist.wav
r[(), -
r[(U), XbVr[  LaserGun.wav
r[(), XbVr[  LaserGun.wav;



퓬@Blhn_[
h(), 6;Drill.wav;6;Drill.wav
h(U), h~TC x;h~TC x
h(), Pbgp` "Bullet\EFFECT_DrillMissile01.bmp" 32 Drill.wav
rh(), h Reload.wav
rh(U), Pbgp` "Bullet\EFFECT_DrillMissile01.bmp" 32 Drill.wav
rh(), Pbgp` "Bullet\EFFECT_DrillMissile01.bmp" 32 Drill.wav
rh, h



퓬@Bl{XRO
j~(ݕt), @퓬Aj_ݕt;Sword.wav
p`, œ Walk(Robot).wav
Pbgp`(), Pbgp` "Hand\EFFECT_Punch(White)03.bmp" 32 -.wav
Pbgp`(U), Pbgp` "Hand\EFFECT_Punch(White)03.bmp" 32 Cannon(4Shot).wav
Pbgp`(), Pbgp` "Hand\EFFECT_Punch(White)03.bmp" 32;



퓬@BlubJ[
ErN[, V~^[
ErN[(), ˂ "Weapon\EFFECT_Scimitar(T)01.bmp"
ErN[(U), e "Weapon\EFFECT_Scimitar(T)01.bmp"
ErN[(), h
rPbgp`(), ˌ "Hand\EFFECT_Punch(White)03.bmp" -.wav
rPbgp`(U), e "Hand\EFFECT_Punch(White)03.bmp" Zapper.wav
rPbgp`(), Pbgp` "Hand\EFFECT_Punch(White)03.bmp";
EQA~TCC(), Reload(3).wav
EQA~TCC(U), `F[K MachineGun.wav 
EQA~TCC(), `F[K MachineGun.wav ;A
//Er~TCC, }VLm MachineGun.wav 
//OOɎgpB



퓬@Blh[x[
΂, ΂
@Jr[C(),  "Animal\EFFECT_Bird01.bmp"
@Jr[C(U), e "Animal\EFFECT_Bird01.bmp" 32 Whiz(2).wav
@Jr[C(), VbNr[ ;
e(), -
e(U), e  BeamGun.wav;e  BeamGun.wav
e(), 



퓬@BlfW[
fW΂r[(U), d  BeamSaber(4).wav
fW΂r[(), d  BeamSaber(4).wav;d
C[N[A[(), ˌ "Hand\EFFECT_Punch(White)10.bmp" 64 -.wav
C[N[A[(U), e "Hand\EFFECT_Punch(White)10.bmp" 64 Whiz.wav x L;_
							e "Hand\EFFECT_Punch(White)10.bmp" 64 Whiz.wav x L
C[N[A[(), ݕt Chaff.wav;ݕt Chaff.wav



퓬@BlV_[
V[hh, V[hh "DGoods\EFFECT_Wheel01.bmp" 32
p`, œ 
rԗ(),  "DGoods\EFFECT_Wheel01.bmp" 32 -.wav 񓁗
rԗ(U), ] "DGoods\EFFECT_Wheel01.bmp" 32 Drill(2).wav;_
				] "DGoods\EFFECT_Wheel01.bmp" 32 Drill(2).wav 
rԗ(), ;
r[(U), QAVbNr[  BeamSaber(4).wav
r[(), QAVbNr[  BeamSaber(4).wav;



퓬@BlT[^
wr[C(U), VbNr[  BeamSaber(4).wav
wr[C(), VbNr[  BeamSaber(4).wav;
ؓ, a "Weapon\EFFECT_SeiryuTou01.bmp"
Jb^[(), Swing.wav
Jb^[(U), ] "Bullet\EFFECT_ShootingCutter(Black)01.bmp" Machine.wav
Jb^[(), Pbgp` "Bullet\EFFECT_ShootingCutter(Black)01.bmp" Slash.wav;



퓬@BlSh[
p`, œ
r[(), -
r[(U), VbNr[  BeamSaber(2).wav
r[(), VbNr[  BeamSaber(2).wav;
~TC(),  IW BeamSaber(5).wav; IW BeamSaber(5).wav; IW BeamSaber(5).wav
~TC(U), r[  BeamCoat.wav
~TC(), 4;jbgϐF  -.wav;@퓬Aj_~TCU;
~TC(), Walk(Robot).wav
~TC(U), ~TC 3  Missile.wav
~TC(), l`oACe  ;l`oACe  ;l`oACe  ;唚
[OA^bN(U), ό` "Anime\BodyParts\EFFECT_CellWall(Green)01.bmp";^bN
[OA^bN(), 

#### j[퓬@Bl ---------------------------

j[퓬@Blp`[
i, i
ErA[, Pbgp` "Hand\EFFECT_Punch(Red)09.bmp" 32


j[퓬@Blh[
(U), Ȃ
(), Abp[
{EK(), A[`F[{E
{EK(U), A[`F[{E Sword(2).wav;A[`F[{E Sword(2).wav
{EK(),  Sword(2).wav; Sword(2).wav;


j[퓬@BlJ[~[
i, 
z(U), 
z(), Ō Whip.wav
ݕt, ݕt


j[퓬@BlfBXN
(r[), V[hh "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamCoat.wav  r[
ErfBXN, a "DGoods\EFFECT_CompactDisk01.bmp" 32
ErfBXNˏo(),  "DGoods\EFFECT_CompactDisk01.bmp" 32
ErfBXNˏo(U), e "DGoods\EFFECT_CompactDisk01.bmp" 32 Sword(2).wav
ErfBXNˏo(), Pbgp` "DGoods\EFFECT_CompactDisk01.bmp" 32 -.wav;
ErfBXNr[(), ˌ "DGoods\EFFECT_CompactDisk01.bmp" 32  -.wav
ErfBXNr[(U), C{[r[`[ "DGoods\EFFECT_CompactDisk01.bmp" 32  LaserGun.wav `[WȂ
ErfBXNr[(), C{[r[`[ LaserGun.wav
fBXN(U), _
	e "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamShot.wav  ;_
	e "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamShot.wav  ;_
	e "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamShot.wav  ;_
	e "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamShot.wav  ;_
	e "DGoods\EFFECT_CompactDisk01.bmp" 32 BeamShot.wav  
fBXN(), A


j[퓬@BlItTCh
i, œ
^bN, ^bN
tbg{[(), ˌ "Bullet\EFFECT_STG_Bullet(Orange)05.bmp" 32 Walk(Snow).wav;4;UnitOn.wav
tbg{[(U), ] "Bullet\EFFECT_STG_Bullet(Orange)05.bmp" 32 x Drill.wav
tbg{[(U), R΂ "Bullet\EFFECT_STG_Bullet(Orange)05.bmp" 32 Jet.wav
tbg{[(), 唚 


j[퓬@BlN}()
U(r[oA), oA BeamCoat.wav r[oA 
r[(U), QAVbNr[  Beam.wav
r[(), QAVbNr[  Beam.wav
̓(), Engine.wav
̓(U), X[p[^bN  Bike.wav
̓(U), X[p[^bN  Crash.wav

j[퓬@BlN}
i, œ 
̓<MAP>(), Engine.wav
̓<MAP>(U), l`oό`ړ^bN "SPL_Kuruman(C)U.bmp"  Bike.wav
̓<MAP>(),  Crash.wav


j[퓬@BlAg
i, œ
i, XsLbN
a_(U),  Mist.wav 
a_(),  Mist.wav 
JHa(), I UnitOn(2).wav
JHa(U), I
JHa(), h ;d


j[퓬@Blc^[
, G藐 


j[퓬@BloCJ[
ːi, ^bN
`F[, 
rr[C(U), j[h[U[A sN LaserGun.wav
rr[C(), j[h[U[A sN LaserGun.wav;


j[퓬@BlpbN
̓, т
pbN(), Machine.wav
pbN(U), A Wind.wav 
pbN(U), A Wind.wav 
pbN(), ό` "Common\EFFECT_BubbleSphere(Blue)01.bmp" Zapper.wav
pbN(), ό` "Common\EFFECT_BubbleSphere(Green)01.bmp" Zapper.wav
r[C(), Machine.wav
r[C(U), e  x -.wav
r[C(U), e  -.wav
r[C(U), e   -.wav
r[C(),  



j[퓬@BlVVh
ːi, ^bN
(U), 
(), 
Jb^[(),  "Bullet\EFFECT_ShootingCutter(White)01.bmp"
Jb^[(U), ] "Bullet\EFFECT_ShootingCutter(White)01.bmp" Swing.wav
Jb^[(), 
Ɗye(U), _
	e "DGoods\EFFECT_Koma01.bmp" 32 Tub.wav;_
	e "DGoods\EFFECT_Koma01.bmp" 32 Tub.wav;_
	e "DGoods\EFFECT_Koma01.bmp" 32 Tub.wav
Ɗye(), 
Hqe(U), _
	e "Bullet\EFFECT_SlashBullet(White)01.bmp" Swing(2).wav;_
	e "Bullet\EFFECT_SlashBullet(White)01.bmp" Swing(2).wav
Hqe(), 
J^(U), j[hA Swing(2).wav
J^(), Ԃт  BeamSaber(4).wav
q(), -
q(U), e "Hand\EFFECT_Punch(Red)06.bmp" Missile.wav L
q(), _
	Ō ;Ō ;3;_
	@퓬Aj_eˍU "Animal\EFFECT_Tiger(Red)01.bmp" Missile.wav L;ݕt

## Hq̉摜͑pB



j[퓬@BlT[
i, i
EoY[JC(U), Ce sN  BeamCannon(2).wav
EoY[JC(), 



j[퓬@Blu_[
i, i
w~TCC(U), KgO
w~TCC(), KgO;
wr[C(U), VbNr[  BeamGun.wav
wr[C(), VbNr[  BeamGun.wav
d(), ˌ "Weapon\EFFECT_FlashingGun01.bmp" 32  BeamSaber.wav
d(U), QAVbNr[K "Weapon\EFFECT_FlashingGun01.bmp" 32  sN BeamGun.wav
d(), QAVbNr[ sN BeamGun.wav;



EL퓬@Bl
rA[, Pbgp` "Hand\EFFECT_Punch(Red)09.bmp" 32
Erԗ(),  "DGoods\EFFECT_Wheel01.bmp" 32 -.wav 񓁗
Erԗ(U), ] "DGoods\EFFECT_Wheel01.bmp" 32 Drill(2).wav;_
			] "DGoods\EFFECT_Wheel01.bmp" 32 Drill(2).wav 
Erԗ(), ;



j[퓬@BloL[}[
U(oL[), @퓬Aj_ Beamvalcan.wav
i, i
zt@(U),  Beamvalcan.wav Ώۃjbghc
zt@(),  Wind(2).wav
zt@(NeBJ), Aa;Aa



j[퓬@BlN}\
(r[), @퓬Aj_⌕ Ώۃjbghc;
i, i
`CJY`(), U镐 "Weapon\EFFECT_SilverSword01.bmp" 
`CJY`(U), a
`CJY`(U), Uグ
`CJY`(), a Slash(4).wav



j[퓬@Bl[u}
i, i
tB(U), G  -.wav
tB(), G  -.wav
Jr[C(U), VbNr[ sN BeamGun.wav
Jr[C(), VbNr[ sN BeamGun.wav;



j[퓬@BluU[
i(U), U艺낵
i(), œ 
ⓀKX(U),   Wind(2).wav
ⓀKX(),   Wind(2).wav
Ή, Ή 
ⓀKXΉ(U),   Wind(2).wav;Ή
ⓀKXΉ(),   Wind(2).wav;Ή


#### 퓬 -----------------------------------

퓬OW
g(זE), _
	ό` "Anime\Barrier\EFFECT_Barrier(Green)04.bmp" Charge.wav;l;uԕό` f
ŃKX,   Mist.wav
̓(U), ^bN Jet.wav
̓(), 
z(),  
z(U), X[p[^bN  Charge(Silent).wav
z(), X[p[^bN ;d



퓬^W
(), -
(U), X[p[^bN  Charge(Silent).wav
(), e  Hide.wav;X[p[^bN  -.wav


퓬E~W
i, œ 
E~W(), -
E~W(U), e "Common\EFFECT_RosePetal(Orange)01.bmp" Beam(4Shot).wav
E~W(), h
tWc{^E~W(), -
tWc{^E~W(U), e "Rock\EFFECT_LargeBoulder(Black)01.bmp" Missile.wav
tWc{^E~W(), Pbgp` "Rock\EFFECT_LargeBoulder(Black)01.bmp" Missile.wav


