/*
CC異例のモン娘だよ！
・・・だけどえろいことをするとはかぎらんだろう？
*/

SPRITE_HEAD			= 0;
SPRITE_FACE			= 1;
SPRITE_HAIR			= 2;
SPRITE_BODYTOP		= 3;
SPRITE_BODYBOTTOM1	= 4;
SPRITE_BODYBOTTOM2	= 5;
SPRITE_ARM1			= 6;
SPRITE_ARM2			= 7;
SPRITE_ARM3			= 8;
SPRITE_BODY			= 9;
SPRITE_TAIL1		=10;
SPRITE_TAIL2		=11;

SOUND_DAMAGE	= 0;
SOUND_HEAD		= 1;
SOUND_SLASH0	= 2;
SOUND_SLASH1	= 3;
SOUND_SLASH2	= 4;
SOUND_SLASH3	= 5;


PARTS_HEAD          = 0;
PARTS_FACE          = 1;
PARTS_HAIR          = 2;
PARTS_BODYTOP       = 3;
PARTS_BODYBOTTOM1   = 4;
PARTS_BODYBOTTOM2   = 5;
PARTS_ABOVE_ARM1    = 6;
PARTS_ABOVE_ARM2    = 7;
PARTS_ABOVE_ARM3    = 8;
PARTS_BELOW_ARM1    = 9;
PARTS_BELOW_ARM2    =10;
PARTS_BELOW_ARM3    =11;
PARTS_BODY1         =12;
PARTS_BODY2         =13;
PARTS_BODY3         =14;
PARTS_BODY4         =15;
PARTS_TAIL1         =16;
PARTS_TAIL2         =17;
      
STAND			= 0;
WALK			= 1;
ATTACK			= 2;
CATCH_HEAD		= 3;
CATCH_BODY		= 4;
CATCH_HAND		= 5;
DEAD_MOTION		= 6;
WAIT_STAND		= 7;

BIND_CATCH = 0;
/*----------------------------------------*/

/* 必須ステータス */
HP = 800;

MotionNumber		= 8;
KeyFrameNumber		= 40;
PartsNumber			= 18;
BindNumber			= 2;
BindKeyFrameNumber	= 1;

ProcessNum[PARTS_HEAD       ] = 2; DrawNum[PARTS_HEAD       ] =12; ParentParts[PARTS_HEAD       ] =     PARTS_BODYTOP; SpriteParts[PARTS_HEAD       ] = SPRITE_HEAD;
ProcessNum[PARTS_FACE       ] = 3; DrawNum[PARTS_FACE       ] =13; ParentParts[PARTS_FACE       ] =        PARTS_HEAD; SpriteParts[PARTS_FACE       ] = SPRITE_FACE;
ProcessNum[PARTS_HAIR       ] = 4; DrawNum[PARTS_HAIR       ] =14; ParentParts[PARTS_HAIR       ] =        PARTS_HEAD; SpriteParts[PARTS_HAIR       ] = SPRITE_HAIR;
ProcessNum[PARTS_BODYTOP    ] = 1; DrawNum[PARTS_BODYTOP    ] =11; ParentParts[PARTS_BODYTOP    ] = PARTS_BODYBOTTOM1; SpriteParts[PARTS_BODYTOP    ] = SPRITE_BODYTOP;
ProcessNum[PARTS_BODYBOTTOM1] = 0; DrawNum[PARTS_BODYBOTTOM1] = 9; ParentParts[PARTS_BODYBOTTOM1] =                -1; SpriteParts[PARTS_BODYBOTTOM1] = SPRITE_BODYBOTTOM1;
ProcessNum[PARTS_BODYBOTTOM2] = 5; DrawNum[PARTS_BODYBOTTOM2] =10; ParentParts[PARTS_BODYBOTTOM2] = PARTS_BODYBOTTOM1; SpriteParts[PARTS_BODYBOTTOM2] = SPRITE_BODYBOTTOM2;
ProcessNum[PARTS_ABOVE_ARM1 ] = 6; DrawNum[PARTS_ABOVE_ARM1 ] =15; ParentParts[PARTS_ABOVE_ARM1 ] =     PARTS_BODYTOP; SpriteParts[PARTS_ABOVE_ARM1 ] = SPRITE_ARM1;
ProcessNum[PARTS_ABOVE_ARM2 ] = 7; DrawNum[PARTS_ABOVE_ARM2 ] =16; ParentParts[PARTS_ABOVE_ARM2 ] =  PARTS_ABOVE_ARM1; SpriteParts[PARTS_ABOVE_ARM2 ] = SPRITE_ARM2;
ProcessNum[PARTS_ABOVE_ARM3 ] = 8; DrawNum[PARTS_ABOVE_ARM3 ] =17; ParentParts[PARTS_ABOVE_ARM3 ] =  PARTS_ABOVE_ARM2; SpriteParts[PARTS_ABOVE_ARM3 ] = SPRITE_ARM3;
ProcessNum[PARTS_BELOW_ARM1 ] = 9; DrawNum[PARTS_BELOW_ARM1 ] = 0; ParentParts[PARTS_BELOW_ARM1 ] =     PARTS_BODYTOP; SpriteParts[PARTS_BELOW_ARM1 ] = SPRITE_ARM1;
ProcessNum[PARTS_BELOW_ARM2 ] =10; DrawNum[PARTS_BELOW_ARM2 ] = 1; ParentParts[PARTS_BELOW_ARM2 ] =  PARTS_BELOW_ARM1; SpriteParts[PARTS_BELOW_ARM2 ] = SPRITE_ARM2;
ProcessNum[PARTS_BELOW_ARM3 ] =11; DrawNum[PARTS_BELOW_ARM3 ] = 2; ParentParts[PARTS_BELOW_ARM3 ] =  PARTS_BELOW_ARM2; SpriteParts[PARTS_BELOW_ARM3 ] = SPRITE_ARM3;
ProcessNum[PARTS_BODY1      ] =12; DrawNum[PARTS_BODY1      ] = 8; ParentParts[PARTS_BODY1      ] = PARTS_BODYBOTTOM2; SpriteParts[PARTS_BODY1      ] = SPRITE_BODY;
ProcessNum[PARTS_BODY2      ] =13; DrawNum[PARTS_BODY2      ] = 7; ParentParts[PARTS_BODY2      ] =       PARTS_BODY1; SpriteParts[PARTS_BODY2      ] = SPRITE_BODY;
ProcessNum[PARTS_BODY3      ] =14; DrawNum[PARTS_BODY3      ] = 6; ParentParts[PARTS_BODY3      ] =       PARTS_BODY2; SpriteParts[PARTS_BODY3      ] = SPRITE_BODY;
ProcessNum[PARTS_BODY4      ] =15; DrawNum[PARTS_BODY4      ] = 5; ParentParts[PARTS_BODY4      ] =       PARTS_BODY3; SpriteParts[PARTS_BODY4      ] = SPRITE_BODY;
ProcessNum[PARTS_TAIL1      ] =16; DrawNum[PARTS_TAIL1      ] = 3; ParentParts[PARTS_TAIL1      ] =       PARTS_BODY4; SpriteParts[PARTS_TAIL1      ] = SPRITE_TAIL1;
ProcessNum[PARTS_TAIL2      ] =17; DrawNum[PARTS_TAIL2      ] = 4; ParentParts[PARTS_TAIL2      ] =       PARTS_TAIL1; SpriteParts[PARTS_TAIL2      ] = SPRITE_TAIL2;

HairAnimation = 0;
DeadKind = 0;