//-----------------------------------------------------------------------------+
//DF402 マップ制御
//検索ワード　○睡眠ベッド　○トイレ　○食事　○入浴
//------------------------------------------------------------------------------
* orMAP_XXXX_IN1;//
FPS Set_CharPoint,0,0,3,0,0.0010,0.0156,-0.9998;
FPS Set_CharPoint,1,1,3,0,0.6125,0.0110,-0.7903;
GOTO orMAP_XXXX;

* orMAP_XXXX;
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_XXXX;

FPS ADD_Point,0,0,3,Z3街へ;
FPS ADD_Point,3,0,0,X3街へ;
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS orMAP,true,this,orMAP_XXXX_判定;
RETURN ;

* orMAP_XXXX_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
Goto@ @RetFps_Word,移動_1,orMAP_駅入口_IN3;//横断歩道
RETURN ;




//------------------------------------------------------------------------------
//■自動生成タイプのブロックマップの試作
* orMAP_FpsBox01_IN1;
FPS Set_CharPoint,0,0.0000,6.4896,0.0000, 0.0065, 0.0043,-1.000;
FPS Set_CharPoint,1,-1.1428,6.0689,3.5806,-0.5288,0.0484,0.8473;
GOTO orMAP_FpsBox01;

* orMAP_FpsBox01;
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;

CLS_MapFile ;
Set_MapColor RGB,128,128,255;
//Load_MapFile map_DF40_DEBUG_ROOM_1.x;
//CloneReF_MapFile ;
Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
//Load_PickFile map_DF40_DEBUG_ROOM_Pick.x;
Map_FpsBox ;//ブロックを使う準備
Map_FpsBox test1;
Map_FpsBox work,true;
Map_FpsBox FileName,Map_BOX00.txt;
Map_FpsBox Load;
Map_FpsBox AutoSave,true;//Load後にｵｰﾄｾｰﾌﾞをonにする

//本来はマップのココで記述するものではないが、テストの為に主人公の装備を変更する
//FPS Set_CharCOM-R,0,グレネード;
FPS Set_CharCOM-S,0,DF40FPS_MENU3;

FPS orMAP,true,this,orMAP_FpsBox01_判定;
RETURN ;

* orMAP_FpsBox01_判定;
GOSUB L_TURN;//ターン処理
RETURN ;






//-----------------------------------------------------------------------------+
//ターン処理。時間経過の処理
//-----------------------------------------------------------------------------+
* L_TURN;
//CALL DF402/set.txt,DIM_LOOP;//パラメータのターン変化
RETURN ;

//-----------------------------------------------------------------------------+
//ターン処理2。睡眠、トイレ、食事、入浴の回復直後にﾍﾟﾅﾙﾃｨｰを解除する
//-----------------------------------------------------------------------------+
* L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
//CALL DF402/FPS_Action.txt,GAME結果_time;//時間経過のターン処理。
CALL DF402/set.txt,DIM_LOOP;//パラメータのターン変化
//FPS Set_DeffCom,0;//161012 DF402。キャラを通常行動に戻す
//  ↑ﾌﾟﾛｸﾞﾗﾑ的に対処する。
//  ﾀﾞｯｼｭなどでﾎﾞﾀﾝ押下状態でｸﾘｱすると復帰後にｼﾞｬﾝﾌﾟする対策
FPS anime_ParCopy,4;//DF402。cl_anime ← p_FPS  //animeクラスとFPS側のﾊﾟﾗﾒｰﾀ連動
//↑パラ変化時の表情をスグに変える工夫
RETURN ;




//-----------------------------------------------------------------------------+
//睡眠ベッドの共通処理。
//-----------------------------------------------------------------------------+
* L_BED;//睡眠ベッドの共通処理。
FPS Set_CharST_addP,0,1000,,,;//2=HP 3=MP 5=Sep
RET p_睡眠,=,0;//睡眠が高いほど眠たい
CALL DF402/set.txt,DIM_Check;//変数の整合性
	//6時間進める。多少乱暴だが時間を一度に飛ばす処理に対応して無いため
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
	LET p_時間,=,p_時間,+,1;
	CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
CALL DF402/set.txt,暗くなる;

CALL DF402/set.txt,LV_Check;//レベルの整合性

DF37PAR_SET ,,,0;//絶頂カウントのリセット。暫定
RETURN ;


* L_RETURN;//GOTO系でRETURNする為の工夫
RETURN ;






//-----------------------------------------------------------------------------+
//マップロード後の共通処理
//-----------------------------------------------------------------------------+
* L_MapLoad;//マップロード後の共通処理
GOSUB L_MapLoad_EN;//マップロード・敵を出す

//↓負荷の為、set.txtのDIM_LOOPから同じ記述を手動でコピーしている
DF37PAR_GOTO @[p_時速],=,0,L_MapLoad_2;

switch @,p_時間;//定期ループでのマップの天候は負荷を考慮してコチラに記述する
switch case_d,p<=A,4;			Map_FPS_Fog 2,ReNot;//夜
switch case_d,A<=p<=B,5,6;		Map_FPS_Fog 3,ReNot;//夕暮れ
switch case_d,A<=p<=B,7,16;		Map_FPS_Fog 6,ReNot;//通常の晴天。
switch case_d,A<=p<=B,17,18;	Map_FPS_Fog 3,ReNot;//夕暮れ
switch case_d,A<=p,19;			Map_FPS_Fog 2,ReNot;//夜
switch end;
GOTO L_天候;//RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_2;//マップの天候を変更しない場合
//Map_FPS_Fog 0;//090818 通常・何も処理しない。無負荷。
//↓切り替えの自然さを優先
Map_FPS_Fog 6,ReNot;//通常の晴天。
GOTO L_天候;//RETURN ;


// - - - - - - - - - - - - - - - - - - 
* L_天候;
DF37PAR_GOTO @[p_屋外],=,0,L_天候_no;
// - - - - - - - - - - - - - - - - - - 
RAND@ 0,300;// 0 1 
RET p_A1,=,@RAND;
switch @,p_A1;
switch case_d,p<=A,30;
	Load_MapEFFile map_EF_ame4.x,6;//雨
	CloneReF_MapFile EF;
switch case_d,A<=p<=B,31,40;
	Load_MapEFFile map_EF_yuge2.x,4;//霧・湯気
	CloneReF_MapFile EF;
switch case_d,A<=p<=B,41,100;//晴天に戻す
	Load_MapEFFile ,0;
//switch case_d,A<=p<=B,31,40;//else時は変更しない
switch end;
// - - - - - - - - - - - - - - - - - - 
* L_天候_no;
RETURN ;








//-----------------------------------------------------------------------------+
//マップロード後の共通処理・敵を出す
//-----------------------------------------------------------------------------+
* L_MapLoad_EN;//マップロード・敵を出す
//RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
//14=マッサージ店の客。ランダム  15=ビーチ  16=公園ボーイ　17=先輩  18=監禁魔

RET p_男人数,=,1;//この相手とのＨ行為をｶｳﾝﾄする

switch @,p_敵種別;
switch case,0;//外部
switch case,1;//無
	//FPS Set_CharPoint,1,0,-100,0,0.01,0.01,1.00;//見えない場所に移動
	FPS Set_CharPoint,1,500,0,500,0.01,0.01,1.00;//地面下だと死亡して生き返るので遠方に
	FPS Set_CharIFF,1,1;//IFF　0=味方。見られても警戒ゲージを上げたくない
	CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
//switch case,2;//兄
//switch case,3;//父
//switch case,11;//街？
//switch case,12;//ﾚｲﾊﾟｰ率高
//switch case,13;//電車
switch end;

DF37PAR_GOTO @[p_敵種別],=, 2,L_MapLoad_EN_2;
DF37PAR_GOTO @[p_敵種別],=, 3,L_MapLoad_EN_3;
DF37PAR_GOTO @[p_敵種別],=,11,L_MapLoad_EN_11;
DF37PAR_GOTO @[p_敵種別],=,12,L_MapLoad_EN_12;
DF37PAR_GOTO @[p_敵種別],=,13,L_MapLoad_EN_13;
DF37PAR_GOTO @[p_敵種別],=,14,L_MapLoad_EN_14;
DF37PAR_GOTO @[p_敵種別],=,15,L_MapLoad_EN_15;//ビーチ
DF37PAR_GOTO @[p_敵種別],=,16,L_MapLoad_EN_16;//公園ボーイ
DF37PAR_GOTO @[p_敵種別],=,17,L_MapLoad_EN_17;//先輩
DF37PAR_GOTO @[p_敵種別],=,18,L_MapLoad_EN_18;//監禁魔
RETURN ;

//RET p_敵金,=,0;//所持金  1,2普通　3王　4オタク

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_2;
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_4;//兄モデル準備

//DF37PAR_GOTO @[p_旗兄怒り],>=,100,L_MapLoad_EN_2_1;
RAND@ 0,6;// 0 1 暫定
RET p_A1,=,@RAND;
Select@ p_A1,GOTO,L_MapLoad_EN_2_1;

	CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
	//FPS Set_CharPoint,1,-0.9036,0.3679,-1.9407,-0.9806,0.1848,0.0643;//ベッドの上
	FPS Set_CharPoint,1,-1.3618,0.3679,-1.9274,-0.9953,-0.0589,-0.0764;//ベッドの上
	XFile4_ID 6,true;
switch rand,3;
	Motion_Load DF402/M_mapEN2_1_man.txt,false,,30;//仰向けオナニー
switch case,2;
	Motion_Load DF402/M_mapEN2_2_man.txt,false,,30;//床オナ
switch case,3;
	Motion_Load DF402/M_mapEN2_3_man.txt,false,,30;//妹の部屋の方の壁に顔を近づける
switch end;
	XFile4_ID 0,true;

	RET p_兄行動,=,寝床;
RETURN ;

* L_MapLoad_EN_2_1;
	FPS Set_CharPoint,1,1.0853,-0.0011,1.7737,-0.2799,0.0425,-0.9590;
	RET p_兄行動,=,下着を漁る;
	XFile4_ID 6,true;
	Motion_Load DF402/M_mapEN2_5_man.txt,false,,30;//下着ドロ
	XFile4_ID 0,true;
RETURN ;

CALL DF402/FPS_Action_char_set.txt,L_SetM_2;//追尾の試作。（味方を追尾！）
CALL DF402/FPS_Action_char_set.txt,L_SetM_13;//兄。接近するまでイベント待機


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_3;
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_5;//父モデル準備
CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定

	XFile4_ID 6,true;
switch @,p_素行;
switch case_d,p<A,-50;//素行が-50を下回る
	//(ｽｸﾘﾌﾟﾄは0時も通過するので注意)
	CALL DF402/FPS_Action_char_set.txt,L_SetM_10;//好戦的。近接
switch case_d,p<A,0;//素行が0を下回る
	FPS Set_CharPoint,1,-0.2042,0.0547,-1.8274,-0.0009,0.0087,0.9999;//廊下
	Motion_Load DF402/M_mapEN3_3_man.txt,false,,30;//仁王立ち
switch case_d,A<=p,0;//通常時
	FPS Set_CharPoint,1,-5.0411,0.0547,-2.5434,-0.9628,0.2586,-0.0777;//イス付近
	//Motion_Load DF402/M_mapEN3_1_man.txt,false,,30;//イスに座る
	Motion_Load DF402/M_mapEN3_2_man.txt,false,,30;//イスに座る
switch end;
	XFile4_ID 0,true;

RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_11;//街？
switch rand,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6;  RET p_敵金,=,1;//サラリーマン
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_2;RET p_敵金,=,2;//サラリーマン
switch case,3;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_3;RET p_敵金,=,3;//サラリーマン王
switch case,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_4;RET p_敵金,=,4;//サラリーマン・オタク
switch end;
switch rand,5;	CALL DF402/FPS_Action_char_set.txt,L_SetM_6;//お客？
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_SetM_5;//ストーカーの試作。
switch case,3;	CALL DF402/FPS_Action_char_set.txt,L_SetM_9;//好戦的。走る
switch case,4;	CALL DF402/FPS_Action_char_set.txt,L_SetM_10;//好戦的。近接
switch case,5;	CALL DF402/FPS_Action_char_set.txt,L_SetM_14;//痴漢ダッシュ
switch end;
//CALL DF402/FPS_Action_char_set.txt,L_SetM_9;//好戦的。走る test
//CALL DF402/FPS_Action_char_set.txt,L_SetM_11;//強姦魔２。
	FPS Set_CharPointRAND,1;//キャラクターの位置をランダムで決定
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_12;//ﾚｲﾊﾟｰ率高
switch rand,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6;  RET p_敵金,=,1;//サラリーマン
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_2;RET p_敵金,=,2;//サラリーマン
switch case,3;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_3;RET p_敵金,=,3;//サラリーマン王
switch case,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_4;RET p_敵金,=,4;//サラリーマン・オタク
switch end;
switch rand,5;	CALL DF402/FPS_Action_char_set.txt,L_SetM_4;//強姦魔の試作。最終的にレイプまでする敵。人の居ない所まで追尾する
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_SetM_9;//好戦的。走る
switch case,3;	CALL DF402/FPS_Action_char_set.txt,L_SetM_10;//好戦的。近接
switch case,4;	CALL DF402/FPS_Action_char_set.txt,L_SetM_11;//強姦魔２。
switch case,5;	CALL DF402/FPS_Action_char_set.txt,L_SetM_14;//痴漢ダッシュ
switch end;
	FPS Set_CharPointRAND,1;//キャラクターの位置をランダムで決定
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_13;//電車
switch rand,2;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6;  RET p_敵金,=,1;//サラリーマン
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_2;RET p_敵金,=,2;//サラリーマン
switch end;

CALL DF402/FPS_Action_char_set.txt,L_SetM_3;//痴漢の試作。触る敵。人の目が有っても攻撃してくる
	FPS Set_CharPointRAND,1;//キャラクターの位置をランダムで決定
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_14;//
switch rand,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6;  RET p_敵金,=,1;//サラリーマン
switch case,2;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_2;RET p_敵金,=,2;//サラリーマン
switch case,3;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_3;RET p_敵金,=,3;//サラリーマン王
switch case,4;	CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_6_4;RET p_敵金,=,4;//サラリーマン・オタク
switch end;
	CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_15;//ビーチ
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_7;  RET p_敵金,=,1;//海辺。水着の男。チャラ男。
CALL DF402/FPS_Action_char_set.txt,L_SetM_12;//ビーチの男
	FPS Set_CharPointRAND,1;//キャラクターの位置をランダムで決定
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_16;//公園ボーイ
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_8;  RET p_敵金,=,4;//海辺。水着の男。チャラ男。
CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定

FPS Set_CharPoint,1,0.6298,-0.0275,0.0412,0.9495,0.3093,0.0525;//公園の砂場
XFile4_ID 6,true;
Motion_Load DF402/M_mapEN16_1_man.txt,false,,30;//公園の砂場で遊ぶ
XFile4_ID 0,true;

RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_17;//先輩
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_9;  RET p_敵金,=,4;//海辺。水着の男。チャラ男。
CALL DF402/FPS_Action_char_set.txt,L_SetM_16;//更衣室で隠れてる先輩

XFile4_ID 6,true;
Motion_Load DF402/M_KOUI_stand1_man.txt,false,,30;//更衣室のロッカーに隠れてる
XFile4_ID 0,true;

RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_MapLoad_EN_18;//監禁魔
CALL DF402/FPS_Action_char_set.txt,L_LoadMDL_9;  RET p_敵金,=,4;//海辺。水着の男。チャラ男。
CALL DF402/FPS_Action_char_set.txt,L_SetM_18;//更衣室で隠れてる先輩

XFile4_ID 0,true;
RETURN ;





//-----------------------------------------------------------------------------+
//マップの説明文を出す
//-----------------------------------------------------------------------------+
* L_MSG;//マップの説明文を出す
MSG4_Add ;
//MSG4_SetPar1 ,450,350,,999,16,1,,false,;
//MSG4_SetPar2 1,B,0;
MSG4_SetPar1 ,10,420,,999,16,1,,false,;
MSG4_SetPar2 1,B,5;//0;
RETURN ;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +


//-----------------------------------------------------------------------------+
//金額チェック。金が足りない時、警察による制裁が行われる
//-----------------------------------------------------------------------------+
* L_MoneyCheck;//金額チェック
GOSUB L_MSG;//マップの説明文を出す

switch @,p_資金;
switch case_d,A<=p,0;
	MSG4_Print 代金を支払った;
switch case_d,p<A,0;
	MSG4_Print 所持金が足りない為\nアナタは処刑されます;
	//FPS Set_CharIFF,0,1;//IFF　1=味方。DF402では犯罪者側
	FPS Set_CharIFF,0,3;//IFF　3=狂人。全勢力を敵に
	FPS_EF Set_RandPick3,警察官0,1,0,,3,0;//オシオキ警官3人
switch end;
RETURN ;




//-----------------------------------------------------------------------------+
//Ｈイベント準備サブルーチン
//-----------------------------------------------------------------------------+
//Ｈ系ループ画面はAction側のスクリプトに記述するべきだが、風呂など場所起因の
//イベント処理はコチラ側から処理した方が記述がスムーズである為。コードバグに注意
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_HEV_Set;
FPS_AI AI_control,false;//スクリプトＨ中はAI処理を一時止める
FPS anime_ParCopy,4;//DF402。cl_anime ← p_FPS  //animeクラスとFPS側のﾊﾟﾗﾒｰﾀ連動
//  Hイベント時に、FPSとanime快感ｹﾞｰｼﾞの連動をﾄｯﾌﾟで纏めずｺﾁﾗで逐一記述するのは
//  携帯ﾒﾆｭｰや他のイベントでFPSｹﾞｰﾑ値が更新される可能性を考慮するため
DF37PAR_SETzet 0;//絶頂数を常に非表示にする工夫
MSG_Cls ;
Menu_CLS ;

IconMenu KeyInput,false;//キーボードで操作不可！
Menu KeyInput,false;//キーボードで操作不可！
4HS_Menu KeyInput,false;//キーボードで操作不可！
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_HEV_Ret;
FPS anime_ParCopy,3;//DF402。cl_anime → p_FPS  //animeクラスとFPS側のﾊﾟﾗﾒｰﾀ連動
FPS Set_DeffCom,0;//キャラを通常行動に戻す
FPS Set_DeffCom,1;//キャラを通常行動に戻す
FPS Set_CharCOM_Hit,1,402M硬直1;
Sound STOP;//ﾋﾟｽﾄﾝ音などを止める
Voice CLS_Buffer;//喘ぎ声などを止める
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
CALL DF402/set.txt,DIM_Check;//変数の整合性
Loop_4_ft 0,30,1.0;
RETURN ;











FPS_EF LoadX,2,DF51_giji01.x;
FPS_EF LoadX,5,DF402_GL_N01.x;
FPS_EF LoadX,16,DF402_GL_N02.x;
FPS_EF LoadX,16,DF51_giji01.x;
FPS_EF LoadX,17,DF51_giji01.x;
FPS_EF LoadX,18,DF51_giji01.x;
FPS_EF LoadX,38,DF51_giji01.x;
FPS_EF LoadX,40,DF51_giji01.x;
FPS_EF LoadX,41,DF51_giji01.x;


//m_MM[2].Load((char *)"card.x");
//m_MM[5].Load((char *)"bio.x");
//m_MM[16].Load((char *)"iwa.x");//16 岩
//m_MM[17].Load((char *)"tarai.x");//17 タライ
//m_MM[18].Load((char *)"jirai.x");//18 地雷
//m_MM[38].Load((char *)"sensya.x");
//m_MM[40].Load((char *)"ITEM_00Azs.x");//120223 色々//アイテム・救急箱
//m_MM[41].Load((char *)"STRT5.x");//090318 サテライター５・新型


//------------------------------------------------------------------------------
//■住宅地。ビーチと自宅マップの接続
//------------------------------------------------------------------------------

* orMAP_DF40_juutakuti_IN1;//（住宅地）ビーチからの接続
FPS Set_CharPoint,0,9.9616,-0.0044,-1.6881,0.9973,0.0718,-0.0087;
FPS Set_CharPoint,1,8.4284,-0.0050,-2.8251,0.4051,0.0531,0.9126;
GOTO orMAP_DF40_juutakuti;

* orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
FPS Set_CharPoint,0,-11.5425,-0.0051,-8.9968,-0.9994,-0.0236,0.0232;
FPS Set_CharPoint,1,-9.7292,-0.0051,-9.6677,-0.9996,-0.0236,-0.0067;
CALL DF402/set.txt,服着る;//服着る 下着に 裸に
GOTO orMAP_DF40_juutakuti;

* orMAP_DF40_juutakuti_IN3;//（住宅地）道路の先 。街へ！
FPS Set_CharPoint,0,-0.9986,-0.0051,15.9621,-0.0238,-0.0398,0.9989;
FPS Set_CharPoint,1,-0.8795,-0.0051,10.9773,-0.0103,-0.0082,0.9999;
GOTO orMAP_DF40_juutakuti;

* orMAP_DF40_juutakuti_IN4;//（住宅地）学校方面
FPS Set_CharPoint,0,-1.6291,-0.0051,-19.7545,-0.1204,-0.0001,-0.9927;
FPS Set_CharPoint,1,-0.8253,-0.0051,-16.5571,-0.0675,0.1121,-0.9913;
GOTO orMAP_DF40_juutakuti;

* orMAP_DF40_juutakuti_IN5;//（住宅地）公園
FPS Set_CharPoint,0,-2.4566,-0.0051,16.5162,-0.4276,0.2280,0.8747;
FPS Set_CharPoint,1,0.1739,-0.0051,14.5250,-0.5102,0.1764,-0.8417;
GOTO orMAP_DF40_juutakuti;

* orMAP_DF40_juutakuti_IN6;//（住宅地）セーブ
FPS Set_CharPoint,0,-1.0885,-0.0051,4.2151,-0.9401,0.2885,-0.1811;
FPS Set_CharPoint,1,0.0315,-0.0051,7.2923,-0.8714,0.3228,-0.3692;
GOTO orMAP_DF40_juutakuti;



* orMAP_DF40_juutakuti;
RET p_時速,=,1;//時間変更可能
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_juutakuti;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


FPS ADD_Point,10.8813,-0.0034,-1.6637,ビーチ;//（住宅地）ビーチからの接続
//FPS ADD_Point,-12.1824,-0.0051,-8.9851,住宅;//自宅方面;//（住宅地）自宅方面から
FPS ADD_Point,-12.1824,-0.0051,-7.3900,空き家;//住宅;
FPS ADD_Point,-1.1597,-0.0051,19.8271,駅方面へ;//（住宅地）道路の先
FPS ADD_Point,-1.4980,-0.0051,-21.1708,学校方面;//（住宅地）学校方面
FPS ADD_Point,-12.1790,-0.0051,-10.5272,自宅;
FPS ADD_Point,-3.3022,-0.0051,16.3506,公園;//save→公園に変更
FPS ADD_Point,0.4177,-0.0051,4.8639,save;//家に帰れない時の？
FPS ADD_Point,-3.3032,-0.0051,-6.1179,掲示板;

switch @,p_素行;
switch case_d,p<A,0;//素行が0を下回る
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,-9.9760,-0.0051,-9.4861,-0.0146,-0.0827,0.9964;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,-10.0372,-0.0051,-8.2130,0.0286,0.0134,-0.9994;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,-8.6648,-0.0051,-8.6355,-0.0310,0.0697,0.9970;
	FPS_EF Set_PosDir,警察官0,1,0,-10.7945,-0.0051,-10.0538,-0.9680,-0.0028,-0.2505;
switch end;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,事件_1;
FPS EOF_Type,ポイント通過,7,事件_2;
FPS orMAP,true,this,orMAP_DF40_juutakuti_判定;
RETURN ;

* orMAP_DF40_juutakuti_判定;
GOSUB L_TURN;//ターン処理。

Goto@ @RetFps_Word,移動_0,orMAP_DF40_beach2_IN1;//住宅地方面からの入り口 //▼製品版
Goto@ @RetFps_Word,移動_1,orMAP_DF40_yousitu2_IN1;//自宅
Goto@ @RetFps_Word,移動_2,orMAP_DF40_matiA3_IN6;//西への道路。住宅地へ
Goto@ @RetFps_Word,移動_3,orMAP_DF402_gakkou_IN1;//(学校)住宅地から
Goto@ @RetFps_Word,移動_4,orMAP_DF402_MyHome_IN1;//(402自宅)出入り口
Goto@ @RetFps_Word,移動_5,orMAP_DF402_kouenF1_IN1;//(公園F1)住宅地から
Goto@ @RetFps_Word,事件_1,orMAP_DF40_juutakuti_EV024;
Goto@ @RetFps_Word,事件_2,orMAP_DF40_juutakuti_EV044;
RETURN ;

Goto@ @RetFps_Word,移動_0,orMAP_DF40_taikenban;//住宅地方面からの入り口 //▼体験版
Goto@ @RetFps_Word,移動_1,orMAP_DF40_taikenban;//自宅
Goto@ @RetFps_Word,移動_2,orMAP_DF40_taikenban;//西への道路。住宅地へ
Goto@ @RetFps_Word,移動_3,orMAP_DF40_taikenban;//(学校)住宅地から
Goto@ @RetFps_Word,移動_4,orMAP_DF402_MyHome_IN1;//(402自宅)出入り口
Goto@ @RetFps_Word,移動_5,orMAP_DF40_taikenban;//(公園F1)住宅地から
Goto@ @RetFps_Word,事件_1,orMAP_DF40_taikenban2;//セーブ
Goto@ @RetFps_Word,事件_2,orMAP_DF40_juutakuti_EV044;//掲示板
RETURN ;//▲体験版




// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_taikenban;//▼体験版
MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 体験版,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 体験版ではこの先へは,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 移動する事が出来ません,320,220,,999,16,1.0;

Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_taikenban2;//▼体験版
MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 体験版,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 体験版ではこの機能は,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 使用する事が出来ません,320,220,,999,16,1.0;

Loop_4_ft -,30,1.0;
RETURN ;







// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_juutakuti_EV024;
//セーブを行う

RET p_MAP_ID,=,4;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション 4住宅地
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_juutakuti_EV044;//地域の交流掲示板
Loop_4_FileMenu ./script/DF402_ACV/BBS,*_.txt,VIEW;

Loop_4_ft -,30,1.0;
RETURN ;



//-----------------------------------------------------------------------------+
//■公園F1
//-----------------------------------------------------------------------------+
* orMAP_DF402_kouenF1_IN1;//(公園F1)住宅地から
FPS Set_CharPoint,0,1.5653,-0.0000,-11.0676,0.0485,0.0703,-0.9963;
FPS Set_CharPoint,1,0.2025,-0.0000,-7.4935,0.0484,0.0823,-0.9954;
GOTO orMAP_DF402_kouenF1;

* orMAP_DF402_kouenF1;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_公園F1;
RET p_敵種別,=,16;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,1.6635,-0.0000,-15.3558,住宅地へ;//(学校)住宅地へ
FPS ADD_Point,6.0709,0.0000,4.0610,トイレ;
FPS ADD_Point,0.5608,0.0000,4.8688;//露出1//ブランコ
FPS ADD_Point,-1.9851,0.0000,-5.1792;//ジャングルジム
FPS ADD_Point,-0.9008,0.0000,3.0820;//手すり？
FPS ADD_Point,-1.1348,-0.0275,0.0626;//砂場
FPS ADD_Point,0.6298,-0.0275,0.0412;//少年

	FPS_EF LoadX,2,DF402_GL_G01.x;//制服の女
	FPS_EF Set_RandPick3,通行人B_2,1,0, 2,1,0;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS EOF_Type,ポイント通過,5,事件_5;
FPS EOF_Type,ポイント通過B,6,HEVS04;//MAPではなく親元でｲﾍﾞﾝﾄﾋﾟｯｸする。公園少年
FPS orMAP,true,this,orMAP_DF402_kouenF1_判定;
RETURN ;

* orMAP_DF402_kouenF1_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_juutakuti_IN5;//（住宅地）公園
Goto@ @RetFps_Word,事件_1,orMAP_DF402_kouenF1_EV029;//トイレ
Goto@ @RetFps_Word,事件_2,orMAP_DF402_kouenF1_EV030;//ブランコ
Goto@ @RetFps_Word,事件_3,orMAP_DF402_kouenF1_EV031;//ジャングルジム
Goto@ @RetFps_Word,事件_4,orMAP_DF402_kouenF1_EV032;//手すり？
Goto@ @RetFps_Word,事件_5,orMAP_DF402_kouenF1_EV033;//砂場
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kouenF1_EV029;//○トイレ
FPS Set_CharPoint,0,6.0709,0.0000,4.0610,-0.9884,0.1509,-0.0150;

XFile4_ID 0,true;
Motion_Load DF402/L_EV029_1.txt,false,,60;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print トイレで出すものを出した;
Loop_MSG true;

RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kouenF1_EV030;//ブランコ
FPS Set_CharPoint,0,0.6001,0.0000,4.9459,0.0019,0.0064,0.9955;
XFile4_ID 0,true;
//Motion_Load DF402/L_EV030_1.txt,false,,60;//
Motion_Load DF402/L_EV030_2.txt,false,,60;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print あのお姉さん・・・パンツ見えてる;
Loop_MSG true;
LET p_素行,=,p_素行,-,3;
Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kouenF1_EV031;//ジャングルジム
FPS Set_CharPoint,0,-1.9851,0.0000,-5.1792,0.0887,-0.0482,0.9948;
XFile4_ID 0,true;
Motion_Load DF402/L_EV031_1.txt,false,,60;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print お尻デカイから引っかかってるんだ;
MSG_Print 大人なのにカッコ悪い・・・;
MSG_Print 恥かしくないのかな？;
Loop_MSG true;
LET p_素行,=,p_素行,-,3;
Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kouenF1_EV032;//手すり？
FPS Set_CharPoint,0,-0.9008,0.0000,3.0820,-0.8970,0.4418,0.0106;
XFile4_ID 0,true;
Motion_Load DF402/L_EV032_1.txt,false,,60;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print オッパイ大きいなぁ;
MSG_Print スッゲー揺れてるのに気付いてないのかな？;
MSG_Print チャンスだ！今のうちに良く見ておこう;
Loop_MSG true;
LET p_素行,=,p_素行,-,3;
Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kouenF1_EV033;//砂場
FPS Set_CharPoint,0,-1.1348,-0.0275,0.0626,-0.9919,0.1044,0.0710;
XFile4_ID 0,true;
Motion_Load DF402/L_EV033_1.txt,false,,60;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print コッチ・・・見てる？;
MSG_Print どうしよう、ジロジロ見てたのバレたのかな？;
Loop_MSG true;
LET p_素行,=,p_素行,-,3;
Loop_4_ft -,30,1.0;
RETURN ;





//-----------------------------------------------------------------------------+
//■学校
//-----------------------------------------------------------------------------+
* orMAP_DF402_gakkou_IN1;//(学校)住宅地から
FPS Set_CharPoint,0,1.5653,-0.0000,-11.0676,0.0485,0.0703,-0.9963;
FPS Set_CharPoint,1,0.2025,-0.0000,-7.4935,0.0484,0.0823,-0.9954;
GOTO orMAP_DF402_gakkou;

* orMAP_DF402_gakkou_IN2;//(学校)校内へ
FPS Set_CharPoint,0,-3.4657,-0.0000,11.0110,-0.9691,0.0479,0.2418;
FPS Set_CharPoint,1,-1.9363,-0.0000,8.7189,-0.6955,0.1147,0.7092;
GOTO orMAP_DF402_gakkou;

* orMAP_DF402_gakkou_IN3;//(学校)プール
FPS Set_CharPoint,0,27.9458,-2.4043,31.6011,0.8876,-0.0038,0.4604;
FPS Set_CharPoint,1,27.3062,-2.4043,29.2922,0.8876,0.0036,0.4604;
GOTO orMAP_DF402_gakkou;

* orMAP_DF402_gakkou_IN4;//(学校)体育倉庫
FPS Set_CharPoint,0,29.8947,-2.4043,-6.6170,0.7967,0.0471,-0.6025;
FPS Set_CharPoint,1,28.9672,-2.4043,-3.6251,0.8053,0.0546,-0.5902;
GOTO orMAP_DF402_gakkou;


* orMAP_DF402_gakkou;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_学校;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,1.6635,-0.0000,-15.3558,住宅地へ;//(学校)住宅地へ
FPS ADD_Point,-4.2379,-0.0000,13.2807,校内へ;//(学校)校内へ
FPS ADD_Point,29.1789,-2.4043,32.4555,プール;//(学校)プール
FPS ADD_Point,31.4888,-2.4043,-7.6275,体育倉庫;//(学校)体育倉庫
FPS ADD_Point,21.6539,-2.4043,8.9659,運動;//運動場で運動

	FPS_EF LoadX,2,DF402_GL_G01.x;//制服の女
	FPS_EF LoadX,5,DF402_GL_G02.x;
	FPS_EF LoadX,16,DF402_GL_G03.x;
	FPS_EF LoadX,17,DF402_GL_G04.x;
	FPS_EF LoadX,18,DF402_GL_G05.x;
	FPS_EF LoadX,38,DF402_GL_G06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 2,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 5,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,18,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,4,0;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS orMAP,true,this,orMAP_DF402_gakkou_判定;
RETURN ;

* orMAP_DF402_gakkou_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_juutakuti_IN4;//（住宅地）学校方面
Goto@ @RetFps_Word,移動_1,orMAP_DF402_kounai_IN1;//(校舎内)出入り口
Goto@ @RetFps_Word,移動_2,orMAP_DF402_puulG_IN1;//(学プール)出入り口
Goto@ @RetFps_Word,移動_3,orMAP_DF402_souko2_IN1;//(体育倉庫)出入り口
Goto@ @RetFps_Word,事件_4,orMAP_DF402_gakkou_EV069;//
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_gakkou_EV069;//
FPS Set_CharPoint,0,21.6539,-2.4043,8.9659,0.9890,-0.1300,-0.0695;
Mov_View 19.423,-1.694,7.149,0.7516,-0.0599,0.6568,0.045,0.998,0.039,0.447;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 元気よく身体を動かします;
MSG_Print ;

* orMAP_DF402_gakkou_EV069_1;//

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了,,0;
Menu_ADD 地べたに座る,,1;
Menu_ADD 前屈柔軟,,2;
Menu_ADD 背を逸らす,,3;
Menu_ADD 屈伸運動,,4;
Loop_4_menu true;

MSG_Cls ;
Goto@ @RetMenu,0,L_RETURN;
XFile4_ID 0,true;
switch @,@RetMenu;
switch case,1;
	Motion_Load DF402/L_EV069_1.txt,true,,30;//
switch case,2;
	Motion_Load DF402/L_EV069_2.txt,true,,30;//
switch case,3;
	Motion_Load DF402/L_EV069_3.txt,true,,30;//
switch case,4;
	Motion_Load DF402/L_EV069_4.txt,true,,30;//
switch end;

GOTO orMAP_DF402_gakkou_EV069_1;

Loop_4_ft -,30,1.0;
RETURN ;








//-----------------------------------------------------------------------------+
//■校舎内。校内
//-----------------------------------------------------------------------------+
* orMAP_DF402_kounai_IN1;//(校舎内)出入り口
FPS Set_CharPoint,0,-1.2851,-4.4228,17.7585,0.9505,0.3081,0.0393;
FPS Set_CharPoint,1,-3.4854,-4.4404,18.8152,0.2791,0.2570,0.9252;
GOTO orMAP_DF402_kounai;


* orMAP_DF402_kounai;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_校舎内;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理


FPS ADD_Point,-0.3878,-4.4228,17.7387,外へ出る;//(校舎内)出入り口
FPS ADD_Point,4.7743,4.5151,-1.3695,？;//教室。友人を携帯で呼べる


//FPS Set_CharPoint,0,-3.8669,-4.4404,24.5778,0.0770,0.1027,0.9917;
	FPS_EF LoadX,2,DF402_GL_G01.x;//制服の女
	FPS_EF LoadX,5,DF402_GL_G02.x;
	FPS_EF LoadX,16,DF402_GL_G03.x;
	FPS_EF LoadX,17,DF402_GL_G04.x;
	FPS_EF LoadX,18,DF402_GL_G05.x;
	FPS_EF LoadX,38,DF402_GL_G06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 2,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 5,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,18,4,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,4,0;
//FPS_EF Set_PosDir,通行人B_17,1,0, -0.7746,0.0006,2.7810,0.9254,0.3787,-0.0084;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS orMAP,true,this,orMAP_DF402_kounai_判定;
RETURN ;

* orMAP_DF402_kounai_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_gakkou_IN2;//(学校)校内へ
Goto@ @RetFps_Word,事件_1,orMAP_DF402_kounai_EV039;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_kounai_EV039;//
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//Loop_MSG true;
CALL DF402/set.txt,ADDkeyM_友人;
Loop_4_ft -,30,1.0;
RETURN ;







//-----------------------------------------------------------------------------+
//■学プール
//-----------------------------------------------------------------------------+
* orMAP_DF402_puulG_IN1;//(学プール)出入り口
FPS Set_CharPoint,0,2.0451,-0.0140,3.9369,0.5913,0.1383,0.7944;
FPS Set_CharPoint,1,1.6296,-0.0140,1.7913,0.2475,0.0318,0.9683;
GOTO orMAP_DF402_puulG;

* orMAP_DF402_puulG_IN2;//(学プール)更衣室から
FPS Set_CharPoint,0,-4.4065,-0.0140,1.3734,-0.9396,0.3377,-0.0537;
FPS Set_CharPoint,1,-0.7213,-0.0140,-0.2845,0.0773,0.1746,-0.9815;
GOTO orMAP_DF402_puulG;


* orMAP_DF402_puulG;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_学プール;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,2.8792,-0.0140,4.6829,校庭へ;//(学プール)出入り口
FPS ADD_Point,-11.9343,-0.0140,-15.8035,？;//水着の友人を呼べる
FPS ADD_Point,-3.3568,0.7634,0.0888,泳ぐ;//追加。飛び込む
FPS ADD_Point,-4.0831,-0.0140,2.2427,更衣室;

	FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
	FPS_EF LoadX,5,DF402_GL_S01.x;//水着の女
	FPS_EF LoadX,16,DF402_GL_S02.x;
	FPS_EF LoadX,17,DF402_GL_S03.x;
	FPS_EF LoadX,18,DF402_GL_S04.x;
	FPS_EF LoadX,38,DF402_GL_S05.x;
	FPS_EF LoadX,40,DF402_GL_S06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0,2,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,5,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,40,5,0;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS orMAP,true,this,orMAP_DF402_puulG_判定;
RETURN ;

* orMAP_DF402_puulG_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_gakkou_IN3;//(学校)プール
Goto@ @RetFps_Word,事件_1,orMAP_DF402_puulG_EV040;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_puulG_EV068;
Goto@ @RetFps_Word,移動_3,orMAP_DF402_puul_KOUI_IN1;//(プール更衣室)出入り口
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_puulG_EV040;//
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print ;
//Loop_MSG true;
CALL DF402/set.txt,ADDkeyM_友人水;
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_puulG_EV068;//飛び込む
FPS Set_CharPoint,0,-3.4395,0.7634,0.1745,0.0338,-0.2025,0.9786;
FPS Set_CharCOM_Hit,0,歩行402_飛込;

RETURN ;





//-----------------------------------------------------------------------------+
//■プール更衣室
//-----------------------------------------------------------------------------+
* orMAP_DF402_puul_KOUI_IN1;//(プール更衣室)出入り口
FPS Set_CharPoint,0,0.0794,-0.0590,-2.7358,-0.1090,0.1966,-0.9743;
FPS Set_CharPoint,1,-0.3182,-0.0590,0.3013,0.0633,0.0637,0.9959;
GOTO orMAP_DF402_puul_KOUI;


* orMAP_DF402_puul_KOUI;
FPS Set_CharCOM_Hit,0,歩行402_更衣室;

RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_プール更衣室;
RET p_敵種別,=,17;//0=外部 1=無 2=兄　3=父　　11=街？　17//先輩
GOSUB L_MapLoad;//マップロード後の共通処理

//時計回り。覗き先輩の隠れてる位置
switch rand,16;	FPS Set_CharPoint,1,-1.4281,-0.0590,-2.6600,-0.0767,0.0435,-0.9960;
switch case,2;	FPS Set_CharPoint,1,-3.0273,-0.0590,-1.8308,-0.9965,0.0248,0.0791;
//switch case,3;	FPS Set_CharPoint,1,-3.0250,-0.0590,-0.0516,-0.9879,0.1245,0.0918;
switch case,3;	FPS Set_CharPoint,1,-3.0273,-0.0590,-0.3550,-0.9714,0.2337,0.0405;
switch case,4;	FPS Set_CharPoint,1,-3.0272,-0.0590,1.2763,-0.9995,0.0100,-0.0274;
switch case,5;	FPS Set_CharPoint,1,-3.0272,-0.0590,2.8161,-0.9896,0.1353,0.0484;
switch case,6;	FPS Set_CharPoint,1,-3.0272,-0.0590,4.2729,-0.9811,0.0925,0.1698;
switch case,7;	FPS Set_CharPoint,1,-2.1435,-0.0590,5.3089,0.2087,-0.1025,0.9725;
switch case,8;	FPS Set_CharPoint,1,-0.7286,-0.0590,5.3013,-0.0053,-0.0757,0.9971;
switch case,9;	FPS Set_CharPoint,1,0.6136,-0.0590,5.3083,-0.0236,0.0778,0.9966;
switch case,10;	FPS Set_CharPoint,1,2.0861,-0.0590,5.3095,0.0091,-0.1183,0.9929;
switch case,11;	FPS Set_CharPoint,1,3.0070,-0.0590,4.4521,0.9946,-0.0066,0.1026;
switch case,12;	FPS Set_CharPoint,1,3.0128,-0.0590,2.6935,0.9946,-0.0251,0.1006;
switch case,13;	FPS Set_CharPoint,1,3.0119,-0.0590,1.0258,0.9951,-0.0293,0.0941;
switch case,14;	FPS Set_CharPoint,1,3.0130,-0.0590,-0.4072,0.9990,0.0151,0.0411;
switch case,15;	FPS Set_CharPoint,1,3.0114,-0.0590,-1.6146,0.9930,-0.0292,-0.1137;
switch case,16;	FPS Set_CharPoint,1,1.2852,-0.0590,-2.6577,-0.0860,0.0135,-0.9962;
switch end;

FPS ADD_Point,0.0307,-0.0590,-3.4572,外へ;//(プール更衣室)出入り口

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_DF402_puul_KOUI_判定;
RETURN ;

* orMAP_DF402_puul_KOUI_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_puulG_IN2;//(学プール)更衣室から
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
	FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
	FPS_EF LoadX,5,DF402_GL_S01.x;//水着の女
	FPS_EF LoadX,16,DF402_GL_S02.x;
	FPS_EF LoadX,17,DF402_GL_S03.x;
	FPS_EF LoadX,18,DF402_GL_S04.x;
	FPS_EF LoadX,38,DF402_GL_S05.x;
	FPS_EF LoadX,40,DF402_GL_S06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0,2,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,5,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,40,2,0;










//-----------------------------------------------------------------------------+
//■体育倉庫
//-----------------------------------------------------------------------------+
* orMAP_DF402_souko2_IN1;//(体育倉庫)出入り口
FPS Set_CharPoint,0,-0.0294,-0.0852,1.7791,0.0515,-0.0012,0.9986;
FPS Set_CharPoint,1,0.2289,-0.0852,-1.8804,0.0505,-0.0132,-0.9986;
GOTO orMAP_DF402_souko2;


* orMAP_DF402_souko2;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_体育倉庫;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.1271,-0.0852,3.0228,校庭へ;//(体育倉庫)出入り口

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_DF402_souko2_判定;
RETURN ;

* orMAP_DF402_souko2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_gakkou_IN4;//(学校)体育倉庫
RETURN ;






//-----------------------------------------------------------------------------+
//■軽食店。ハンバーガーショップ
//-----------------------------------------------------------------------------+
* orMAP_DF402_fastfood_IN1;//(軽食店)出入り口
//FPS Set_CharPoint,0,-0.8403,-0.0033,-0.3129,-0.1764,-0.1141,-0.9776;
FPS Set_CharPoint,0,0.1010,-0.0033,-0.6420,-0.0843,-0.0113,-0.9963;
FPS Set_CharPoint,1,1.0511,-0.0033,0.0458,-0.0638,-0.1357,-0.9886;
GOTO orMAP_DF402_fastfood;


* orMAP_DF402_fastfood;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_軽食店;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.4343,-0.0033,-1.2060;//(軽食店)出入り口
FPS ADD_Point,-1.0366,-0.0033,0.5105,注文;//食事ポイント

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_DF402_fastfood_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_fastfood_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA3_IN8;//(駅南口)軽食店
Goto@ @RetFps_Word,事件_1,orMAP_DF402_fastfood_EV003;//
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_fastfood_EV003;//　○食事
Mov_View 0.025,0.844,-0.974,-0.3274,0.1098,0.9384,0.036,0.993,-0.103,0.747;
FPS Set_CharPoint,0,-0.5910,-0.0033,0.2575,-0.0556,0.0312,-0.9979;

XFile4_ID 0,true;
Motion_Load DF402/L_EV003_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print イベントの実験３;
//MSG_Print マップファイル側で呼ぶイベントのテスト;
MSG_Print 食事を行う事が可能です;
//Loop_MSG true;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;
Menu_ADD 合成バーガ300円;
Menu_ADD 回復セット750円;
//Menu_ADD 2タコ;
Loop_4_menu true;

MSG_Cls ;
//Goto@ @RetMenu,1,▼スタート;
switch @,@RetMenu;
switch case,1;
	Mov_View -0.372,0.991,-0.420,0.8203,-0.0075,0.5717,0.006,0.999,0.004,0.546;
	FPS Set_CharPoint,0,2.5211,0.4403,1.1584,-0.0786,0.0435,-0.9959;
	XFile4_ID 0,true;
	Motion_Load DF402/L_EV003_2.txt,true,,;//

	MSG_Print 何かの合成肉を使用したバーガーを食べた;
	MSG_Print 空腹が５０回復。;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,500,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,50;
	LET p_資金,=,p_資金,-,300;
	GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する

switch case,2;
	Mov_View -0.372,0.991,-0.420,0.8203,-0.0075,0.5717,0.006,0.999,0.004,0.546;
	FPS Set_CharPoint,0,2.5211,0.4403,1.1584,-0.0786,0.0435,-0.9959;
	XFile4_ID 0,true;
	Motion_Load DF402/L_EV003_2.txt,true,,;//

	MSG_Print セットを食べた;
	MSG_Print ＭＰが完全回復した;//体力とＭＰが完全回復した;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,10000,,;//2=HP 3=MP 5=Sep
	RET p_空腹,=,0;//満腹に！
	LET p_資金,=,p_資金,-,750;
	GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
switch case,3;
	MSG_Print タコ;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,1000,,;//2=HP 3=MP 5=Sep
	RET p_空腹,=,0;//満腹に！
	GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
switch end;
GOSUB L_MoneyCheck;//金額チェック

RETURN ;//オシオキbit対策？
//GOTO orMAP_DF402_fastfood_IN1;









//-----------------------------------------------------------------------------+
//■影街。SB通り。ｼｬﾄﾞﾌﾞﾚ
//-----------------------------------------------------------------------------+
* orMAP_DF402_kagemati_IN1;//(影街)公園へ
FPS Set_CharPoint,0,-6.0929,3.3212,-13.5368,-0.1966,0.3495,-0.9160;
FPS Set_CharPoint,1,-3.7270,3.0630,-13.3922,-0.1700,0.3050,-0.9370;
GOTO orMAP_DF402_kagemati;

* orMAP_DF402_kagemati_IN2;//(影街)アパートから
FPS Set_CharPoint,0,10.9226,3.3571,-11.4415,0.7205,0.3504,-0.5983;
FPS Set_CharPoint,1,8.6661,2.5842,-10.8685,0.8088,0.2334,-0.5396;
GOTO orMAP_DF402_kagemati;

* orMAP_DF402_kagemati_IN3;//(影街)地下鉄へ
FPS Set_CharPoint,0,-2.7137,0.0774,18.0913,-0.9927,0.1142,-0.0361;
FPS Set_CharPoint,1,-0.7279,0.0774,17.7988,0.0762,0.0376,0.9963;
GOTO orMAP_DF402_kagemati;

* orMAP_DF402_kagemati_IN4;//(影街)ピラミッドから
FPS Set_CharPoint,0,2.9538,0.2386,8.7054,0.9548,0.2969,-0.0056;
FPS Set_CharPoint,1,-1.1140,0.0774,10.0383,0.0584,0.0686,0.9959;
GOTO orMAP_DF402_kagemati;

* orMAP_DF402_kagemati_IN5;//(影街)監禁部屋から
FPS Set_CharPoint,0,1.4624,0.0774,21.1047,0.0945,0.2028,0.9746;
FPS Set_CharPoint,1,0.2034,0.0774,19.2020,0.0589,-0.0547,0.9967;
GOTO orMAP_DF402_kagemati;


* orMAP_DF402_kagemati;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_影街;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-6.3033,4.5166,-16.2785,公園へ;//(影街)公園へ
FPS ADD_Point,12.0797,3.8396,-12.1121,アパート;//(影街)アパートから
//FPS ADD_Point,-3.4398,0.0774,19.8326;//(影街)地下鉄へ
FPS ADD_Point,-3.7250,0.0772,-0.9890,自販機;
FPS ADD_Point,4.4592,0.2386,8.6044,金ピラミッド;//
FPS ADD_Point,2.5011,0.0774,21.9172,監禁部屋;

	FPS_EF Set_RandPick3,通行人_往復,1,0,-1,10,0;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント0番を終了条件に加える
//FPS EOF_Type,ポイント通過,2,移動_2;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,2,事件_1;//
FPS EOF_Type,ポイント通過,3,移動_3;//
FPS EOF_Type,ポイント通過,4,移動_4;//
FPS orMAP,true,this,orMAP_DF402_kagemati_判定;
RETURN ;

* orMAP_DF402_kagemati_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_公園E01_IN3;//(公園)SB通り
Goto@ @RetFps_Word,移動_1,orMAP_DF402_wasitu_IN1_menu;//(和室)出入り口
//Goto@ @RetFps_Word,移動_2,orMAP_DF40_matiA3_IN8;//(駅南口)軽食店・ダミー
Goto@ @RetFps_Word,事件_1,orMAP_DF40_matiA3_EV034;//自動販売機(汎用)
Goto@ @RetFps_Word,移動_3,orMAP_DF402_GOLDroom_IN1_menu;//(金部屋)出入り口
Goto@ @RetFps_Word,移動_4,orMAP_DF402_PRISON_IN1;//(監禁部屋)出入り口
RETURN ;






//-----------------------------------------------------------------------------+
//■監禁部屋。
//-----------------------------------------------------------------------------+
* orMAP_DF402_PRISON_IN1;//(監禁部屋)出入り口
FPS Set_CharPoint,0,-8.9919,-0.3657,-19.6646,-0.9935,0.1095,-0.0276;
FPS Set_CharPoint,1,-2.1837,-0.3657,-18.8343,-0.9994,-0.0013,-0.0317;
GOTO orMAP_DF402_PRISON;

* orMAP_DF402_PRISON_IN2;//(監禁部屋)拉致された場合
FPS Set_CharPoint,0,-0.2805,0.0582,0.9083,0.0098,0.0728,0.9972;
FPS Set_CharPoint,1,0.0075,0.0019,-2.7515,-0.0538,0.0016,-0.9985;
GOTO orMAP_DF402_PRISON;



* orMAP_DF402_PRISON;
FPS Set_CharCOM_Hit,0,歩行402_監禁;
CALL DF402/set.txt,裸に;

RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_監禁部屋;
RET p_敵種別,=,18;//0=外部 1=無 2=兄　3=父　　11=街？　18=監禁魔
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-9.4184,-0.3657,-19.7694,希望の出口;
FPS ADD_Point,-2.1083,0.0019,2.6735,ウンチ;
FPS ADD_Point,1.5625,0.0019,-0.7829,エサ;
FPS ADD_Point,1.7157,0.0019,3.4070,休む;
FPS ADD_Point,0.0640,0.1894,-6.7789,逃げる;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS orMAP,true,this,orMAP_DF402_PRISON_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_PRISON_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,事件_1,orMAP_DF402_PRISON_EV001;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_PRISON_EV002;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_PRISON_EV003;
Goto@ @RetFps_Word,事件_4,orMAP_DF402_PRISON_EV004;

CALL DF402/set.txt,服着る;
Goto@ @RetFps_Word,移動_0,orMAP_DF402_kagemati_IN5;//(影街)監禁部屋から
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_PRISON_EV001;//○トイレ　
FPS Set_CharPoint,0,-2.1760,0.0019,2.5931,0.1130,-0.2508,0.9614;

XFile4_ID 0,true;
Motion_Load DF402/L_PRISON_EV001_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print なんだクソか？そこのバケツにしな！！ギャハハハ;
Loop_MSG true;

//FPS Set_CharST_addP,0,,,,;//2=HP 3=MP 5=Sep
RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_PRISON_EV002;//○食事　
FPS Set_CharPoint,0,1.6505,0.0019,-0.5059,0.3826,-0.1427,0.9128;

XFile4_ID 0,true;
Motion_Load DF402/L_PRISON_EV002_1.txt,false,,30;//
//Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 飯だぞ！ザーメンライスだ！！ありがたく食え;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,9999,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_PRISON_EV003;//　○睡眠ベッド
FPS Set_CharPoint,0,1.7157,0.0019,3.4070,0.9983,-0.0530,0.0238;

XFile4_ID 0,true;
Motion_Load DF402/L_PRISON_EV003_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print おいこら休んでるんじゃないぞ！！サボるな！;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_PRISON_EV004;

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print マジか！アイツ逃げやがった！！;
MSG_Print 愛してやったのに裏切りやがって・・・;
MSG_Print もう殺す;
Loop_MSG true;

FPS Set_CharPT,1,,402_18殺,;//処刑モード

RETURN ;














//-----------------------------------------------------------------------------+
* orMAP_DF402_wasitu_IN1_menu;//物件を所有してない時のメニュー
RET p_A1,=,0;
switch @,p_達成E;
switch case_t,key,部屋1;
	RET p_A1,=,1;
switch end;
DF37PAR_GOTO @[p_A1],=,1,orMAP_DF402_wasitu_IN1;//(和室)出入り口

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print ３０万円を支払えばアパートの部屋を自由に使う事が出来る;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;
switch @,p_資金;
switch case_d,A<=p,300000;		Menu_ADD 部屋を契約する;
switch end;
Loop_4_menu true;

Goto@ @RetMenu,0,L_RETURN;

LET$ p_達成E,=,@[p_達成E],key+,部屋1;
LET p_資金,=,p_資金,-,300000;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
GOTO orMAP_DF402_wasitu_IN1;



//-----------------------------------------------------------------------------+
//■和室。アパート。　　ボロアパート
//-----------------------------------------------------------------------------+
* orMAP_DF402_wasitu_IN1;//(和室)出入り口
FPS Set_CharPoint,0,0.6970,-0.0180,1.6189,0.2527,0.2660,0.9302;
FPS Set_CharPoint,1,-0.6663,-0.0180,0.1034,-0.5165,0.1872,-0.8355;
GOTO orMAP_DF402_wasitu;


* orMAP_DF402_wasitu;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_和室;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,0.7299,-0.1708,2.3400,街へ;//(影街)アパートから
FPS ADD_Point,1.1655,-0.0180,-1.5073,寝る;
FPS ADD_Point,-1.0498,-0.0180,-1.8577,save;
FPS ADD_Point,-1.1249,-0.0180,1.8973,？;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過D,3,事件_3;
FPS orMAP,true,this,orMAP_DF402_wasitu_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_kagemati_IN2;//(影街)アパートから
Goto@ @RetFps_Word,事件_1,orMAP_DF402_wasitu_EV005;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_wasitu_EV008;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_wasitu_EV064;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu_EV005;//　○睡眠ベッド
Set_View 1.732,0.909,0.169,-0.9625,-0.2199,-0.1586,-0.216,0.975,-0.035,0.647;
Mov_View 1.166,1.023,0.600,-0.7207,-0.4553,-0.5226,-0.368,0.890,-0.267,0.647;
FPS Set_CharPoint,0,0.00,0.00,0.00,0.0,0.0,0.99;

XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print イベントの実験５;
//MSG_Print マップファイル側で呼ぶイベントのテスト;
MSG_Print 寝る;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu_EV008;
//セーブを行う

RET p_MAP_ID,=,2;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu_EV064;//　○食事
FPS Set_CharPoint,0,-0.7882,-0.0180,1.3994,0.1069,0.1071,-0.9884;

	MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
switch rand,9;
	MSG_Print 管理人からの侘びの品が届いている;
switch case,2;
	MSG_Print 管理人からの差し入れが届いている;
switch case,4;
	MSG_Print 管理人からの貢物が届いている;
switch case,5;
	MSG_Print ファンからのプレゼントに違いない;
switch case,6;
	MSG_Print なぜか荷物がある・・・誰のだろう？;
switch case,7;
	MSG_Print この部屋にあるモノは自由に食べられる筈;
switch case,8;
	MSG_Print 残り少ない食材に手をつけた;
switch case,9;
	MSG_Print パパからの贈り物だ！;
switch end;
	Loop_MSG true;

Loop_4_ft -,60,1.0;
XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

switch rand,8;
	MSG_Print 特上寿司だ！！;
	MSG_Print ＭＰが完全回復した。満腹だ;
	FPS Set_CharST_addP,0,,10000,,;//2=HP 3=MP 5=Sep
	RET p_空腹,=,0;//満腹に！

switch case,2;
	MSG_Print 美味そうな肉だ！;
	MSG_Print ＭＰが９００回復した。空腹が６０回復した;
	FPS Set_CharST_addP,0,,900,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,60;

switch case,3;
	MSG_Print ピッザッだっ！;
	MSG_Print ＭＰが６００回復した。空腹が４０回復した;
	FPS Set_CharST_addP,0,,600,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,40;

switch case,4;
	MSG_Print 元気イッパツ栄養ドリンクだ！？;
	MSG_Print ＭＰが３００回復した。空腹が１軽減した;
	FPS Set_CharST_addP,0,,300,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,1;

switch case,5;
	MSG_Print コンビニの弁当だ・・・;
	MSG_Print ＭＰが１００回復した。空腹が７０軽減した;
	FPS Set_CharST_addP,0,,100,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,70;

switch case,6;
	MSG_Print 何かよく判らない肉だ・・・;
	MSG_Print ＭＰが５０回復した。空腹が３０軽減した;
	FPS Set_CharST_addP,0,,50,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,30;

switch case,7;
	MSG_Print 低カロリーのダイエットフードだ！;
	MSG_Print ＭＰが１０回復した。空腹が５０軽減した;
	FPS Set_CharST_addP,0,,10,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,50;

switch case,8;
	MSG_Print ミネラル豊富な天然水だ・・・;
	MSG_Print ＭＰが１回復した。空腹感だけは紛れた;
	FPS Set_CharST_addP,0,,1,,;//2=HP 3=MP 5=Sep
	RET p_空腹,=,0;//満腹に！

switch end;
	Loop_MSG true;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;









//-----------------------------------------------------------------------------+
//■和室。アパート。　　ボロアパート　。男の部屋バージョン
//-----------------------------------------------------------------------------+
* orMAP_DF402_wasitu2_IN1;//(和室・男の部屋)出入り口
FPS Set_CharPoint,0,0.2372,-0.0180,-1.4504,0.3011,0.3129,-0.9007;
FPS Set_CharPoint,1,-0.7637,-0.0180,1.3880,-0.1074,0.1927,0.9753;
GOTO orMAP_DF402_wasitu2;

* orMAP_DF402_wasitu2;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_客_和室;
//RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
//GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.9202,-0.1708,2.2100,出て行く;//(影街)アパートから
FPS ADD_Point,-0.8581,-0.0180,-1.8622,寝る;
FPS ADD_Point,1.1176,-0.0180,1.8954,食事;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS orMAP,true,this,orMAP_DF402_wasitu2_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_kagemati_IN2;//(影街)アパートから
Goto@ @RetFps_Word,事件_1,orMAP_DF402_wasitu2_EV027;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_wasitu2_EV028;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu2_EV027;//　○睡眠ベッド
Set_View 1.732,0.909,0.169,-0.9625,-0.2199,-0.1586,-0.216,0.975,-0.035,0.647;
Mov_View 1.166,1.023,0.600,-0.7207,-0.4553,-0.5226,-0.368,0.890,-0.267,0.647;
FPS Set_CharPoint,0,0.00,0.00,0.00,0.0,0.0,0.99;
FPS Set_CharPoint,1,0.00,0.00,0.00,0.0,0.0,0.99;

XFile4_ID 6,true;
Motion_Load DF402/LM_HEV027_man.txt,true,,;
XFile4_ID 0,true;
Motion_Load DF402/LM_HEV027.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 見知らぬ男性と一晩を過ごした;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_wasitu2_EV028;//○食事　

XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 食べ物を失敬した;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,1000,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;







//-----------------------------------------------------------------------------+
* orMAP_DF402_NEWroom_IN1_menu;//物件を所有してない時のメニュー
RET p_A1,=,0;
switch @,p_達成E;
switch case_t,key,部屋2;
	RET p_A1,=,1;
switch end;
DF37PAR_GOTO @[p_A1],=,1,orMAP_DF402_NEWroom_IN1;//(駅前マンション)出入り口

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print １００万円を支払えばマンションの部屋を自由に使う事が出来る;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;
switch @,p_資金;
switch case_d,A<=p,1000000;		Menu_ADD 部屋を契約する;
switch end;
Loop_4_menu true;

Goto@ @RetMenu,0,L_RETURN;

LET$ p_達成E,=,@[p_達成E],key+,部屋2;
LET p_資金,=,p_資金,-,1000000;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
GOTO orMAP_DF402_NEWroom_IN1;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +

RETURN ;






//-----------------------------------------------------------------------------+
* orMAP_DF402_GOLDroom_IN1_menu;//物件を所有してない時のメニュー
RET p_A1,=,0;
switch @,p_達成E;
switch case_t,key,部屋G;
	RET p_A1,=,1;
switch end;
DF37PAR_GOTO @[p_A1],=,1,orMAP_DF402_GOLDroom_IN1;//(和室)出入り口

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print とても豪華な金部屋だ;
MSG_Print ３００万円を支払えば特別な部屋を自由に使う事が出来る;
MSG_Print 今回限りの宿泊は１万円だ;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了,,0;
switch @,p_資金;
switch case_d,A<=p,3000000;		Menu_ADD 部屋を契約する,,1;
switch case_d,A<=p,10000;		Menu_ADD 一拍宿泊,,2;
switch end;
Loop_4_menu true;

Goto@ @RetMenu,0,L_RETURN;
Goto@ @RetMenu,2,orMAP_DF402_GOLDroom_IN1_menu_2;

LET$ p_達成E,=,@[p_達成E],key+,部屋G;
LET p_資金,=,p_資金,-,3000000;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
GOTO orMAP_DF402_GOLDroom_IN1;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* orMAP_DF402_GOLDroom_IN1_menu_2;
LET p_資金,=,p_資金,-,10000;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
GOTO orMAP_DF402_GOLDroom_IN1;





//-----------------------------------------------------------------------------+
//■金部屋。　　ゴールドルーム　　金ピラミッド
//-----------------------------------------------------------------------------+
* orMAP_DF402_GOLDroom_IN1;//(金部屋)出入り口
FPS Set_CharPoint,0,-0.0069,-0.0069,-6.5145,-0.0659,0.1332,-0.9888;
FPS Set_CharPoint,1,-2.7063,-0.0069,-4.6692,0.0556,-0.0470,0.9973;
GOTO orMAP_DF402_GOLDroom;

* orMAP_DF402_GOLDroom_IN2;//(金部屋)セーブ
FPS Set_CharPoint,0,-1.4189,-0.0069,-0.7557,-0.3789,0.1275,0.9165;
FPS Set_CharPoint,1,-2.7063,-0.0069,-4.6692,0.0556,-0.0470,0.9973;
GOTO orMAP_DF402_GOLDroom;



* orMAP_DF402_GOLDroom;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_金部屋;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,0.0093,-0.0069,-9.0931,街へ;//(金部屋)アパートから
FPS ADD_Point,-0.0420,0.5592,3.6403;,寝る;
FPS ADD_Point,2.2524,-0.9191,-4.3666,風呂;
FPS ADD_Point,2.2519,-0.0069,0.3109,トイレ;
FPS ADD_Point,-1.7811,-0.0069,-4.6992,食事;
FPS ADD_Point,-2.4322,-0.0069,0.2227,save;
FPS ADD_Point,-6.2429,-0.0069,-1.4877,超機能;
FPS ADD_Point,6.2459,-0.0069,-1.4368,着替え;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS EOF_Type,ポイント通過,5,事件_5;
FPS EOF_Type,ポイント通過,6,事件_6;
FPS EOF_Type,ポイント通過,7,事件_7;
FPS orMAP,true,this,orMAP_DF402_GOLDroom_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_kagemati_IN4;//(影街)ピラミッドから
Goto@ @RetFps_Word,事件_1,orMAP_DF402_GOLDroom_EV055;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_GOLDroom_EV056;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_GOLDroom_EV057;
Goto@ @RetFps_Word,事件_4,orMAP_DF402_GOLDroom_EV058;
Goto@ @RetFps_Word,事件_5,orMAP_DF402_GOLDroom_EV054;
Goto@ @RetFps_Word,事件_6,orMAP_DF402_GOLDroom_EV066;
Goto@ @RetFps_Word,事件_7,orMAP_DF402_GOLDroom_EV067;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV054;//セーブを行う

RET p_MAP_ID,=,7;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション 7金部屋
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV055;//　○睡眠ベッド
FPS Set_CharPoint,0,-0.0420,0.5592,3.6403,-0.9798,-0.1992,-0.0131;//寝る;
Set_View -0.025,1.342,0.247,-0.0179,-0.1897,0.9816,-0.003,0.981,0.189,1.347;
Mov_View 0.016,0.227,-5.574,-0.0112,0.3396,0.9404,0.004,0.940,-0.339,1.347;
XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 凄く眠れそうだ;
Loop_MSG true;

FPS Set_CharST_addP,0,9999,,,;//2=HP 3=MP 5=Sep
GOSUB L_BED;//睡眠ベッドの共通処理。
FPS Set_CharPoint,0,0.1628,-0.0069,2.5695,-0.0569,0.2025,0.9776;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV056;//○入浴
CALL DF402/set.txt,裸に;
FPS Set_CharPoint,0,2.2674,-0.6191,-4.2074,-0.1646,-0.0493,-0.9851;//風呂;

GOSUB L_HEV_Set;

DF37PAR_PP2 -2.0, 0, 0;//-0.01, 0, 0;//時間に応じて増える値  マウス非操作時も少し綺麗に成る
DF37PAR_PGP -100.0, 0, 0;//-1.0, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print どんどんカラダが綺麗になって行く;
MSG_Print マウスを振り回すと早く綺麗に成る;
MSG_Print もう十分ならメニューから終了を選んでください;

* orMAP_DF402_GOLDroom_EV056_1;
XFile4_ID 0,true;
switch rand,4;
	Motion_Loa2 DF402/L_EV013_2.txt,false,,10;//
switch case,2;
	Motion_Loa2 DF402/L_EV013_3.txt,false,,10;//
switch case,3;
	Motion_Loa2 DF402/L_EV013_4.txt,false,,10;//
switch case,4;
	Motion_Loa2 DF402/L_EV013_5.txt,false,,10;//
switch end;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD 入浴終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,30,orMAP_DF402_GOLDroom_EV056_1;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DF402_GOLDroom_EV056_1;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DF402_GOLDroom_EV056_1;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DF402_GOLDroom_EV056_1;//Ｈシーンのループ開始からのフレーム時間
switch end;

//4HS_MenuMode 6,;//マウス連打でアクション
4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
FPS ini,ITEM;//精液とシャワーなどを全て消す
CALL DF402/set.txt,服着る;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV057;//○トイレ　
FPS Set_CharPoint,0,2.2519,-0.0069,0.0009,-0.0097,-0.0009,0.9999;//トイレ;

XFile4_ID 0,true;
Motion_Load DF402/L_EV010_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print トイレ;
Loop_MSG true;


//FPS Set_CharST_addP,0,,,,;//2=HP 3=MP 5=Sep
RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV058;//○食事　
FPS Set_CharPoint,0,-1.8078,-0.0069,-4.5000,-0.0442,-0.0798,0.9958;//食事;

XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 全身に黄金の力がみなぎる・・・;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,9999,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV066;//超機能
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 裏技の超機能です。;
MSG_Print ;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;
Menu_ADD 素行をリセット;
Loop_4_menu true;

MSG_Cls ;
switch @,@RetMenu;
switch case,1;
	//LET p_素行,=,p_素行,-,1;
	RET p_素行,=,100;
switch end;

CALL DF402/set.txt,DIM_Check;//変数の整合性
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_GOLDroom_EV067;//着替え
Mov_View 3.667,0.552,-1.690,0.8885,0.1021,0.4471,-0.091,0.994,-0.045,0.947;
FPS Set_CharPoint,0,4.8277,-0.0069,-1.4342,0.9933,-0.0864,-0.0762;

XFile4_ID 0,true;
Motion_Load DF402/L_EV016_1.txt,false,,30;//

FPS keikai,0;
CALL DF40_Action_CSS.txt;
Loop_4_ft -,30,1.0;
RETURN ;














//-----------------------------------------------------------------------------+
//■駅前マンション。
//-----------------------------------------------------------------------------+
* orMAP_DF402_NEWroom_IN1;//(駅前マンション)出入り口
FPS Set_CharPoint,0,5.0328,-0.3015,-1.4731,0.9076,0.4196,0.0067;
FPS Set_CharPoint,1,5.0132,-0.3015,-3.1639,0.8248,0.3087,-0.4735;
GOTO orMAP_DF402_NEWroom;


* orMAP_DF402_NEWroom;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_NEWroom;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,6.7195,-0.5035,-1.6891,街へ;//(影街)アパートから
FPS ADD_Point,-0.0601,-0.0011,-0.0022,寝る;
FPS ADD_Point,-0.1860,-0.3015,-3.1235,save;
FPS ADD_Point,5.1684,-0.4214,0.9894,シャワー;
FPS ADD_Point,1.5436,-0.3015,1.2356,食事;
FPS ADD_Point,3.2553,-0.3015,1.3889,トイレ;




FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;//寝る;
FPS EOF_Type,ポイント通過,2,事件_2;//save
FPS EOF_Type,ポイント通過,3,事件_3;//シャワー
FPS EOF_Type,ポイント通過,4,事件_4;//食事
FPS EOF_Type,ポイント通過,5,事件_5;//トイレ
FPS orMAP,true,this,orMAP_DF402_NEWroom_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA3_IN9;//(駅南口)マンション
Goto@ @RetFps_Word,事件_1,orMAP_DF402_NEWroom_EV006;//寝る;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_NEWroom_EV007;//save
Goto@ @RetFps_Word,事件_3,orMAP_DF402_NEWroom_EV018;//シャワー
Goto@ @RetFps_Word,事件_4,orMAP_DF402_NEWroom_EV019;//食事
Goto@ @RetFps_Word,事件_5,orMAP_DF402_NEWroom_EV020;//トイレ
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_EV006;//　○睡眠ベッド
Set_View 1.732,0.909,0.169,-0.9625,-0.2199,-0.1586,-0.216,0.975,-0.035,0.647;
Mov_View 1.166,1.023,0.600,-0.7207,-0.4553,-0.5226,-0.368,0.890,-0.267,0.647;
FPS Set_CharPoint,0,0.00,0.00,0.00,0.0,0.0,0.99;

XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print イベントの実験５;
//MSG_Print マップファイル側で呼ぶイベントのテスト;
MSG_Print 寝る;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_EV007;
//セーブを行う

RET p_MAP_ID,=,3;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;





// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_EV018;//○入浴
CALL DF402/set.txt,裸に;
FPS Set_CharPoint,0,5.1684,-0.4214,0.9894,0.0787,0.2445,-0.9664;//シャワー

GOSUB L_HEV_Set;

DF37PAR_PP2 -0.01, 0, 0;//時間に応じて増える値  マウス非操作時も少し綺麗に成る
DF37PAR_PGP -1.0, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

FPS_EF Set_EF_Char2,0,ｼｬﾜｰ元,0, 0.8, 1, 1.0;//自分ID,出現EF名,相手ID,出現距離,方向,高さ

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print どんどんカラダが綺麗になって行く;
MSG_Print マウスを振り回すと早く綺麗に成る;
MSG_Print もう十分ならメニューから終了を選んでください;

* orMAP_DF402_NEWroom_EV018_1;
XFile4_ID 0,true;
switch rand,4;
	Motion_Load DF402/L_EV018_1.txt,false,,10;//
switch case,2;
	Motion_Load DF402/L_EV018_2.txt,false,,10;//
switch case,3;
	Motion_Load DF402/L_EV018_3.txt,false,,10;//
switch case,4;
	Motion_Load DF402/L_EV018_4.txt,false,,10;//
switch end;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD シャワー終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,30,orMAP_DF402_NEWroom_EV018_1;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DF402_NEWroom_EV018_1;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DF402_NEWroom_EV018_1;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DF402_NEWroom_EV018_1;//Ｈシーンのループ開始からのフレーム時間
switch end;

//4HS_MenuMode 6,;//マウス連打でアクション
4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
FPS ini,ITEM;//精液とシャワーなどを全て消す
CALL DF402/set.txt,服着る;
//FPS Set_CharPoint,0,1.4081,-0.0868,3.8526,-0.7309,0.1779,0.6588;///upd11？ミス？
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
//▽旧コード。参考に残す
CALL DF402/set.txt,裸に;
FPS Set_CharPoint,0,5.1684,-0.4214,0.9894,0.0787,0.2445,-0.9664;//シャワー

XFile4_ID 0,true;
Motion_Load DF402/L_EV018_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print シャワーを浴びました;
Loop_MSG true;

FPS Set_CharST_addP,0,,,,1000;//2=HP 3=MP 5=Sep
RET p_汚れ,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
CALL DF402/set.txt,DIM_Check;//変数の整合性
Loop_4_ft -,30,1.0;
CALL DF402/set.txt,服着る;
RETURN ;





// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_EV019;//○食事　

XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 食事をした;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,1000,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom_EV020;//○トイレ　
FPS Set_CharPoint,0,3.2553,-0.3015,1.0589,0.0090,-0.0036,0.9986;//トイレ

XFile4_ID 0,true;
Motion_Load DF402/L_EV010_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print トイレ;
Loop_MSG true;


//FPS Set_CharST_addP,0,,,,;//2=HP 3=MP 5=Sep
RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;






//-----------------------------------------------------------------------------+
//■駅前マンション・客。男性の部屋に連れ込まれる
//-----------------------------------------------------------------------------+
* orMAP_DF402_NEWroom2_IN1;//(駅前マンション・客)出入り口
FPS Set_CharPoint,0,0.2733,-0.3015,-1.7545,-0.9405,0.3393,0.0128;
FPS Set_CharPoint,1,1.6219,-0.3015,-1.7937,0.9674,0.2312,-0.1024;
GOTO orMAP_DF402_NEWroom2;


* orMAP_DF402_NEWroom2;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_客_NEWroom;
//RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
//GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,6.7195,-0.5035,-1.6891,サヨナラ;//出口
FPS ADD_Point,-0.0601,-0.0011,-0.0022,寝る;
FPS ADD_Point,5.1684,-0.4214,0.9894,シャワー;
FPS ADD_Point,3.2553,-0.3015,1.3889,トイレ;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;//寝る;
FPS EOF_Type,ポイント通過,2,事件_3;//シャワー
FPS EOF_Type,ポイント通過,3,事件_5;//トイレ
FPS orMAP,true,this,orMAP_DF402_NEWroom2_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA3_IN9;//(駅南口)マンション
Goto@ @RetFps_Word,事件_1,orMAP_DF402_NEWroom2_EV026;//寝る;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_NEWroom_EV018;//シャワー（自分のマンション流用）
Goto@ @RetFps_Word,事件_5,orMAP_DF402_NEWroom_EV020;//トイレ（自分のマンション流用）
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_NEWroom2_EV026;//　○睡眠ベッド
Set_View 1.732,0.909,0.169,-0.9625,-0.2199,-0.1586,-0.216,0.975,-0.035,0.647;
Mov_View 1.166,1.023,0.600,-0.7207,-0.4553,-0.5226,-0.368,0.890,-0.267,0.647;
FPS Set_CharPoint,0,0.00,0.00,0.00,0.0,0.0,0.99;
FPS Set_CharPoint,1,0.00,0.00,0.00,0.0,0.0,0.99;

XFile4_ID 6,true;
Motion_Load DF402/LM_HEV026_man.txt,true,,;
XFile4_ID 0,true;
Motion_Load DF402/LM_HEV026.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print イベントの実験５;
//MSG_Print マップファイル側で呼ぶイベントのテスト;
MSG_Print 男の寝床で眠った・・・;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
RETURN ;








//-----------------------------------------------------------------------------+
//■402自宅。
//-----------------------------------------------------------------------------+
* orMAP_DF402_MyHome_IN1;//(402自宅)出入り口
FPS Set_CharPoint,0,-0.0180,-0.1472,-3.6853,0.0016,0.2285,-0.9735;
FPS Set_CharPoint,1,0.7262,-0.1472,-3.5940,0.1161,0.2926,-0.9491;
RET p_前行動,=,帰宅;
GOTO orMAP_DF402_MyHome;

* orMAP_DF402_MyHome_IN2;//(402自宅)２階へ
FPS Set_CharPoint,0,0.9856,1.0146,-1.1586,0.0774,0.4999,0.8625;
FPS Set_CharPoint,1,-0.3642,-0.1472,-3.4856,-0.0362,0.1869,-0.9817;
GOTO orMAP_DF402_MyHome;

* orMAP_DF402_MyHome_IN3;//(402自宅)脱衣所
FPS Set_CharPoint,0,0.7657,0.0547,1.4812,0.9563,0.2886,-0.0450;
FPS Set_CharPoint,1,-0.3642,-0.1472,-3.4856,-0.0362,0.1869,-0.9817;
GOTO orMAP_DF402_MyHome;

* orMAP_DF402_MyHome_IN4;//(402自宅)トイレ
FPS Set_CharPoint,0,-0.2369,0.0547,2.1882,0.0583,0.0625,0.9963;
FPS Set_CharPoint,1,-0.3642,-0.1472,-3.4856,-0.0362,0.1869,-0.9817;
GOTO orMAP_DF402_MyHome;


* orMAP_DF402_MyHome;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_MyHome;
RET p_敵種別,=,3;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,0.2197,-0.1472,-4.3681,外へ;
FPS ADD_Point,0.8383,1.6089,-0.1300,２階へ;
switch @,p_素行;
switch case_d,p<A,-50;//素行が-90を下回る場合の追加ペナルティー
	FPS_EF Set_PosDir,焚火1,1,0,-1.4752,0.0547,-0.5082,-0.9759,0.2017,-0.0821;
	FPS_EF Set_PosDir,焚火1,1,0,-0.1387,0.0547,-0.1195,-0.8707,0.4873,-0.0650;
	FPS_EF Set_PosDir,焚火1,1,0,-0.3195,0.0547,-1.1312,0.1163,0.5016,-0.8572;
	FPS_EF Set_PosDir,焚火1,1,0,0.9527,0.3838,-1.9326,0.0777,0.4949,-0.8654;
switch case_d,p<A,0;//素行が0を下回る。自宅機能の封印
	FPS ADD_Point,1.4799,-99.0547,1.5900,洗面所;
	FPS ADD_Point,-0.0879,-99.0547,3.2109,トイレ;
	FPS ADD_Point,-3.9932,-99.0547,2.0386,食事;
	FPS ADD_Point,-4.8899,-99.0547,-1.9686,隠小;//隠;//父
	FPS ADD_Point,-1.8154,-99.0547,-3.2273,父の情報;
switch case_d,A<=p,0;//通常時
	FPS ADD_Point,1.4799,0.0547,1.5900,洗面所;
	FPS ADD_Point,-0.0879,0.0547,3.2109,トイレ;
	FPS ADD_Point,-3.9932,0.0547,2.0386,食事;
	FPS ADD_Point,-4.8899,0.0547,-1.9686,隠小;//隠;//父
	FPS ADD_Point,-1.8154,0.0547,-3.2273,父の情報;
switch end;



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,3,移動_3;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,4,事件_1;
FPS EOF_Type,ポイント通過B,5,HEVS03;//MAPではなく親元でｲﾍﾞﾝﾄﾋﾟｯｸする。父
FPS EOF_Type,ポイント通過,6,事件_2;
FPS orMAP,true,this,orMAP_DF402_MyHome_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHome_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
Goto@ @RetFps_Word,移動_1,orMAP_DF402_MyHomeB_IN1;//(402自宅２階)出入り口
Goto@ @RetFps_Word,移動_2,orMAP_DF402_datui01_IN1;//(402洗面所)家１階
Goto@ @RetFps_Word,移動_3,orMAP_DF402_MAOtoilet_IN1;//(402トイレ)廊下
Goto@ @RetFps_Word,事件_1,orMAP_DF402_MyHome_EV012;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_MyHome_EV044;//父の日記
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHome_EV012;//　○食事
RET p_前行動,=,食事;

XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 自宅で食事をしました;
MSG_Print お金は減りません！;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,1000,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHome_EV044;//父の日記
Loop_4_FileMenu ./script/DF402_ACV/papa,*_.txt,VIEW;

Loop_4_ft -,30,1.0;
RETURN ;






//-----------------------------------------------------------------------------+
//■402自宅２階。
//-----------------------------------------------------------------------------+
* orMAP_DF402_MyHomeB_IN1;//(402自宅２階)出入り口
//FPS Set_CharPoint,0,4.0646,-0.3539,-0.0595,0.1117,0.4328,-0.8945;
FPS Set_CharPoint,0,3.9755,-0.0011,0.3058,0.2268,0.2690,-0.9360;
FPS Set_CharPoint,1,-2.2680,-0.0011,-3.2776,-0.9549,0.2602,0.1426;
GOTO orMAP_DF402_MyHomeB;


* orMAP_DF402_MyHomeB_IN2;//(402自宅２階)自室　（移動じゃない　セーブ用）
FPS Set_CharPoint,0,-0.6292,-0.0011,0.2116,-0.9198,0.3785,0.1030;
FPS Set_CharPoint,1,-2.2680,-0.0011,-3.2776,-0.9549,0.2602,0.1426;
GOTO orMAP_DF402_MyHomeB;





* orMAP_DF402_MyHomeB;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_MyHomeB;
RET p_敵種別,=,2;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

	//CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
	CALL DF402/FPS_Action_char_set.txt,L_SetM_13;//兄。接近するまでイベント待機
switch @,p_前行動;
switch case_t,=,入浴;
	//FPS Set_CharPoint,1,3.2257,-0.0011,0.7646,-0.9147,0.3995,0.0596;//間隔が無いと即時判定されて視点の補間が間に合わない
	FPS Set_CharPoint,1,2.9641,-0.0011,-1.4609,0.1360,0.2056,-0.9691;
	RET p_兄行動,=,風呂;
	XFile4_ID 6,true;
	Motion_Load DF402/M_menu2_man.txt,false,,30;//立ちモーション流用

switch case_t,=,帰宅;
	RET p_前行動,=,;//連続でイベントが固定になる事を防ぐ
	FPS Set_CharPoint,1,-1.0901,0.3679,-0.1551,0.9973,0.0362,-0.0632;
	CALL DF402/FPS_Action_char_set.txt,L_SetM_13;//兄。接近するまでイベント待機
	RET p_兄行動,=,妹の布団で自慰;
	XFile4_ID 6,true;
	Motion_Load DF402/M_mapEN2_6_man.txt,false,,30;//妹の布団で自慰
	XFile4_ID 0,true;

switch end;
	XFile4_ID 0,true;




FPS ADD_Point,4.1262,-1.3115,-1.6012,１階へ;
FPS ADD_Point,-2.8489,-0.0011,2.3919,save;
FPS ADD_Point,-1.6724,0.3679,-0.1030,寝る;//女
//FPS Set_CharPoint,0,-1.5180,0.3679,-0.1783,-0.9962,-0.0708,0.0495;
//FPS ADD_Point,-1.4931,0.3679,-1.9151,兄の寝床;
FPS ADD_Point,-1.9941,0.3679,-1.8254,兄の寝床;//兄のオナニーの表示が被るので
//FPS Set_CharPoint,0,-1.4931,0.3679,-1.9151,0.9309,0.3634,0.0341;
FPS ADD_Point,1.4494,-0.0011,2.4554,着替;
FPS ADD_Point,0.1236,-0.0011,-4.2643,audio;
FPS ADD_Point,-1.2519,0.3679,-2.1421,隠小;//隠;//兄の場所
FPS ADD_Point,2.2620,-0.0011,-2.6291,隠小;//兄の部屋入り口
FPS ADD_Point,-2.6533,-0.0011,-4.2640,手帳;
FPS ADD_Point,-0.8218,-0.0011,2.4532,日記;//
FPS ADD_Point,-1.0275,-0.0011,-4.2643,パソコン;//兄の日記;



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS EOF_Type,ポイント通過,5,事件_5;
FPS EOF_Type,ポイント通過B,6,HEVS02;//MAPではなく親元でｲﾍﾞﾝﾄﾋﾟｯｸする。兄
FPS EOF_Type,ポイント通過D,7,事件_6;
FPS EOF_Type,ポイント通過,8,事件_7;
FPS EOF_Type,ポイント通過,9,事件_8;
FPS EOF_Type,ポイント通過,10,事件_9;
FPS orMAP,true,this,orMAP_DF402_MyHomeB_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_判定;
GOSUB L_TURN;//ターン処理

Goto@ @RetFps_Word,移動_0,orMAP_DF402_MyHome_IN2;//(402自宅)２階へ//▼製品版
Goto@ @RetFps_Word,事件_1,orMAP_DF402_MyHomeB_EV009;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_MyHomeB_EV011;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_MyHomeB_EV015;
Goto@ @RetFps_Word,事件_4,orMAP_DF402_MyHomeB_EV016;
Goto@ @RetFps_Word,事件_5,orMAP_DF402_MyHomeB_EV017;
Goto@ @RetFps_Word,事件_6,orMAP_DF402_MyHomeB_EV035;
Goto@ @RetFps_Word,事件_7,orMAP_DF402_MyHomeB_EV037;
Goto@ @RetFps_Word,事件_8,orMAP_DF402_MyHomeB_EV042;
Goto@ @RetFps_Word,事件_9,orMAP_DF402_MyHomeB_EV043;
RETURN ;


Goto@ @RetFps_Word,移動_0,orMAP_DF402_MyHome_IN2;//(402自宅)２階へ//▼体験版
Goto@ @RetFps_Word,事件_1,orMAP_DF40_taikenban2;//セーブ
Goto@ @RetFps_Word,事件_2,orMAP_DF402_MyHomeB_EV011;
Goto@ @RetFps_Word,事件_3,orMAP_DF402_MyHomeB_EV015;
Goto@ @RetFps_Word,事件_4,orMAP_DF40_taikenban2;//着替え
Goto@ @RetFps_Word,事件_5,orMAP_DF402_MyHomeB_EV017;
Goto@ @RetFps_Word,事件_6,orMAP_DF402_MyHomeB_EV035;
Goto@ @RetFps_Word,事件_7,orMAP_DF402_MyHomeB_EV037;
Goto@ @RetFps_Word,事件_8,orMAP_DF402_MyHomeB_EV042;
Goto@ @RetFps_Word,事件_9,orMAP_DF402_MyHomeB_EV043;
RETURN ;//▲体験版

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV009;
//セーブを行う

RET p_MAP_ID,=,1;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV011;//　○睡眠ベッド
RET p_前行動,=,睡眠;

FPS Set_CharPoint,0,-1.4790,0.3679,-0.1602,-0.9938,-0.1104,-0.0005;

XFile4_ID 0,true;
Motion_Load DF402/L_EV011_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 寝ます;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。

DF37PAR_GOTO @[p_旗兄性欲],>=,99,orMAP_DF402_MyHomeB_EV011_4;
DF37PAR_GOTO @[p_旗兄性欲],>=,80,orMAP_DF402_MyHomeB_EV011_3;
DF37PAR_GOTO @[p_旗兄性欲],>=,55,orMAP_DF402_MyHomeB_EV011_2;
DF37PAR_GOTO @[p_旗兄性欲],>=,30,orMAP_DF402_MyHomeB_EV011_1;

//何も無い場合寝起きモーション
	XFile4_ID 0,true;
switch rand,3;	Motion_Load DF402/LM_EV011_0_1.txt,true,,0;
switch case,2;	Motion_Load DF402/LM_EV011_0_2.txt,true,,0;
switch case,3;	Motion_Load DF402/LM_EV011_0_3.txt,true,,0;
switch end;
	CALL DF402/set.txt,L_視点_寝;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV011_4;//兄がレイプ
	FPS Set_CharPoint,1,-1.4790,0.3679,-0.1602,-0.9938,-0.1104,-0.0005;
	CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
	RET p_兄行動,=,レイプ;
	XFile4_ID 6,true;
	Motion_Load DF402/LM_EV011_4_1_man.txt,true,,0;
	XFile4_ID 0,true;
	Motion_Load DF402/LM_EV011_4_1.txt,true,,0;

Set_View -0.174,2.519,-0.944,-0.4488,-0.7654,0.4610,-0.533,0.643,0.548,0.646;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;
Set_View -2.676,1.045,-0.066,0.9256,-0.3618,0.1105,0.359,0.932,0.042,1.046;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;
Set_View -1.316,0.646,-0.517,-0.2409,-0.0042,0.9705,-0.001,0.999,0.004,1.346;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;

	XFile4_ID 6,true;
	Motion_Load DF402/LM_EV011_4_2_man.txt,true,,0;
	XFile4_ID 0,true;
	Motion_Load DF402/LM_EV011_4_2.txt,true,,0;

CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,7;	MSG4_Print 嘘ッ!!\n強姦…;
switch case,2;	MSG4_Print ナニこれ\n挿入ってる!?;
switch case,3;	MSG4_Print 嘘でしょ\n本当に犯されるなんて;
switch case,4;	MSG4_Print 夢…よね?\n夢でしょ!;
switch case,5;	MSG4_Print 夢なら…\n早く醒めて;
switch case,6;	MSG4_Print 犯されてる…\nお兄ちゃんに;
switch case,7;	MSG4_Print レイプされてる\nこんな…;
switch end;

Set_View -0.880,2.206,-1.160,-0.3894,-0.8141,0.4306,-0.546,0.580,0.603,0.744;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
Mov_View -0.932,1.995,1.172,-0.3403,-0.7195,-0.6053,-0.352,0.694,-0.627,0.745;
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print おまえが・・・オマエが悪いんだ！！;
Loop_MSG true;

CALL DF402/set.txt,暗くなる;
CALL DF402/set.txt,L_間_黒30;


CALL DF402/FPS_Action_char_set.txt,L_SetM_2;//追尾の試作。（味方を追尾！）
FPS Set_CharPoint,1,-1.0524,-0.0011,-3.1452,-0.9163,0.0752,-0.3932;
LET p_旗兄性欲,=,0,+,0;

	XFile4_ID 0,true;
	Motion_Load DF402/LM_EV011_4_3.txt,true,,0;
	CALL DF402/set.txt,L_視点_寝;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV011_3;//兄がベッドで跨って…
	FPS Set_CharPoint,1,-1.4790,0.3679,-0.1602,-0.9938,-0.1104,-0.0005;
	CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
	RET p_兄行動,=,跨る;
	XFile4_ID 6,true;
	Motion_Load DF402/LM_EV011_3_man.txt,true,,0;
	XFile4_ID 0,true;
	Motion_Load DF402/LM_EV011_3.txt,true,,0;

Set_View -0.174,2.519,-0.944,-0.4488,-0.7654,0.4610,-0.533,0.643,0.548,0.646;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;
Set_View -2.676,1.045,-0.066,0.9256,-0.3618,0.1105,0.359,0.932,0.042,1.046;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;
Set_View -1.316,0.646,-0.517,-0.2409,-0.0042,0.9705,-0.001,0.999,0.004,1.346;
EF Feed,OFF;	Loop_4_ft -,30,1.0;
CALL DF402/set.txt,暗くなる;
EF Feed,ON;	Loop_4_ft -,30,1.0;

CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,7;	MSG4_Print 有り得ない…;
switch case,2;	MSG4_Print 夢じゃなかった;
switch case,3;	MSG4_Print ｺﾛｼｽ;
switch case,4;	MSG4_Print 潰すしかない;
switch case,5;	MSG4_Print もう無理;
switch case,6;	MSG4_Print ｶﾞﾁ犯罪;
switch case,7;	MSG4_Print ……;
switch end;

CALL DF402/FPS_Action_char_set.txt,L_SetM_2;//追尾の試作。（味方を追尾！）
FPS Set_CharPoint,1,-1.0524,-0.0011,-3.1452,-0.9163,0.0752,-0.3932;

RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV011_2;
//兄がベッドの横に
	FPS Set_CharPoint,1,-1.3294,-0.0011,0.7120,0.1065,0.1852,0.9768;//ベッド脇
	CALL DF402/FPS_Action_char_set.txt,L_SetM_13;//兄。接近するまでイベント待機
	RET p_兄行動,=,寝てる妹の横;
	XFile4_ID 6,true;
	Motion_Load DF402/M_mapEN2_7_man.txt,false,,30;
	XFile4_ID 0,true;

Set_View -0.174,2.519,-0.944,-0.4488,-0.7654,0.4610,-0.533,0.643,0.548,0.646;
CALL DF402/set.txt,暗くなる;	EF Feed,ON;	Loop_4_ft -,60,1.0;
Set_View -2.676,1.045,-0.066,0.9256,-0.3618,0.1105,0.359,0.932,0.042,1.046;
CALL DF402/set.txt,暗くなる;	EF Feed,ON;	Loop_4_ft -,60,1.0;
Set_View -1.316,0.646,-0.517,-0.2409,-0.0042,0.9705,-0.001,0.999,0.004,1.346;
CALL DF402/set.txt,暗くなる;	EF Feed,ON;	Loop_4_ft -,60,1.0;

CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,7;	MSG4_Print 夢…？;
switch case,2;	MSG4_Print 寝た気がしない;
switch case,3;	MSG4_Print 変な夢を見た;
switch case,4;	MSG4_Print 誰かの気配が;
switch case,5;	MSG4_Print 昨晩のｱﾚは？;
switch case,6;	MSG4_Print 眠りが浅い;
switch case,7;	MSG4_Print 良く眠れ無かった;
switch end;

CALL DF402/FPS_Action_char_set.txt,L_SetM_2;//追尾の試作。（味方を追尾！）
FPS Set_CharPoint,1,-1.0524,-0.0011,-3.1452,-0.9163,0.0752,-0.3932;

RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV011_1;
//起きると兄が部屋の入り口でシコシコ
	//CALL DF402/FPS_Action_char_set.txt,L_SetM_1;//全く動かない例。モーション外部指定
	CALL DF402/FPS_Action_char_set.txt,L_SetM_13;//兄。接近するまでイベント待機
	FPS Set_CharPoint,1,2.5640,-0.0011,0.2340,0.9825,0.1850,0.0199;
	XFile4_ID 6,true;
	Motion_Load DF402/M_mapEN2_4_man.txt,false,,30;//妹の部屋入り口で覗きｵﾅ
	XFile4_ID 0,true;
	RET p_兄行動,=,覗く;

CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,9;	MSG4_Print 嘘でしょ…;
switch case,2;	MSG4_Print マジ…!?;
switch case,3;	MSG4_Print ｱｲﾂ何してるの?;
switch case,4;	MSG4_Print 最ｯ低…!!;
switch case,5;	MSG4_Print うわぁ…;
switch case,6;	MSG4_Print また居るし;
switch case,7;	MSG4_Print ｹﾓﾉだわ;
switch case,8;	MSG4_Print 部屋の前に…;
switch case,9;	MSG4_Print 視線を感じる;
switch end;

RETURN ;


switch @,p_兄行動;
switch case_t,=,覗く;
switch else;
switch end;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV015;//兄のベッド
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 兄のベッドだ;
Loop_MSG true;

XFile4_ID 0,true;
Motion_Load DF402/L_EV011_1.txt,false,,30;//
Loop_4_ft -,120,1.0;

MSG_Print ・・・ココでは寝たくない;
Loop_MSG true;

Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV016;//着替え
switch rand,2;
	Mov_View -0.944,0.903,0.143,0.6147,-0.0585,0.7865,0.036,0.998,0.046,0.547;
switch case,2;
	Mov_View 2.090,1.277,4.356,-0.5639,-0.1846,-0.8049,-0.105,0.982,-0.151,0.446;
switch end;

FPS Set_CharPoint,0,0.7404,-0.0011,1.8574,0.0221,0.1525,-0.9880;

XFile4_ID 0,true;
Motion_Load DF402/L_EV016_1.txt,false,,30;//

FPS keikai,0;
CALL DF40_Action_CSS.txt;
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV017;//兄のオーディオ
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 兄のオーディオがある;
Loop_MSG true;

Loop_Mmenu ;
//Music SAVEini;
CALL DF402/set.txt,ADDkeyM_音楽;
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV035;//の部屋入り口
CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,6;	MSG4_Print うわぁ…;
switch case,2;	MSG4_Print 変な臭いが…;
switch case,3;	MSG4_Print キモッ…;
switch case,4;	MSG4_Print お兄ちゃんの部屋;
switch case,5;	MSG4_Print 気持ち悪い;
switch case,6;	MSG4_Print ｿｯﾁ行きたくない;
switch end;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV037;//兄の手帳
XFile4_ID 0,true;
Motion_Load DF402/L_EV037.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 兄の手帳が落ちている・・・;
Loop_MSG true;

MSG_Cls ;
switch @,p_旗兄怒り;
switch case_d,A<p<=B,-1,20;		MSG_Print 最近の妹ムカツキ度：□□□□無;
	//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
	MSG_Print 最近の妹は様子がおかしい;
switch case_d,A<p<=B,20,40;		MSG_Print 最近の妹ムカツキ度：■□□□低;
	MSG_Print 最近妹が生意気だ;
switch case_d,A<p<=B,40,60;		MSG_Print 最近の妹ムカツキ度：■■□□中;
	MSG_Print 最近の妹はムカツク・;
switch case_d,A<p<=B,60,80;		MSG_Print 最近の妹ムカツキ度：■■■□高;
	MSG_Print 最近の妹は酷すぎる。我慢の限界だ;
switch case_d,A<p<=B,80,990;	MSG_Print 最近の妹ムカツキ度：■■■■限界;
	MSG_Print 妹を殺したい。;
switch end;

switch @,p_旗兄性欲;
switch case_d,A<p<=B,-1,20;		MSG_Print 妹肉体エロエロ観察：□□□□忍耐;
	//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
	MSG_Print あの胸を近くで見れてラッキーだ。バレ無いようにしないと;
switch case_d,A<p<=B,20,40;		MSG_Print 妹肉体エロエロ観察：■□□□ムラムラ;
	MSG_Print 見てるだけで興奮が抑えられない。誘惑して！;
switch case_d,A<p<=B,40,60;		MSG_Print 妹肉体エロエロ観察：■■□□勃起;
	MSG_Print 偶然に見せかけて少しくらいは触っても良いだろう;
switch case_d,A<p<=B,60,80;		MSG_Print 妹肉体エロエロ観察：■■■□先走り;
	MSG_Print あぁ、またあの胸の感触を味わいたい！;
switch case_d,A<p<=B,80,990;	MSG_Print 妹肉体エロエロ観察：■■■■絶頂;
	MSG_Print 無茶苦茶に犯したい。自分が抑えられない;
switch end;

				//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
switch rand,6;	MSG_Print あの胸はワイが育てた（ドヤァ）;
switch case,2;	MSG_Print アイツだってエッチなことを喜んでる筈なんだ;
switch case,3;	MSG_Print 昔はお兄ちゃんのお嫁さんになるって言ってたのに;
switch case,4;	MSG_Print エロイ体に育って性格までナマイキに・・・;
switch case,5;	MSG_Print 俺が受験に失敗して見下すようになった屑妹が・・・;
switch case,6;	MSG_Print オレ以外の男にあのカラダが抱かれるくらいなら・・・;
switch end;
Loop_MSG true;

Loop_4_ft -,30,1.0;
CALL DF402/set.txt,ADDkeyM_兄の秘密;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV042;//自分の日記（妹）
//Loop_4_FileMenu ./script/DF402_ACV/nikki,*_.txt,VIEW;
Loop_TextFile ,./script/DF402_ACV/nikki/妹の日記.txt;

Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MyHomeB_EV043;//兄の日記
//Loop_4_FileMenu ./script/DF402_ACV/ani,*_.txt,VIEW;
Loop_TextFile ,./script/DF402_ACV/ani/兄の日記.txt;

Loop_4_ft -,30,1.0;
RETURN ;






//-----------------------------------------------------------------------------+
//■402洗面所
//-----------------------------------------------------------------------------+
* orMAP_DF402_datui01_IN1;//(402洗面所)家１階
FPS Set_CharPoint,0,-0.3194,-0.0021,0.0834,0.0550,0.1947,-0.9793;
FPS Set_CharPoint,1,-0.0261,-0.0021,0.2181,-0.1558,0.3076,0.9386;
GOTO orMAP_DF402_datui01;


* orMAP_DF402_datui01_IN2;//(402洗面所)風呂に
FPS Set_CharPoint,0,-0.3639,-0.0021,0.0291,0.9584,0.1679,-0.2306;
FPS Set_CharPoint,1,-0.0261,-0.0021,0.2181,-0.1558,0.3076,0.9386;
CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
switch rand,4;	MSG4_Print 誰か居たような？;
switch case,2;	MSG4_Print ブラジャーがベタベタしてる;
switch case,3;	MSG4_Print 白くてドロドロしたものが;
switch case,4;	MSG4_Print なんだか臭い…;
switch end;
CALL DF402/set.txt,下着に;//服着る 下着に 裸に
GOTO orMAP_DF402_datui01;




* orMAP_DF402_datui01;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_datui01;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.5612,-0.0021,-1.2863,１階へ;
FPS ADD_Point,0.8202,-0.0021,-0.2369,風呂;



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_DF402_datui01_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_datui01_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_MyHome_IN3;//(402自宅)脱衣所
Goto@ @RetFps_Word,移動_1,orMAP_DF402_huro01_IN1;//(402バスルーム)洗面所
RETURN ;








//-----------------------------------------------------------------------------+
//■402バスルーム。風呂
//-----------------------------------------------------------------------------+
* orMAP_DF402_huro01_IN1;//(402バスルーム)洗面所
FPS Set_CharPoint,0,-0.3604,0.0001,-0.1037,-0.3944,0.1212,-0.9108;
FPS Set_CharPoint,1,1.0015,-0.0649,0.0891,0.9560,0.2046,0.2100;
CALL DF402/set.txt,裸に;//服着る 下着に 裸に
GOTO orMAP_DF402_huro01;


* orMAP_DF402_huro01;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_huro01;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.7751,0.0001,-0.7890,洗面所;
FPS ADD_Point,1.1245,-0.2001,-0.2100,入浴;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS orMAP,true,this,orMAP_DF402_huro01_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_huro01_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_datui01_IN2;//(402洗面所)風呂に
Goto@ @RetFps_Word,事件_1,orMAP_DF402_huro01_EV013;
RETURN ;





// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_huro01_EV013;//○入浴
RET p_前行動,=,入浴;
FPS Set_CharPoint,0,1.0502,-0.2016,-0.3547,-0.0454,0.3066,-0.9507;
XFile4_ID 0,true;
Motion_Load DF402/L_EV013_1.txt,true,,;//
Motion_Loa2 DF402/L_EV013_2.txt,false,,30;//

GOSUB L_huro01_2;//ADD170404 マップの風呂を入浴時に変更する

GOSUB L_HEV_Set;

DF37PAR_PP2 -0.01, 0, 0;//時間に応じて増える値
DF37PAR_PGP -1.0, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print どんどんカラダが綺麗になって行く;
MSG_Print マウスを振り回すと早く綺麗に成る;
MSG_Print もう十分ならメニューから終了を選んでください;


* orMAP_DF402_huro01_EV013_1;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD 入浴終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,75,orMAP_DF402_huro01_EV013_2;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DF402_huro01_EV013_2;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DF402_huro01_EV013_2;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DF402_huro01_EV013_2;//Ｈシーンのループ開始からのフレーム時間
switch end;

4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
RETURN ;




* orMAP_DF402_huro01_EV013_2;
XFile4_ID 0,true;
switch rand,4;
	Motion_Loa2 DF402/L_EV013_2.txt,false,,10;//
switch case,2;
	Motion_Loa2 DF402/L_EV013_3.txt,false,,10;//
switch case,3;
	Motion_Loa2 DF402/L_EV013_4.txt,false,,10;//
switch case,4;
	Motion_Loa2 DF402/L_EV013_5.txt,false,,10;//
switch end;
GOTO orMAP_DF402_huro01_EV013_1;





// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
//▽旧コード。参考に残す
RET p_前行動,=,入浴;

FPS Set_CharPoint,0,1.0502,-0.2016,-0.3547,-0.0454,0.3066,-0.9507;

XFile4_ID 0,true;
Motion_Load DF402/L_EV013_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 入浴を行いました;
Loop_MSG true;

FPS Set_CharST_addP,0,,,,1000;//2=HP 3=MP 5=Sep
RET p_汚れ,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
CALL DF402/set.txt,DIM_Check;//変数の整合性
Loop_4_ft -,30,1.0;
RETURN ;









//-----------------------------------------------------------------------------+
//■402トイレ
//-----------------------------------------------------------------------------+
* orMAP_DF402_MAOtoilet_IN1;//(402トイレ)廊下
FPS Set_CharPoint,0,0.0604,0.0001,-0.037,-0.3944,0.1212,-0.9108;
FPS Set_CharPoint,1,1.0015,-0.0649,0.0891,0.9560,0.2046,0.2100;
GOTO orMAP_DF402_MAOtoilet;


* orMAP_DF402_MAOtoilet;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_MAOtoilet;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,0.0131,0.0020,-0.6450,廊下;
FPS ADD_Point,0.0625,0.0020,1.0440,排泄;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS orMAP,true,this,orMAP_DF402_MAOtoilet_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MAOtoilet_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF402_MyHome_IN4;//(402自宅)トイレ
Goto@ @RetFps_Word,事件_1,orMAP_DF402_MAOtoilet_EV010;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_MAOtoilet_EV010;//  ○トイレ
RET p_前行動,=,トイレ;
Mov_View 0.858,1.276,-0.764,-0.5451,-0.4061,0.7333,-0.242,0.913,0.325,0.547;
FPS Set_CharPoint,0,0.000,0.0020,0.5500,0.0204,0.0506,0.9984;

XFile4_ID 0,true;
Motion_Load DF402/L_EV010_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 排泄を行いました;
Loop_MSG true;


//FPS Set_CharST_addP,0,,,,;//2=HP 3=MP 5=Sep
RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;






//-----------------------------------------------------------------------------+
//■402銭湯
//-----------------------------------------------------------------------------+
* orMAP_DF402_sentoo_IN1;//(402銭湯)駅南
FPS Set_CharPoint,0,3.7782,0.0002,-3.9153,0.5387,0.0212,-0.8422;
FPS Set_CharPoint,1,3.4728,0.0002,-2.1512,0.0093,0.0235,-0.9996;
GOTO orMAP_DF402_sentoo;


* orMAP_DF402_sentoo;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_sentoo;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,3.8854,0.0002,-4.8034,外へ;//(402銭湯)駅南
FPS ADD_Point,-4.1565,0.0007,4.7945,300円;//風呂
FPS ADD_Point,-2.8525,0.0006,-0.7333,隠小;//更衣室出口


FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
FPS_EF LoadX,5,DF402_GL_N01.x;
FPS_EF LoadX,16,DF402_GL_N02.x;
FPS_EF LoadX,17,DF402_GL_N03.x;
FPS_EF LoadX,18,DF402_GL_N04.x;
FPS_EF LoadX,38,DF402_GL_N05.x;
FPS_EF LoadX,40,DF402_GL_N06.x;

FPS_EF Set_PosDir,通行人B_2,1,0, -2.8605,-0.2206,14.7134,0.9296,0.3108,0.1978;//室内風呂
FPS_EF Set_PosDir,通行人B_5,1,0, -5.5137,-0.2206,13.9100,-0.1355,0.3258,0.9356;
FPS_EF Set_PosDir,通行人B_38,1,0, -6.1177,0.0006,12.1281,0.0539,0.3749,0.9254;
FPS_EF Set_PosDir,通行人B_40,1,0, -6.5869,0.0006,8.0268,-0.9349,0.3524,0.0410;
FPS_EF Set_PosDir,通行人B_16,1,0, -1.4100,0.0006,12.3684,0.8203,0.0624,0.5684;

FPS_EF Set_PosDir,通行人B_2,1,0, -10.6615,0.0006,8.2370,0.7566,0.3143,-0.5733;//露天
FPS_EF Set_PosDir,通行人B_5,1,0, -11.4328,0.0006,11.1818,0.2574,0.3661,-0.8942;
FPS_EF Set_PosDir,通行人B_40,1,0, -13.8071,-0.1654,14.4243,0.6018,0.4101,0.6852;
FPS_EF Set_PosDir,通行人B_18,1,0, -17.4806,0.0006,12.5551,-0.4140,0.4646,0.7827;

FPS_EF Set_PosDir,通行人B_2,1,0, -7.2703,0.0006,2.6755,-0.8886,0.4128,-0.1998;//脱衣所
FPS_EF Set_PosDir,通行人B_16,1,0, -4.8193,0.0006,1.6542,-0.8646,0.5000,-0.0486;
FPS_EF Set_PosDir,通行人B_18,1,0, -2.4581,0.0006,1.8374,0.8659,0.4999,0.0094;
FPS_EF Set_PosDir,通行人B_17,1,0, -0.7746,0.0006,2.7810,0.9254,0.3787,-0.0084;



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過D,1,事件_1;//料金徴収。一回だけ処理する
FPS EOF_Type,ポイント通過,2,事件_2;
FPS orMAP,true,this,orMAP_DF402_sentoo_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_sentoo_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA3_IN10;//(駅南口)銭湯
Goto@ @RetFps_Word,事件_1,orMAP_DF402_sentoo_EV014;
Goto@ @RetFps_Word,事件_2,orMAP_DF402_sentoo_EV036;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_sentoo_EV014;//○入浴
//風呂で綺麗にする。通過イベント
CALL DF402/set.txt,裸に;

GOSUB L_MSG;//マップの説明文を出す

switch @,p_汚れ;
switch case_d,A<p,10;//連続課金を避ける為、汚れてる場合のみ料金が発生
	LET p_資金,=,p_資金,-,300;
	//MSG4_Print 風呂は有料300円です;
switch end;
GOSUB L_MoneyCheck;//金額チェック
FPS Set_CharST_addP,0,,,,1000;//2=HP 3=MP 5=Sep
RET p_汚れ,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF402_sentoo_EV036;//更衣室出口
CALL DF402/set.txt,服着る;
RETURN ;






//------------------------------------------------------------------------------
//ジャンプポイント。デバックルーム
* orMAP_DF40_debug_IN1;
FPS Set_CharPoint,0,0.0000,0.4896,0.0000, 0.0065, 0.0043,-1.000;
FPS Set_CharPoint,1,-1.1428,0.0689,3.5806,-0.5288,0.0484,0.8473;
GOTO orMAP_DF40_debug;

* orMAP_DF40_debug;
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_debug;
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point, 1.00,0.0003, 5.00,ビーチ;//0
FPS ADD_Point, 2.00,0.0003, 5.00,森;//1
FPS ADD_Point, 3.00,0.0003, 5.00,地下水道;//神社;//2
FPS ADD_Point, 4.00,0.0003, 5.00,駅ビル;//3
FPS ADD_Point, 5.00,0.0003, 5.00,電話BOX;//4
FPS ADD_Point, 1.00,0.0003, 8.00,和風住宅;//5
FPS ADD_Point, 2.00,0.0003, 8.00,ビル街;//駅トイレ;//6
FPS ADD_Point, 3.00,0.0003, 8.00,自宅;//ホーム通路;//7
FPS ADD_Point, 4.00,0.0003, 8.00,改札;//8
FPS ADD_Point, 5.00,0.0003, 8.00,駅入口;//9

FPS ADD_Point, 1.00,0.0003,11.00,要塞;//10
FPS ADD_Point, 2.00,0.0003,11.00,神社;//11
FPS ADD_Point, 3.00,0.0003,11.00,公園;//12
FPS ADD_Point, 4.00,0.0003,11.00,駅前交差点;//13
FPS ADD_Point, 5.00,0.0003,11.00,住宅地;//14

//FPS ADD_Point,-1.2789,0.0689,10.7922,ブロック;//15 ブロックマップ
//FPS ADD_Point,2.3942,0.0689,2.8717,ブロック;
FPS ADD_Point,1.5673,0.0689,2.0343,ブロック;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS EOF_Type,ポイント通過,9,移動_9;
FPS EOF_Type,ポイント通過,10,移動_10;
FPS EOF_Type,ポイント通過,11,移動_11;
FPS EOF_Type,ポイント通過,12,移動_12;
FPS EOF_Type,ポイント通過,13,移動_13;
FPS EOF_Type,ポイント通過,14,移動_14;
FPS EOF_Type,ポイント通過,15,移動_15;
FPS orMAP,true,this,orMAP_DF40_debug_判定;
RETURN ;

* orMAP_DF40_debug_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_ビーチ_IN1;
Goto@ @RetFps_Word,移動_1,orMAP_DF40_mori2_IN1;//森
Goto@ @RetFps_Word,移動_2,orMAP_DF40_tikasuidouA1_IN1;//地下水道
Goto@ @RetFps_Word,移動_3,orMAP_03地上駅_IN1;//駅ビル
Goto@ @RetFps_Word,移動_4,orMAP_電話BOX_IN1;//横断歩道方面

Goto@ @RetFps_Word,移動_5,orMAP_和風住宅_IN1;//
Goto@ @RetFps_Word,移動_6,orMAP_DF40_matiA2_IN1;//高速の見えるビル街
//Goto@ @RetFps_Word,移動_7,orMAP_DF40_yousitu2_IN1;//自宅
Goto@ @RetFps_Word,移動_7,orMAP_DF402_MyHome_IN1;//(402自宅)出入り口
Goto@ @RetFps_Word,移動_8,orMAP_駅改札付近_IN1;//地上への道
Goto@ @RetFps_Word,移動_9,orMAP_駅入口_IN1;//地下入り口・交差点

Goto@ @RetFps_Word,移動_10,orMAP_DF40_Fortress_IN1;//要塞
Goto@ @RetFps_Word,移動_11,orMAP_DF40_maturi_IN1;//神社
Goto@ @RetFps_Word,移動_12,orMAP_DF40_公園E01_IN1;
Goto@ @RetFps_Word,移動_13,orMAP_DF40_matiA3_IN1;//駅前交差点
Goto@ @RetFps_Word,移動_14,orMAP_DF40_juutakuti_IN1;//（住宅地）ビーチからの接続
Goto@ @RetFps_Word,移動_15,orMAP_FpsBox01_IN1;
RETURN ;

//▼未使用
//orMAP_地下通路_IN1;//交差点方面
//orMAP_駅入口階段_IN1;//地上出入口
//Goto@ @RetFps_Word,移動_7,orMAP_ホーム接続_IN1;//改札方面
//Goto@ @RetFps_Word,移動_6,orMAP_駅トイレ_IN1;//改札方面
//------------------------------------------------------------------------------
//着せ替え機能を一時的に呼び出す（100517暫定）
* orMAP_DF40_KISEKAE;
CALL DF40_着替.txt,CAS_MENU;
//GOTO orMAP_DF40_densya2_IN2;//100517 着せ替えのデバック
RETURN ;
//------------------------------------------------------------------------------


//------------------------------------------------------------------------------
//ジャンプポイント。デバックルーム  DF402B版　　転送ポイント
* orMAP_DF402_debug_IN1;
FPS Set_CharPoint,0,0.0000,0.4896,0.0000, 0.0065, 0.0043,-1.000;
FPS Set_CharPoint,1,-1.1428,0.0689,3.5806,-0.5288,0.0484,0.8473;
GOTO orMAP_DF402_debug;

* orMAP_DF402_debug;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF402B_debug;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理


FPS ADD_Point, -4.50,0.0003, 5.00,ビーチ;//0
FPS ADD_Point, -3.50,0.0003, 5.00,森;//1
FPS ADD_Point, -2.50,0.0003, 5.00,地下水道;//神社;//2
FPS ADD_Point, -1.50,0.0003, 5.00,駅ビル;//3
FPS ADD_Point, -0.50,0.0003, 5.00,電話BOX;//4

FPS ADD_Point,  0.50,0.0003, 5.00,和風住宅;//5
FPS ADD_Point,  1.50,0.0003, 5.00,ビル街;//駅トイレ;//6
FPS ADD_Point,  2.50,0.0003, 5.00,自宅;//ホーム通路;//7
FPS ADD_Point,  3.50,0.0003, 5.00,改札;//8
FPS ADD_Point,  4.50,0.0003, 5.00,駅入口;//9

FPS ADD_Point, -4.50,0.0003, 2.00,要塞;//10
FPS ADD_Point, -3.50,0.0003, 2.00,神社;//11
FPS ADD_Point, -2.50,0.0003, 2.00,公園;//12
FPS ADD_Point, -1.50,0.0003, 2.00,駅前交差点;//13

FPS ADD_Point,  0.50,0.0003, 2.00,住宅地;//14
FPS ADD_Point,  1.50,0.0003, 2.00,影街;//15
FPS ADD_Point,  2.50,0.0003, 2.00,学校;//16
FPS ADD_Point,  3.50,0.0003, 2.00,闘技場;//17
FPS ADD_Point,  4.50,0.0003, 2.00,段球家;//18

FPS ADD_Point, -4.50,0.0003,-1.00,電車;//19
FPS ADD_Point, -3.50,0.0003,-1.00,監禁;//20



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS EOF_Type,ポイント通過,9,移動_9;
FPS EOF_Type,ポイント通過,10,移動_10;
FPS EOF_Type,ポイント通過,11,移動_11;
FPS EOF_Type,ポイント通過,12,移動_12;
FPS EOF_Type,ポイント通過,13,移動_13;
FPS EOF_Type,ポイント通過,14,移動_14;
FPS EOF_Type,ポイント通過,15,移動_15;
FPS EOF_Type,ポイント通過,16,移動_16;
FPS EOF_Type,ポイント通過,17,移動_17;
FPS EOF_Type,ポイント通過,18,移動_18;
FPS EOF_Type,ポイント通過,19,移動_19;
FPS EOF_Type,ポイント通過,20,移動_20;
FPS orMAP,true,this,orMAP_DF402_debug_判定;
RETURN ;

* orMAP_DF402_debug_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_ビーチ_IN1;
Goto@ @RetFps_Word,移動_1,orMAP_DF40_mori2_IN1;//森
Goto@ @RetFps_Word,移動_2,orMAP_DF40_tikasuidouA1_IN1;//地下水道
Goto@ @RetFps_Word,移動_3,orMAP_03地上駅_IN1;//駅ビル
Goto@ @RetFps_Word,移動_4,orMAP_電話BOX_IN1;//横断歩道方面

Goto@ @RetFps_Word,移動_5,orMAP_和風住宅_IN1;//
Goto@ @RetFps_Word,移動_6,orMAP_DF40_matiA2_IN1;//高速の見えるビル街
Goto@ @RetFps_Word,移動_7,orMAP_DF402_MyHome_IN1;//(402自宅)出入り口 orMAP_DF40_yousitu2_IN1;//自宅
Goto@ @RetFps_Word,移動_8,orMAP_駅改札付近_IN1;//地上への道
Goto@ @RetFps_Word,移動_9,orMAP_駅入口_IN1;//地下入り口・交差点

Goto@ @RetFps_Word,移動_10,orMAP_DF40_Fortress_IN1;//要塞
Goto@ @RetFps_Word,移動_11,orMAP_DF40_maturi_IN1;//神社
Goto@ @RetFps_Word,移動_12,orMAP_DF40_公園E01_IN1;
Goto@ @RetFps_Word,移動_13,orMAP_DF40_matiA3_IN1;//駅前交差点
Goto@ @RetFps_Word,移動_14,orMAP_DF40_juutakuti_IN1;//（住宅地）ビーチからの接続

Goto@ @RetFps_Word,移動_15,orMAP_DF402_kagemati_IN1;//(影街)公園へ
Goto@ @RetFps_Word,移動_16,orMAP_DF402_gakkou_IN1;//(学校)住宅地から
Goto@ @RetFps_Word,移動_17,orMAP_GOmon1_IN1;//(地下拷問部屋)駅北口から
Goto@ @RetFps_Word,移動_18,orMAP_DANw_IN1;//(ダンボールハウス)駅北口から

Goto@ @RetFps_Word,移動_19,orMAP_DF40_densya_IN1;//ドア付近
Goto@ @RetFps_Word,移動_20,orMAP_DF402_PRISON_IN2;//(監禁部屋)拉致された場合
RETURN ;








//------------------------------------------------------------------------------
//■地下水道　地下水路
//-----------------------------------------------------------------------------+
* orMAP_DF40_tikasuidouA1_IN1;//(地下水道)狭い水道の奥
FPS Set_CharPoint,0,0.0695,-1.0303,20.2534,0.0036,0.0090,0.9999;
FPS Set_CharPoint,1,-0.8394,-1.0303,16.7729,-0.0006,0.1185,0.9929;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN2;//(地下水道)暗い通路の奥
FPS Set_CharPoint,0,-3.2121,2.6370,-47.3038,-0.0063,-0.0506,-0.9986;
FPS Set_CharPoint,1,-4.0909,2.6370,-40.5538,-0.1508,-0.0620,-0.9865;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN3;//(地下水道)二階の奥
FPS Set_CharPoint,0,-2.0258,6.4896,21.7155,-0.0187,0.0138,0.9997;
FPS Set_CharPoint,1,-2.8182,6.4896,19.3328,-0.0029,-0.0428,0.9990;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN4;//(地下水道)下の緑の照明の通路
FPS Set_CharPoint,0,-26.6820,-1.0303,1.3405,-0.9977,0.0674,0.0053;
FPS Set_CharPoint,1,-24.8441,-1.0303,0.4813,-0.9998,0.0174,-0.0045;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN5;//(地下水道)下の緑の照明の通路・反対側
FPS Set_CharPoint,0,26.7222,-1.0303,1.6765,0.9908,0.1341,0.0115;
FPS Set_CharPoint,1,23.3589,-1.0303,2.0428,0.9868,0.1532,0.0508;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN6;//(地下水道)暗い赤照明通路の奥・反対側
FPS Set_CharPoint,0,3.7462,2.6370,-47.6124,-0.0002,-0.1110,-0.9938;
FPS Set_CharPoint,1,3.5364,2.6370,-42.9785,-0.0419,-0.0293,-0.9986;
GOTO orMAP_DF40_tikasuidouA1;

* orMAP_DF40_tikasuidouA1_IN7;//(地下水道)二階の奥・反対側
FPS Set_CharPoint,0,2.1732,6.4896,21.4086,-0.0165,-0.0243,0.9995;
FPS Set_CharPoint,1,1.7800,6.4896,17.9176,-0.0165,-0.0143,0.9997;
GOTO orMAP_DF40_tikasuidouA1;



* orMAP_DF40_tikasuidouA1;
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_tikasuidouA1;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 地下水道,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 地下に張り巡らされた通路,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 街の各所へ接続,320,220,,999,16,1.0;


	switch rand,2;
FPS_EF Set_PosDir,落水元2,1,0,  -5.36,3.50,7.00,0.048,0.011,-0.998;
FPS_EF Set_PosDir,落水元2,1,0,  17.17,7.00,3.87,-0.997,0.011,0.075;
FPS_EF Set_PosDir,落水元2,1,0, -14.00,9.08,8.70,0.013,-0.067,-0.997;
	switch case,2;
FPS_EF Set_PosDir,落水元2,1,0,   5.36,3.50,7.00,0.048,0.011,-0.998;
FPS_EF Set_PosDir,落水元2,1,0, -17.17,7.00,3.87, 0.997,0.011,0.075;
FPS_EF Set_PosDir,落水元2,1,0,  14.00,9.08,8.70,0.013,-0.067,-0.997;
	switch end;

FPS_EF Set_PosDir,ドラム缶,1,0, -2.77,-1.03,1.85,0.153,-0.025,-0.987;


FPS ADD_Point,-0.0709,-1.0303,23.0925,ダム;//狭い水道の奥
FPS ADD_Point,-3.1751,2.6370,-50.2634,駅トイレ;//暗い赤照明通路の奥(上北側？)
FPS ADD_Point,-2.0466,6.4896,23.0753,ダム;//二階の奥
FPS ADD_Point,-28.2820,-1.0303,1.3485,;//下の緑の照明の通路
FPS ADD_Point,28.2813,-1.0303,1.4236,ビーチ;//下の緑の照明の通路・反対側
FPS ADD_Point,3.6135,2.6370,-50.2875,駅トイレ;//暗い赤照明通路の奥・反対側
FPS ADD_Point,2.1536,6.4896,23.0884,ダム;//二階の奥・反対側


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
//FPS EOF_Type,ポイント通過,7,移動_7;
FPS orMAP,true,this,orMAP_DF40_tikasuidouA1_判定;
RETURN ;

* orMAP_DF40_tikasuidouA1_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_mori2_IN3;
Goto@ @RetFps_Word,移動_1,orMAP_駅トイレ_IN2;//奥。地下水路方面
Goto@ @RetFps_Word,移動_2,orMAP_DF40_mori2_IN3;
//Goto@ @RetFps_Word,移動_3,orMAP_DF40_beach2_IN3;//（ビーチ）下水道へ
Goto@ @RetFps_Word,移動_3,orMAP_GOmon1_IN2;//(地下拷問部屋)ダム地下通路から
Goto@ @RetFps_Word,移動_4,orMAP_DF40_beach2_IN3;//（ビーチ）下水道へ
//Goto@ @RetFps_Word,移動_5,orMAP_DF40_mori2_IN3;//(402公開時)
//Goto@ @RetFps_Word,移動_6,orMAP_駅トイレ_IN2;//奥。地下水路方面//(402公開時)
Goto@ @RetFps_Word,移動_5,orMAP_駅トイレ_IN2;//奥。地下水路方面
Goto@ @RetFps_Word,移動_6,orMAP_DF40_mori2_IN3;
//Goto@ @RetFps_Word,移動_7,orMAP_和風住宅_IN1;
RETURN ;




//------------------------------------------------------------------------------
//■森２
* orMAP_DF40_mori2_IN1;//滝つぼ付近の道
FPS Set_CharPoint,0,18.0091,0.5432,-26.3204,-0.4238,0.0203,-0.9055;
FPS Set_CharPoint,1,19.2173,0.2157,-24.2575,-0.3530,-0.0893,-0.9313;
GOTO orMAP_DF40_mori2;

* orMAP_DF40_mori2_IN2;//橋を渡った先
FPS Set_CharPoint,0,1.0461,0.1539,9.1445,-0.9045,-0.0260,0.4254;
FPS Set_CharPoint,1,5.2818,0.1539,7.0128,-0.9648,0.0345,0.2606;
GOTO orMAP_DF40_mori2;

* orMAP_DF40_mori2_IN3;//地下水道から
FPS Set_CharPoint,0,32.8954,-1.8686,28.7743,0.7022,-0.1165,0.7022;
FPS Set_CharPoint,1,32.2223,-1.8686,26.6239,0.7343,0.0187,0.6785;
GOTO orMAP_DF40_mori2;

* orMAP_DF40_mori2;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_mori2;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 森,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print ダムと滝壷のある森,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 小川の流れる森の小道,320,220,,999,16,1.0;

//FPS_EF Set_PosDir,黒煙元,1,0, 27.90,0.08,-12.52,0.779,0.091,0.619;
//FPS_EF Set_PosDir,落水元,1,0, 35.54,4.25,-12.33,-0.898,-0.238,0.368;//4.3

//FPS_EF Set_PosDir,落水元2,1,0, 35.59,5.25,-12.21,-0.897,0.298,0.323;//5.3
//FPS_EF Set_PosDir,落水元2,1,0, 34.86,5.25,-13.48,-0.961,0.081,0.260;
//FPS_EF Set_PosDir,落水元2,1,0, 33.89,5.25,-15.10,-0.961,0.081,0.260;
//FPS_EF Set_PosDir,落水元2,1,0, 33.06,5.25,-16.48,-0.961,0.081,0.260;

FPS_EF Set_PosDir,落水元2,1,0, 35.18,5.2,-12.90,-0.909,0.023,0.414;
FPS_EF Set_PosDir,落水元2,1,0, 34.78,5.2,-13.61,-0.919,0.037,0.391;
FPS_EF Set_PosDir,落水元2,1,0, 34.22,5.2,-14.56,-0.919,0.037,0.391;
FPS_EF Set_PosDir,落水元2,1,0, 33.54,5.2,-15.71,-0.919,0.037,0.391;


FPS ADD_Point,17.4466,0.6050,-26.8745,公園前へ;
FPS ADD_Point,-0.3041,0.0849,9.8045,和風住宅;
FPS ADD_Point,33.5878,-1.8686,30.1721,地下水道;
FPS ADD_Point,34.1284,-0.0998,-13.8705,？;//大声が出せるようになる
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS orMAP,true,this,orMAP_DF40_mori2_判定;
RETURN ;

* orMAP_DF40_mori2_判定;
GOSUB L_TURN;//ターン処理
//Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
Goto@ @RetFps_Word,移動_0,orMAP_電話BOX_IN5;//道路右。森方面
Goto@ @RetFps_Word,移動_1,orMAP_和風住宅_IN1;
Goto@ @RetFps_Word,移動_2,orMAP_DF40_tikasuidouA1_IN1;//地下水道接続予定
Goto@ @RetFps_Word,事件_3,orMAP_DF40_mori2_EV041;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_mori2_EV041;//
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print ;
//Loop_MSG true;
CALL DF402/set.txt,ADDkeyM_大声;
Loop_4_ft -,30,1.0;
RETURN ;





//------------------------------------------------------------------------------
//■ビーチ２
* orMAP_DF40_beach2_IN1;//住宅地方面からの入り口
FPS Set_CharPoint,0,10.6081,2.6603,9.2771,0.7962,0.4063,0.4481;
FPS Set_CharPoint,1,3.3957,-0.2857,6.6630,0.0321,0.1807,0.9829;
GOTO orMAP_DF40_beach2;

* orMAP_DF40_beach2_IN2;//旧来のビーチへの接続
FPS Set_CharPoint,0,28.1041,-0.7054,0.6507,0.9984,-0.0542,-0.0102;
FPS Set_CharPoint,1,24.5671,-0.6473,1.7876,0.9982,0.0593,0.0045;
GOTO orMAP_DF40_beach2;

* orMAP_DF40_beach2_IN3;//（ビーチ）下水道へ
FPS Set_CharPoint,0,25.0390,-0.3544,8.8945,-0.0126,-0.0354,0.9992;
FPS Set_CharPoint,1,22.8710,-0.4543,4.9409,0.9349,-0.0544,0.3505;
GOTO orMAP_DF40_beach2;

* orMAP_DF40_beach2;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_beach2;
RET p_敵種別,=,15;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print ビーチ,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 秘密の砂浜,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 見えない岩場がある,320,220,,999,16,1.0;


FPS ADD_Point,10.6506,2.6603,10.7075,住宅地方面;
FPS ADD_Point,30.7008,-0.7077,0.5346,旧ビーチ;
FPS ADD_Point,25.0526,-0.3544,8.8960;//下水道へ
FPS ADD_Point,-21.3493,-3.7936,-5.4427,自殺;


switch rand,10;
switch case,1;//混雑
	FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
	FPS_EF LoadX,5,DF402_GL_S01.x;//水着の女
	FPS_EF LoadX,16,DF402_GL_S02.x;
	FPS_EF LoadX,17,DF402_GL_S03.x;
	FPS_EF LoadX,18,DF402_GL_S04.x;
	FPS_EF LoadX,38,DF402_GL_S05.x;
	FPS_EF LoadX,40,DF402_GL_S06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0,2,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,5,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,5,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,40,5,0;
switch case,2;//超乳祭り
	FPS_EF LoadX,40,DF402_GL_S06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0,40,14,0;
switch case,3;//裸祭り
	FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
	FPS_EF LoadX,5,DF402_GL_N01.x;
	FPS_EF LoadX,16,DF402_GL_N02.x;
	FPS_EF LoadX,17,DF402_GL_N03.x;
	FPS_EF LoadX,18,DF402_GL_N04.x;
	FPS_EF LoadX,38,DF402_GL_N05.x;
	FPS_EF LoadX,40,DF402_GL_N06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0,2,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,5,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,2,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,40,2,0;
switch case,4;//誰も居ない！？
switch case_d,A<=p,5;//普通
	FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
	FPS_EF LoadX,5,DF402_GL_S01.x;//水着の女
	FPS_EF LoadX,16,DF402_GL_S02.x;
	FPS_EF LoadX,17,DF402_GL_S03.x;
	FPS_EF LoadX,18,DF402_GL_S04.x;
	FPS_EF LoadX,38,DF402_GL_S05.x;
	FPS_EF LoadX,40,DF402_GL_S06.x;
	FPS_EF Set_PosDir,通行人B_2,1,0, 0.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_2,1,0, 1.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_38,1,0, 2.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_38,1,0, 3.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_5,1,0, 4.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_5,1,0, 5.00,2.00,0.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_16,1,0, 0.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_16,1,0, 1.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_18,1,0, 2.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_18,1,0, 3.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_17,1,0, 4.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_17,1,0, 5.00,2.00,2.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_40,1,0, 4.00,2.00,3.00,0.034,0.076,0.996;
	FPS_EF Set_PosDir,通行人B_40,1,0, 5.00,2.00,3.00,0.034,0.076,0.996;
switch end;



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,事件_1;
FPS orMAP,true,this,orMAP_DF40_beach2_判定;
RETURN ;

* orMAP_DF40_beach2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_juutakuti_IN1;//（住宅地）ビーチからの接続
Goto@ @RetFps_Word,移動_1,orMAP_ビーチ_IN2;//ビーチ
Goto@ @RetFps_Word,移動_2,orMAP_DF40_tikasuidouA1_IN5;//下の緑の照明の通路・反対側
//下水道へ接続は全体の位置が明確後
Goto@ @RetFps_Word,事件_1,orMAP_DF40_beach2_EV025;
RETURN ;


FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
FPS_EF LoadX,5,DF402_GL_N01.x;
FPS_EF LoadX,16,DF402_GL_N02.x;
FPS_EF LoadX,17,DF402_GL_N03.x;
FPS_EF LoadX,18,DF402_GL_N04.x;
FPS_EF LoadX,38,DF402_GL_N05.x;
FPS_EF LoadX,40,DF402_GL_N06.x;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_beach2_EV025;
CALL DF402/FPS_Action_set.txt,M敵台詞1;//M4台詞1;
MSG4_Print え？嘘!?なんで…\n身体が勝手に…\n嫌だっ私死にたくない;
Loop_4_ft -,180,1.0;
	FPS Set_CharST_addP,0,-99990,,,;//2=HP 3=MP 5=Sep
Loop_4_ft -,30,1.0;
CALL DF402/set.txt,ADDkeyM_自殺の名所;
RETURN ;









//------------------------------------------------------------------------------
//■要塞_空母。
* orMAP_DF40_MotherShip_IN1;//入り口1。門の前。
FPS Set_CharPoint,0,-0.1051,0.0000,-37.3956,-0.0016,-0.0087,-0.9999;
FPS Set_CharPoint,1,-2.0723,0.0000,-33.9620,-0.1231,-0.1188,-0.9852;
//FPS Set_CharPoint,0,0.0408,18.8350,-37.9133,0.0123,0.2940,-0.9557;//落下する
//FPS Set_CharPoint,1,-0.8159,0.0000,-35.4763,-0.0448,-0.0514,-0.9976;
GOTO orMAP_DF40_MotherShip;

* orMAP_DF40_MotherShip_IN2;//入り口2。反対側
FPS Set_CharPoint,0,-7.7780,0.0000,36.3487,-0.0175,-0.0625,0.9978;
FPS Set_CharPoint,1,-7.0523,0.0000,35.0245,0.2223,-0.1120,0.9685;
GOTO orMAP_DF40_MotherShip;

* orMAP_DF40_MotherShip_IN3;//斜め前の全体が見える突入時
FPS Set_CharPoint,0,40.5323,0.0000,-40.5205,0.7378,-0.1631,-0.6549;
FPS Set_CharPoint,1,32.8646,0.0000,-35.7178,0.7253,-0.2318,-0.6481;
GOTO orMAP_DF40_MotherShip;

* orMAP_DF40_MotherShip;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_DF40_MotherShip;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 移動基地,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 超巨大地上空母,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 帝国軍の主力,320,220,,999,16,1.0;

FPS_EF Set_PosDir,砲台1,1,0, 4.31,5.34,24.18,0.756,0.031,0.653;
FPS_EF Set_PosDir,砲台1,1,0,-4.31,5.34,24.18,-0.756,0.031,0.653;
FPS_EF Set_PosDir,砲台1,1,0, 7.25,5.34,14.96, 0.807,0.084,-0.584;
FPS_EF Set_PosDir,砲台1,1,0,-7.25,5.34,14.96,-0.807,0.084,-0.584;

FPS_EF Set_PosDir,砲台1,1,0, 5.47,9.49,14.24, 0.713,0.692,-0.107;
FPS_EF Set_PosDir,砲台1,1,0,-5.47,9.49,14.24,-0.713,0.692,-0.107;
FPS_EF Set_PosDir,砲台1,1,0, 7.84,9.49,20.59,0.859,0.504,0.080;
FPS_EF Set_PosDir,砲台1,1,0,-7.84,9.49,20.59,-0.859,0.504,0.080;
FPS_EF Set_PosDir,砲台1,1,0, 10.60,9.49,27.72,0.767,0.328,0.550;
FPS_EF Set_PosDir,砲台1,1,0,-10.60,9.49,27.72,-0.767,0.328,0.550;

FPS_EF Set_PosDir,砲台1,1,0, 11.10,12.24,18.71,0.815,0.538,-0.213;
FPS_EF Set_PosDir,砲台1,1,0,-11.10,12.24,18.71,-0.815,0.538,-0.213;

FPS_EF Set_PosDir,R045,1,0,-11.11,12.24,18.71,-0.815,0.538,-0.213;
FPS_EF Set_PosDir,R045,1,0, 1.74,0.00,-24.76,0.934,0.270,-0.230;

FPS_EF Set_PosDir,ﾍﾘH1,1,0, 16.20,9.19,23.50,-0.084,-0.161,0.983;
FPS_EF Set_PosDir,ﾍﾘH1,1,0, 4.06,5.04,22.01,0.007,0.129,0.991;
FPS_EF Set_PosDir,ﾍﾘH1,1,0, -3.94,5.04,18.19,-0.050,-0.005,0.998;
FPS_EF Set_PosDir,ﾍﾘH1,1,0, -18.68,9.19,19.21,-0.353,0.106,0.929;



FPS ADD_Point,39.4513,0.0000,-34.6092,出入口1;//入り口1;//入り口1。全景。
FPS ADD_Point,-7.5780,0.0000,37.4265,出入口2;//入り口2;//入り口2。反対側
FPS ADD_Point,-0.1947,0.0000,-40.5315,出入口3;//入り口3;//突入。全景。
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS orMAP,true,this,orMAP_DF40_MotherShip_判定;
RETURN ;

* orMAP_DF40_MotherShip_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_Fortress_IN2;
Goto@ @RetFps_Word,移動_1,orMAP_DF40_Fortress_IN2;
Goto@ @RetFps_Word,移動_2,orMAP_DF40_Fortress_IN2;
RETURN ;



//------------------------------------------------------------------------------
//■要塞。
* orMAP_DF40_Fortress_IN1;//入り口1。門の前。
FPS Set_CharPoint,0,0.3128,0.0000,-11.4039,-0.0008,0.0456,-0.9989;
FPS Set_CharPoint,1,-0.3537,0.0000,-9.7688,-0.0359,0.0006,-0.9993;
GOTO orMAP_DF40_Fortress;

* orMAP_DF40_Fortress_IN2;//入り口2。反対側
FPS Set_CharPoint,0,-0.0112,0.0000,11.6165,-0.0033,0.0034,0.9999;
FPS Set_CharPoint,1,0.4126,0.0000,10.4579,-0.0033,0.0034,0.9999;
GOTO orMAP_DF40_Fortress;

* orMAP_DF40_Fortress_IN3;//要塞内部
FPS Set_CharPoint,0,-4.1983,0.0000,2.7635,-0.0220,0.0990,0.9948;
FPS Set_CharPoint,0,-3.4527,0.0000,1.8124,0.0031,-0.0865,0.9962;
GOTO orMAP_DF40_Fortress;

* orMAP_DF40_Fortress;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_DF40_Fortress;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 要塞,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 鉄壁の守りの要塞,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 戦力の拠点,320,220,,999,16,1.0;

FPS_EF Set_PosDir,砲台2,1,0, 1.12,2.43,-4.84,0.136,0.543,0.828;
FPS_EF Set_PosDir,砲台2,1,0, 2.35,2.43,-4.79,0.047,0.563,0.824;
FPS_EF Set_PosDir,砲台2,1,0, 3.47,2.43,-4.75,0.004,0.476,0.879;
FPS_EF Set_PosDir,砲台2,1,0, -1.19,2.43,-4.91,0.015,0.396,0.917;
FPS_EF Set_PosDir,砲台2,1,0, -2.15,2.43,-4.90,0.015,0.396,0.917;
FPS_EF Set_PosDir,砲台2,1,0, -3.74,2.43,-4.87,0.015,0.396,0.917;

FPS_EF Set_PosDir,砲台2,1,0, 0.96,2.43,5.03,0.121,0.438,0.890;
FPS_EF Set_PosDir,砲台2,1,0, 2.00,2.43,5.05,0.041,0.438,0.897;
FPS_EF Set_PosDir,砲台2,1,0, 3.00,2.43,5.00,0.041,0.438,0.897;
FPS_EF Set_PosDir,砲台2,1,0, -0.96,2.43,5.09,-0.007,0.421,0.906;
FPS_EF Set_PosDir,砲台2,1,0, -1.97,2.43,5.08,-0.007,0.421,0.906;
FPS_EF Set_PosDir,砲台2,1,0, -3.06,2.43,5.07,-0.007,0.421,0.906;

FPS_EF Set_PosDir,砲台M2,1,0, -4.99,2.43,1.08,-0.870,0.480,0.102;
FPS_EF Set_PosDir,砲台M2,1,0, -4.99,2.43,-0.88,-0.925,0.376,-0.041;

FPS_EF Set_PosDir,砲台M2,1,0, 4.97,2.43,-0.93,0.887,0.457,-0.051;
FPS_EF Set_PosDir,砲台M2,1,0, 5.10,2.43,0.96,0.924,0.378,0.037;


FPS ADD_Point,0.0216,0.0000,-12.5913,街へ;//入り口1;//入り口1。門の前。
FPS ADD_Point,-0.0097,0.0000,12.5765,移動基地;//入り口2。反対側
FPS ADD_Point,-4.0629,0.0000,4.0855,転送_駅入口;//転送ポイント;//要塞内部
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS orMAP,true,this,orMAP_DF40_Fortress_判定;
RETURN ;

* orMAP_DF40_Fortress_判定;
GOSUB L_TURN;//ターン処理
//Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN4;//ビル街。駅の北口。
Goto@ @RetFps_Word,移動_1,orMAP_DF40_MotherShip_IN1;//要塞_空母
Goto@ @RetFps_Word,移動_2,orMAP_駅入口_IN3;
RETURN ;






//------------------------------------------------------------------------------
//■街マップ。駅前交差点　駅南口
//------------------------------------------------------------------------------
* orMAP_DF40_matiA3_IN1;//駅ビル入り口一階
FPS Set_CharPoint,0,11.8481,0.0665,16.9263,-0.0027,-0.0839,0.9964;
FPS Set_CharPoint,1,10.4657,0.0665,13.3905,-0.2651,-0.0489,0.9629;
GOTO orMAP_DF40_matiA3;

* orMAP_DF40_matiA3_IN2;//駅ビル出口1
FPS Set_CharPoint,0,7.3518,5.2090,18.6791,0.0085,0.1311,0.9913;
FPS Set_CharPoint,1,7.8748,5.2090,16.4326,0.0336,-0.0434,0.9984;
GOTO orMAP_DF40_matiA3;

* orMAP_DF40_matiA3_IN3;//駅ビル出口2
FPS Set_CharPoint,0,15.6960,5.2090,18.6303,0.0941,-0.1037,0.9901;
FPS Set_CharPoint,1,15.3115,5.2090,15.7935,-0.1515,-0.1234,0.9807;
GOTO orMAP_DF40_matiA3;

* orMAP_DF40_matiA3_IN4;//地下鉄入り口交差点方面
FPS Set_CharPoint,0,-13.7621,0.0665,-13.5765,-0.2312,-0.0282,-0.9724;
FPS Set_CharPoint,1,-13.1397,0.0665,-9.9570,-0.9992,0.0235,0.0290;
GOTO orMAP_DF40_matiA3;

* orMAP_DF40_matiA3_IN5;//駅前交差点。駅北への陸橋トンネル
FPS Set_CharPoint,0,25.3199,0.0665,19.6690,0.0148,-0.0764,0.9969;
FPS Set_CharPoint,1,23.4839,0.0665,17.1634,0.7825,0.0322,0.6217;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN6;//西への道路。住宅地へ
FPS Set_CharPoint,0,-26.7237,0.0665,-5.0858,-0.9969,0.0776,-0.0108;
FPS Set_CharPoint,1,-25.1278,0.0665,-6.2902,-0.9980,0.0626,-0.0033;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN7;//東への道路。公園前電話ボックスへ
FPS Set_CharPoint,0,38.4188,0.0665,7.8181,0.9914,0.1301,0.0057;
FPS Set_CharPoint,1,33.8465,0.0665,7.8730,0.9992,0.0104,0.0363;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN8;//(駅南口)軽食店
FPS Set_CharPoint,0,23.5258,0.0665,-35.6545,-0.1250,0.0267,-0.9917;
FPS Set_CharPoint,1,25.6980,0.0665,-32.6748,-0.0650,0.0746,-0.9950;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN9;//(駅南口)マンション
FPS Set_CharPoint,0,-13.8429,0.0665,3.1788,-0.9787,0.1986,0.0507;
FPS Set_CharPoint,1,-13.0896,0.0665,1.6109,-0.9768,0.2045,0.0626;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN10;//(駅南口)銭湯
FPS Set_CharPoint,0,10.2119,0.0665,-10.6294,-0.0503,0.0698,-0.9962;
FPS Set_CharPoint,1,12.3397,0.0665,-10.4789,-0.1109,0.1479,-0.9827;
GOTO orMAP_DF40_matiA3;


* orMAP_DF40_matiA3_IN11;//(駅南口)簡易宿泊からの出口
FPS Set_CharPoint,0,-14.2027,0.0665,11.9702,-0.9806,0.1913,0.0414;
FPS Set_CharPoint,1,-12.6919,0.0665,10.8711,-0.9620,0.2373,-0.1343;
GOTO orMAP_DF40_matiA3;




* orMAP_DF40_matiA3;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_matiA3;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 駅前交差点,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 駅の出口広場,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 駅ビルと各方面への接続,320,220,,999,16,1.0;


FPS ADD_Point,11.7168,0.0665,17.9659,駅ビル;//駅ビル入り口一階
FPS ADD_Point,7.3518,5.2090,18.6791,駅ビル;//駅ビル出口1
FPS ADD_Point,15.6124,5.2090,18.6382,駅ビル;//駅ビル出口2
FPS ADD_Point,-13.6577,0.0665,-15.0660,地下入口前;//地下鉄入り口交差点方面
FPS ADD_Point,25.4006,0.0665,20.6658,駅北側へ;//駅前交差点。駅北への陸橋トンネル
FPS ADD_Point,-27.8856,0.0665,-4.7997,住宅地へ;//西への道路
FPS ADD_Point,39.6676,0.0665,7.9675,公園前;//東への道路。公園前電話ボックスへ
FPS ADD_Point,23.0358,0.0665,-36.9547,軽食店;//(駅南口)軽食店
FPS ADD_Point,-14.8609,0.0665,3.2013,マンション;//(駅南口)マンション
FPS ADD_Point,10.5735,0.0665,-11.6270,銭湯;//(駅南口)銭湯
FPS ADD_Point,-15.1582,0.0665,11.8750,簡易宿泊;//簡易宿泊施設
FPS ADD_Point,-8.9273,0.0665,16.9429,自動販売;
//FPS ADD_Point,47.1711,0.0665,-17.6277,？;
FPS ADD_Point,44.4672,0.0665,-17.5091,？;



//FPS ADD_Point,13.0181,0.0665,13.3231,402test;
//FPS ADD_Point,13.9190,0.4597,15.1564,testMAP;



switch FPS_k,0,200;//警戒レベルで分岐。安全
	FPS_EF LoadX,2,DF402_GL_G01.x;//制服の女
	FPS_EF LoadX,5,DF402_GL_G02.x;
	FPS_EF LoadX,16,DF402_GL_G03.x;
	FPS_EF LoadX,17,DF402_GL_G04.x;
	FPS_EF LoadX,18,DF402_GL_G05.x;
	FPS_EF LoadX,38,DF402_GL_G06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 2,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 5,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,18,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,1,0;
	FPS_EF Set_RandPick3,通行人_往復,1,0,-1,10,0;

switch FPS_k,200,999999;//危険
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -1.5512,0.0665,7.9632,0.0221,0.2516,0.9675;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -1.5512,0.0665,-10.8471,0.0030,0.1927,0.9812;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  24.8552,0.0665,-1.1220,-0.0121,0.1711,-0.9851;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  12.1869,0.0665,9.6571,0.9848,0.1687,-0.0404;
	FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  11.8578,0.0665,1.3299,-0.9887,0.1466,-0.0281;

	FPS_EF Set_PosDir,警察官0,1,0,  2.8986,0.0665,-0.2083,-0.9875,0.1563,-0.0199;
	FPS_EF Set_PosDir,警察官0,1,0,  0.1421,0.0665,-2.5107,0.3220,0.1502,0.9347;
	FPS_EF Set_PosDir,警察官1,1,0,  -3.2644,0.0665,-0.7199,0.9915,0.1278,-0.0219;

switch FPS_k,1000,999999;//危険
	FPS ADD_Point,8.8578,0.0665,17.2754,隠_警察P;//警戒レベルに応じて敵が出て来る
switch end;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS EOF_Type,ポイント通過,9,移動_9;
FPS EOF_Type,ポイント通過,10,事件_1;
FPS EOF_Type,ポイント通過,11,事件_2;
FPS EOF_Type,ポイント通過,12,事件_3;
//FPS EOF_Type,ポイント通過B,11,移動B_1;
//FPS EOF_Type,ポイント通過,12,移動B_2;
FPS orMAP,true,this,orMAP_DF40_matiA3_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_03地上駅_IN3;//地上入り口
Goto@ @RetFps_Word,移動_1,orMAP_03地上駅_IN4;//歩道橋入り口(予定)
Goto@ @RetFps_Word,移動_2,orMAP_03地上駅_IN5;//歩道橋入り口(予定)
Goto@ @RetFps_Word,移動_3,orMAP_駅入口_IN4;//街方面
Goto@ @RetFps_Word,移動_4,orMAP_DF40_matiA2_IN6;//陸橋下
Goto@ @RetFps_Word,移動_5,orMAP_DF40_juutakuti_IN3;//（住宅地）道路の先 。街へ！
Goto@ @RetFps_Word,移動_6,orMAP_電話BOX_IN4;//道路左。街方面
Goto@ @RetFps_Word,移動_7,orMAP_DF402_fastfood_IN1;//(軽食店)出入り口
Goto@ @RetFps_Word,移動_8,orMAP_DF402_NEWroom_IN1_menu;//(駅前マンション)出入り口
//Goto@ @RetFps_Word,移動B_2,orMAP_DF40_matiA3_EV002;//イベントテスト
Goto@ @RetFps_Word,移動_9,orMAP_DF402_sentoo_IN1;//(402銭湯)駅南
Goto@ @RetFps_Word,事件_1,orMAP_DF40_matiA3_EV021;//簡易宿泊
Goto@ @RetFps_Word,事件_2,orMAP_DF40_matiA3_EV034;//自動販売機(汎用)
Goto@ @RetFps_Word,事件_3,orMAP_DF40_matiA3_EV038;//排尿
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_EV002;
MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print イベントの実験２;
MSG_Print マップファイル側で呼ぶイベントのテスト;
MSG_Print ;
Loop_MSG true;
GOTO orMAP_DF40_matiA3_IN5;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_EV021;//簡易宿泊　//　○睡眠ベッド

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 簡易宿泊施設です;
MSG_Print ３０００円払えば泊まる事が出来ます;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;

switch @,p_資金;
switch case_d,A<=p,3000;
	Menu_ADD 泊まる;
switch case_d,p<A,3000;
	MSG_Print ・・・所持金が足りない;
switch end;
Loop_4_menu true;
MSG_Cls ;

Goto@ @RetMenu,1,orMAP_DF40_matiA3_EV021_1;
GOTO orMAP_DF40_matiA3_IN11;//(駅南口)簡易宿泊からの出口

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_EV021_1;
//  RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
GOSUB L_店_HOTEL;//簡易宿泊所。ホテル
//  RET p_敵種別,=,0;//0=外部 1=無 2=兄　3=父　　11=街？　17//先輩
//  GOSUB L_MapLoad;//マップロード後の共通処理
Set_View 1.732,0.909,0.169,-0.9625,-0.2199,-0.1586,-0.216,0.975,-0.035,0.647;
Mov_View 1.166,1.023,0.600,-0.7207,-0.4553,-0.5226,-0.368,0.890,-0.267,0.647;
FPS Set_CharPoint,0,0.00,0.00,0.00,0.0,0.0,0.99;

XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 眠る事が出来た;
Loop_MSG true;

LET p_資金,=,p_資金,-,3000;
GOSUB L_BED;//睡眠ベッドの共通処理。

GOTO orMAP_DF40_matiA3_IN11;//(駅南口)簡易宿泊からの出口



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_EV034;//自動販売機

XFile4_ID 0,true;
switch rand,3;	Motion_Load DF402/L_EV034_1.txt,true,,;//
switch case,2;	Motion_Load DF402/L_EV034_2.txt,true,,;//
switch case,3;	Motion_Load DF402/L_EV034_3.txt,true,,;//
switch end;

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 自動販売機だ・・・金を入れれば何か出てくる筈;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了;
switch @,p_資金;
switch case_d,A<=p,120;		Menu_ADD ジュース120円;
switch case_d,A<=p,300;		Menu_ADD 健康ジュース300円;
switch case_d,A<=p,750;		Menu_ADD 栄養ドリンク750円;
switch case_d,A<=p,1200;	Menu_ADD コーヒー1200円;//眠気が吹っ飛んだ！！・・・なんだかトイレに行きたい
switch case_d,A<=p,2900;	Menu_ADD マムシドリンク2900円;
switch case_d,A<=p,6660;	Menu_ADD ゴールド液6660円;
switch end;
Loop_4_menu true;

MSG_Cls ;
switch @,@RetMenu;
switch case,1;
	LET p_資金,=,p_資金,-,120;
	MSG_Print ジュースを飲んだ;
	MSG_Print 何も食べないよりはマシだ;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,100,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,10;
switch case,2;
	LET p_資金,=,p_資金,-,300;
	MSG_Print 健康ドリンクを飲んだ;
	MSG_Print 健康に成った気分を味わった;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,500,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,30;
switch case,3;
	LET p_資金,=,p_資金,-,750;
	MSG_Print 栄養ドリンクを飲んだ;
	MSG_Print 原因不明の力がみなぎった;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,1000,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,50;
switch case,4;
	LET p_資金,=,p_資金,-,1200;
	MSG_Print コーヒーを飲んだ;
	MSG_Print 眠気が吹っ飛んだ！！・・・なんだかトイレに行きたい;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,3000,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,10;
	RET p_睡眠,=,0;//睡眠が高いほど眠たい
	RET p_便意,=,90;
switch case,5;
	LET p_資金,=,p_資金,-,2900;
	MSG_Print マムシドリンクを飲んだ;
	//MSG_Print みなぎる・・・そしてムラムラしてきた;
	Loop_MSG true;
	//FPS Set_CharST_addP,0,,7000,,-2000;//2=HP 3=MP 5=Sep
	FPS Set_CharST_addP,0,,7000,,0;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,30;
switch case,6;
	LET p_資金,=,p_資金,-,6660;
	MSG_Print 金のドリンクを飲んだ;
	MSG_Print くくくっ所詮この世は金なのだ;
	Loop_MSG true;
	FPS Set_CharST_addP,0,,99000,,;//2=HP 3=MP 5=Sep
	LET p_空腹,=,p_空腹,-,100;
switch end;

//	FPS Set_CharST_addP,0,,,,100;//2=HP 3=MP 5=Sep 　Sepが減った時の即死回避
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_matiA3_EV038;//排尿

LET p_素行,=,p_素行,-,1;
FPS Set_CharCOM_Hit,0,402放尿2;
RET p_便意,=,0;
CALL DF402/set.txt,DIM_LOOP;//パラメータのターン変化//回復直後にﾍﾟﾅﾙﾃｨｰを解除する

CALL DF402/set.txt,ADDkeyM_放尿2;
RETURN ;









//------------------------------------------------------------------------------
//■街マップ。高速の見えるビル街。　　駅北口
//------------------------------------------------------------------------------
* orMAP_DF40_matiA2_IN1;//歩道橋。線路側
//FPS Set_CharPoint,0,-2.45,0.0547,0.9824,-0.9966,0.0765,0.0293;
//FPS Set_CharPoint,1,-2.4954,0.0547,0.9824,-0.9966,0.0765,0.0293;
FPS Set_CharPoint,0,-6.9184,3.5797,-10.6486,0.0421,0.0615,-0.9972;
FPS Set_CharPoint,1,-6.9347,3.5797,-9.0887,-0.4658,0.0007,-0.8848;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN2;////(駅北口)地下通路。謎の端
FPS Set_CharPoint,0,30.3482,-4.4092,7.9302,0.7826,-0.0531,0.6202;
FPS Set_CharPoint,1,26.4272,-4.4092,5.3236,0.4449,-0.1051,0.8893;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN3;//地下道
FPS Set_CharPoint,0,19.3169,-4.4092,-13.0857,-0.9992,-0.0384,-0.0050;
FPS Set_CharPoint,1,24.6187,-4.4092,-12.8941,-0.0403,-0.0932,-0.9948;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN4;//北からの進入。要塞方面
FPS Set_CharPoint,0,7.7245,4.0876,74.4897,0.0234,0.0127,0.9996;
FPS Set_CharPoint,1,7.0065,4.0876,71.1612,0.0661,-0.0125,0.9977;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN5;//駅ビル。一階出口
FPS Set_CharPoint,0,-8.6902,0.1281,-10.6380,0.0741,-0.1348,-0.9880;
FPS Set_CharPoint,1,-8.5707,0.1281,-8.8641,0.0741,-0.1348,-0.9880;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN6;//陸橋下
FPS Set_CharPoint,0,2.9660,0.1281,-21.6282,0.0400,-0.0896,-0.9951;
FPS Set_CharPoint,1,2.9846,0.1281,-20.6283,-0.0261,-0.0108,-0.9995;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN7;//（駅北口）夜の店
//FPS Set_CharPoint,0,-51.9105,0.1281,4.3432,-0.9931,0.0233,0.1143;
//FPS Set_CharPoint,1,-49.0111,0.1281,3.1755,-0.9987,-0.0066,0.0486;
FPS Set_CharPoint,0,-27.3323,0.1281,-0.3854,-0.9984,0.0546,0.0026;
FPS Set_CharPoint,1,-21.5899,0.1281,0.1431,-0.8529,0.0767,0.5162;
CALL DF402/set.txt,服着る;
GOTO orMAP_DF40_matiA2;


* orMAP_DF40_matiA2_IN8;//（駅北口）ダンボール集落　　追加
FPS Set_CharPoint,0,-42.0878,0.1281,1.8891,0.0817,0.2673,-0.9601;
FPS Set_CharPoint,1,-44.3211,0.1281,4.0735,-0.5206,0.3509,-0.7782;
CALL DF402/set.txt,服着る;
GOTO orMAP_DF40_matiA2;

* orMAP_DF40_matiA2_IN9;//（駅北口）高級マンション出口　追加
FPS Set_CharPoint,0,0.6560,3.6443,17.5668,-0.0238,0.2329,0.9722;
FPS Set_CharPoint,1,-0.6253,3.6343,15.6212,-0.9945,0.0799,0.0662;
CALL DF402/set.txt,服着る;
GOTO orMAP_DF40_matiA2;




* orMAP_DF40_matiA2;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_matiA2;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 街,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 高速の見えるビル街,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 駅前交差点付近,320,220,,999,16,1.0;



FPS ADD_Point,-6.8468,3.5797,-11.4131,歩道橋;//歩道橋。線路側
FPS ADD_Point,30.7948,-4.4092,8.3247,地下通路;//地下通路。謎の端
FPS ADD_Point,18.7579,-4.4092,-12.9449,駅方面;//地下道
FPS ADD_Point,2.9388,0.1281,-22.3021,陸橋下;//陸橋下
FPS ADD_Point,7.8743,4.0876,77.1679,郊外;//北の果てへの道
FPS ADD_Point,-8.7632,0.1281,-10.6258;//駅ビル。一階出口
//FPS ADD_Point,-53.1580,0.1281,4.5095,夜の店;//（駅北口）夜の店
FPS ADD_Point,-33.2648,0.1281,-1.3050,夜の店;//（駅北口）夜の店
FPS ADD_Point,-42.3697,0.1281,0.7383,集落;//（駅北口）ダンボールハウス

FPS ADD_Point,0.7020,3.6565,20.1303,マンション;//建設予定;//(駅北口)高級ビル_南(予定)
//FPS Set_CharPoint,0,2.5485,3.8565,37.6628,0.4003,0.1465,0.9045;//(駅北口)高級ビル_北(予定)


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS orMAP,true,this,orMAP_DF40_matiA2_判定;
RETURN ;

* orMAP_DF40_matiA2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_03地上駅_IN7;//100519_駅北口歩道橋
//Goto@ @RetFps_Word,移動_1,orMAP_DF40_matiA2_IN2;//未定
Goto@ @RetFps_Word,移動_1,orMAP_GOmon1_IN1;//(地下拷問部屋)駅北口から
Goto@ @RetFps_Word,移動_2,orMAP_03地上駅_IN8;//100519_北ビル街からの地下通路
Goto@ @RetFps_Word,移動_3,orMAP_DF40_matiA3_IN5;//駅前交差点。駅北への陸橋トンネル
Goto@ @RetFps_Word,移動_4,orMAP_DF40_Fortress_IN1;//要塞
Goto@ @RetFps_Word,移動_5,orMAP_03地上駅_IN6;//100519_駅北口一階出口
Goto@ @RetFps_Word,移動_6,orMAP_Hshop_IN1;//(夜の店)駅北口
Goto@ @RetFps_Word,移動_7,orMAP_DANw_IN1;//(ダンボールハウス)駅北口
Goto@ @RetFps_Word,移動_8,orMAP_SUPERroom_IN1_menu;//(高級マンション)駅北口から
RETURN ;





//------------------------------------------------------------------------------
//■夜の店。　マッサージサービス店
//-----------------------------------------------------------------------------+
* orMAP_Hshop_IN1;//(夜の店)駅北口から
//FPS Set_CharPoint,0,0.0203,-0.0467,-0.0008,0.0117,-0.0879,-0.9960;
FPS Set_CharPoint,0,0.9091,-0.3754,-2.9221,0.0768,0.1673,-0.9828;
FPS Set_CharPoint,1,1.6038,-0.3754,-1.5319,0.1250,0.1546,-0.9800;
GOTO orMAP_Hshop;

* orMAP_Hshop;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_店_Hshop;//ソープ店。
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,2.0193,-0.3754,-3.4265,出口;
FPS ADD_Point,0.0203,0.0090,-0.0008,バイト;//？;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過B,1,HEVS01;//MAPではなく親元でｲﾍﾞﾝﾄﾋﾟｯｸする
FPS orMAP,true,this,orMAP_Hshop_判定;
RETURN ;

* orMAP_Hshop_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN7;//（駅北口）夜の店
RETURN ;


//------------------------------------------------------------------------------
//■夜の店。　マッサージサービス店  仕事の後。もう一度仕事イベントを起こさない
//-----------------------------------------------------------------------------+
* orMAP_HshopAF_IN1;//(夜の店)仕事の後。仕事イベントを起こさない
GOTO orMAP_HshopAF;

* orMAP_HshopAF;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_店_Hshop;//ソープ店。

FPS ADD_Point,2.0193,-0.3754,-3.4265,店を出る;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_HshopAF_判定;
RETURN ;

* orMAP_HshopAF_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN7;//（駅北口）夜の店
RETURN ;






//-----------------------------------------------------------------------------+
//■ダンボールハウスの集落
//-----------------------------------------------------------------------------+
* orMAP_DANw_IN1;//(ダンボールハウス)駅北口から
FPS Set_CharPoint,0,1.2087,0.0000,-3.2930,-0.0362,0.0668,-0.9971;
FPS Set_CharPoint,1,1.8382,0.0000,-2.5025,0.0118,0.0002,-0.9999;
GOTO orMAP_DANw;

* orMAP_DANw_IN2;//(ダンボールハウス)小屋内部から。位置調整なし
GOTO orMAP_DANw;

* orMAP_DANw;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_ダンボールw;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,1.0930,0.0000,-3.8802,駅北へ;//(ダンボールハウス)駅北口へ
FPS ADD_Point,-0.3937,0.0000,1.2502;//(ダンボールハウス)小屋の中へ
FPS ADD_Point,2.9933,0.0000,-2.9884,隠小;//排水口;
//FPS ADD_Point,3.0304,0.0000,2.2814,隠小;//ダンボールセックス
FPS ADD_Point,3.9877,0.0000,2.2705,隠小;//ダンボールセックス
FPS ADD_Point,-1.0046,0.0000,-3.4986;//残飯
FPS ADD_Point,0.6868,0.0000,0.3420,ドリンクバー;
FPS ADD_Point,3.0993,0.0000,3.7035,シャワー;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//
FPS EOF_Type,ポイント通過D,2,事件_2;
FPS EOF_Type,ポイント通過D,3,事件_3;
FPS EOF_Type,ポイント通過D,4,事件_4;
FPS EOF_Type,ポイント通過D,5,事件_5;
FPS EOF_Type,ポイント通過D,6,事件_6;
FPS orMAP,true,this,orMAP_DANw_判定;
RETURN ;

* orMAP_DANw_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN8;//（駅北口）ダンボール集落　　追加
Goto@ @RetFps_Word,移動_1,orMAP_DANhome_IN1;//(ダンボールハウスhome)集落から
Goto@ @RetFps_Word,事件_2,orMAP_DANw_EV048;//排水口。グレーチング
Goto@ @RetFps_Word,事件_3,orMAP_DANw_EV049;//ダンボールセックス
Goto@ @RetFps_Word,事件_4,orMAP_DANw_EV050;//残飯
Goto@ @RetFps_Word,事件_5,orMAP_DANw_EV073;//
Goto@ @RetFps_Word,事件_6,orMAP_DANw_EV074;//

RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANw_EV048;//　　排水口。グレーチング
FPS Set_CharPoint,0,2.9933,0.0000,-2.9884,0.0151,-0.1020,0.9946;

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 誰かに見られちゃう;

LET p_素行,=,p_素行,-,1;
FPS Set_CharCOM_Hit,0,402放尿2;
RET p_便意,=,0;
CALL DF402/set.txt,DIM_LOOP;//パラメータのターン変化//回復直後にﾍﾟﾅﾙﾃｨｰを解除する

RETURN ;




// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANw_EV049;//ダンボールセックス
FPS Set_CharPoint,0,3.8078,0.0000,2.2766,-0.9915,-0.1241,0.0374;

XFile4_ID 0,true;
Motion_Load DF402/L_EV049_start.txt,true,,;//
Motion_Loa2 DF402/L_EV049_1.txt,false,,30;//

GOSUB L_HEV_Set;

DF37PAR_PP2 0.01, 0, 0;//時間に応じて増える値
DF37PAR_PGP 0.5, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 身体を求められた;
MSG_Print マウスを振り回すと楽しむ;
MSG_Print やめる時はメニューから終了を選んでください;


// - - - - - - - - - - - - - - - - - - - - - - - - - - -
* orMAP_DANw_EV049_1;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD ボランティア終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,75,orMAP_DANw_EV049_2;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DANw_EV049_2;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DANw_EV049_2;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DANw_EV049_2;//Ｈシーンのループ開始からのフレーム時間
switch end;

4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - -
* orMAP_DANw_EV049_2;
XFile4_ID 0,true;
switch rand,5;
	Motion_Loa2 DF402/L_EV049_1.txt,false,,10;//
switch case,2;
	Motion_Loa2 DF402/L_EV049_2.txt,false,,10;//
switch case,3;
	Motion_Loa2 DF402/L_EV049_3.txt,false,,10;//
switch case,4;
	Motion_Loa2 DF402/L_EV049_4.txt,false,,10;//
switch case,5;
	Motion_Loa2 DF402/L_EV049_5.txt,false,,10;//
switch end;
GOTO orMAP_DANw_EV049_1;




// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANw_EV050;//○食事　

XFile4_ID 0,true;
Motion_Load DF402/L_EV050_start.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 誰も見ていないようだ;
Loop_MSG true;

switch rand,2;
	Motion_Loa2 DF402/L_EV050_1.txt,false,,10;//
switch case,2;
	Motion_Loa2 DF402/L_EV050_2.txt,false,,10;//
switch end;

switch rand,4;	MSG_Print 食べられそうな物が有る筈・・・;
switch case,2;	MSG_Print なんでもいい・・・;
switch case,3;	MSG_Print はやく、いまのうちに！;
switch case,4;	MSG_Print 出てこい！;
switch end;

Loop_4_ft -,90,1.0;

switch rand,5;	MSG_Print 豪華な食べ残しが！！;
switch case,2;	MSG_Print いい匂い・・・食べられそう;
switch case,3;	MSG_Print これ、まだ新しい;
switch case,4;	MSG_Print まだ食べられそうなパンが;
switch case,5;	MSG_Print 諦めなければきっと食べられる・・・多分;
switch end;

Loop_MSG true;

FPS Set_CharST_addP,0,,100,,;//2=HP 3=MP 5=Sep
LET p_空腹,=,p_空腹,-,10;
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANw_EV073;//○食事　　ドリンクバー
FPS Set_CharPoint,0,0.6868,0.0000,0.3420,0.4419,0.0490,-0.8957;

XFile4_ID 0,true;
Motion_Load DF402/L_EV073_1.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print スペシャルドリンクの飲み放題だよ！！;
Loop_MSG true;

Motion_Load DF402/L_EV073_2.txt,false,,10;//

switch rand,4;	MSG_Print タンパク濃厚;
switch case,2;	MSG_Print ザーメンジューチュ;
switch case,3;	MSG_Print 頑張って飲んでね！;
switch case,4;	MSG_Print あぁ・・・沢山出るよぉ;
switch end;

Loop_4_ft -,90,1.0;

switch rand,5;	MSG_Print うぅ・・・！;
switch case,2;	MSG_Print ごくっごくっ・・・;
switch case,3;	MSG_Print ネバネバして飲み込み辛い;
switch case,4;	MSG_Print びゅっ！びちゅっ！！;
switch case,5;	MSG_Print ドピュッ！！;
switch end;

Loop_MSG true;

FPS Set_CharST_addP,0,,50,,;//2=HP 3=MP 5=Sep
LET p_空腹,=,p_空腹,-,50;
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する

Loop_4_ft -,60,1.0;
FPS Set_CharPoint,0,0.8344,0.0000,-0.2396,0.2703,0.0696,-0.9602;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANw_EV074;//○入浴
FPS Set_CharPoint,0,3.1289,0.0000,3.7035,-0.9970,0.0130,-0.0752;
CALL DF402/set.txt,裸に;

GOSUB L_HEV_Set;

DF37PAR_PP2  0.02, 0, 0;//-0.01, 0, 0;//時間に応じて増える値  マウス非操作時も少し綺麗に成る
DF37PAR_PGP -1.0, 0, 0;//-1.0, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

FPS_EF Set_EF_Char2,0,ｼｬﾜｰ元,0, 0.9, 1, 0.9;//自分ID,出現EF名,相手ID,出現距離,方向,高さ
FPS_EF Set_EF_Char2,0,ｼｬﾜｰ元,0,-0.5,-1, 0.0;//自分ID,出現EF名,相手ID,出現距離,方向,高さ

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
switch rand,4;	MSG_Print じょぼぼぼ・・・;
switch case,2;	MSG_Print 出るぞ！身体で受け止めろ！！;
switch case,3;	MSG_Print 助け合いのシャワーだぜ;
switch case,4;	MSG_Print 貯めててやったんだ感謝しな;
switch end;
MSG_Print 無料の愛のシャワーでどんどんカラダが綺麗？になって行く;
MSG_Print マウスを振り回すと早く綺麗？に成る;
MSG_Print 逃げる時はメニューから終了を選んでください;

* orMAP_DANw_EV074_1;
XFile4_ID 0,true;
switch rand,4;
	Motion_Load DF402/L_EV018_1.txt,false,,10;//
switch case,2;
	Motion_Load DF402/L_EV018_2.txt,false,,10;//
switch case,3;
	Motion_Load DF402/L_EV018_3.txt,false,,10;//
switch case,4;
	Motion_Load DF402/L_EV018_4.txt,false,,10;//
switch end;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD シャワー終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,30,orMAP_DANw_EV074_1;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DANw_EV074_1;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DANw_EV074_1;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DANw_EV074_1;//Ｈシーンのループ開始からのフレーム時間
switch end;

4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
FPS ini,ITEM;//精液とシャワーなどを全て消す
CALL DF402/set.txt,服着る;
RETURN ;









//-----------------------------------------------------------------------------+
//■ダンボールハウスの自室。小屋
//-----------------------------------------------------------------------------+
* orMAP_DANhome_IN1;//(ダンボールハウスhome)集落から
GOTO orMAP_DANhome;


* orMAP_DANhome_IN2;//(ダンボールハウスhome)//ロード時
FPS Set_CharPoint,0,-0.4335,0.0000,3.4813,-0.0325,0.2910,0.9561;
FPS Set_CharPoint,1,-0.9367,0.0000,2.0481,-0.0094,0.3353,0.9420;
GOTO orMAP_DANhome;


* orMAP_DANhome;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_ダンボールhome;//ダンボールの自室内
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,-0.4525,0.0000,0.5010;//(ダンボールハウス)小屋の外へ
FPS ADD_Point,0.2821,0.0000,3.7055,save;
FPS ADD_Point,-0.9964,0.0000,4.0980,寝る;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS orMAP,true,this,orMAP_DANhome_判定;
RETURN ;

* orMAP_DANhome_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DANw_IN2;//(ダンボールハウス)小屋内部から。位置調整なし
Goto@ @RetFps_Word,事件_1,orMAP_DANhome_EV045;
Goto@ @RetFps_Word,事件_2,orMAP_DANhome_EV046;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANhome_EV045;
//セーブを行う

RET p_MAP_ID,=,5;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション 4住宅地 5ﾀﾞﾝﾎﾞｰﾙ
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;

GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;

Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DANhome_EV046;//　○睡眠ベッド
FPS Set_CharPoint,0,-0.6616,0.0000,3.0318,-0.0321,0.0853,-0.9958;

XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;
MSG_Print 我慢して寝る;
Loop_MSG true;

GOSUB L_BED;//睡眠ベッドの共通処理。
FPS Set_CharST_addP,0,-500,,,;//2=HP 3=MP 5=Sep ﾀﾞﾝﾎﾞｰﾙは性能低下

FPS Set_CharPoint,0,-0.6081,0.0000,3.1459,0.0365,-0.0347,0.9987;
RETURN ;







//-----------------------------------------------------------------------------+
* orMAP_SUPERroom_IN1_menu;//物件を所有してない時のメニュー
RET p_A1,=,0;
switch @,p_達成E;
switch case_t,key,部屋3;
	RET p_A1,=,1;
switch end;
DF37PAR_GOTO @[p_A1],=,1,orMAP_SUPERroom_IN1;//(高級マンション)駅北口から

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 駅北のマンションだ;
MSG_Print １８０万円を支払えば部屋を自由に使う事が出来る;

CALL DF402/set.txt,L_menuSet1;
Menu_ADD 終了,,0;
switch @,p_資金;
switch case_d,A<=p,1800000;		Menu_ADD 部屋を契約する,,1;
switch end;
Loop_4_menu true;

Goto@ @RetMenu,0,L_RETURN;

LET$ p_達成E,=,@[p_達成E],key+,部屋3;
LET p_資金,=,p_資金,-,1800000;

GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
GOSUB L_MoneyCheck;//金額チェック
Loop_4_ft -,30,1.0;
GOTO orMAP_SUPERroom_IN1;



//-----------------------------------------------------------------------------+
//■高級マンション。
//-----------------------------------------------------------------------------+
* orMAP_SUPERroom_IN1;//(高級マンション)駅北口から
FPS Set_CharPoint,0,-0.0110,1.3704,-4.7507,0.0706,0.1467,-0.9866;
FPS Set_CharPoint,1,-0.1943,2.0514,1.7112,-0.9280,0.3714,-0.0276;
GOTO orMAP_SUPERroom;


* orMAP_SUPERroom_IN2;//(高級マンション)//ロード時
FPS Set_CharPoint,0,-3.8029,2.6669,1.5075,-0.9803,0.1960,0.0209;
FPS Set_CharPoint,1,2.1261,0.0000,-0.6827,-0.9966,-0.0727,0.0363;
GOTO orMAP_SUPERroom;


* orMAP_SUPERroom;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_高級マンション;//ダンボールの自室内
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS ADD_Point,0.0101,1.3704,-6.6422,街へ;//出入り口
FPS ADD_Point,-4.8972,2.6669,1.4295,save;
FPS ADD_Point,-1.5877,2.9704,3.2715,寝る;
FPS ADD_Point,3.8754,0.0000,-0.4752,トイレ;
FPS ADD_Point,0.9479,-0.0868,4.1921,シャワー;
FPS ADD_Point,2.3880,0.0000,-0.5364,食事;
FPS ADD_Point,1.4157,2.6669,4.9285,着替え;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS EOF_Type,ポイント通過,5,事件_5;
FPS EOF_Type,ポイント通過,6,事件_6;
FPS orMAP,true,this,orMAP_SUPERroom_判定;
RETURN ;

* orMAP_SUPERroom_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN9;//（駅北口）高級マンション出口　追加
Goto@ @RetFps_Word,事件_1,orMAP_SUPERroom_EV059;
Goto@ @RetFps_Word,事件_2,orMAP_SUPERroom_EV060;
Goto@ @RetFps_Word,事件_3,orMAP_SUPERroom_EV061;
Goto@ @RetFps_Word,事件_4,orMAP_SUPERroom_EV062;
Goto@ @RetFps_Word,事件_5,orMAP_SUPERroom_EV063;
Goto@ @RetFps_Word,事件_6,orMAP_SUPERroom_EV065;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV059;
//セーブを行う

RET p_MAP_ID,=,8;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション 4住宅地 5ﾀﾞﾝﾎﾞｰﾙ
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;Loop_MSG true;
GOSUB L_MSG;MSG4_Print save;//マップの説明文を出す
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV060;//　○睡眠ベッド
FPS Set_CharPoint,0,-1.8500,2.9704,2.8965,-0.4184,-0.1212,-0.9000;

XFile4_ID 0,true;
Motion_Load DF402/L_EV005_1.txt,true,,;//

MSG_Cls ;
MSG_Print 寝心地が良さそうだ;
Loop_MSG true;

FPS Set_CharST_addP,0,1000,,,;//2=HP 3=MP 5=Sep 多少高性能
GOSUB L_BED;//睡眠ベッドの共通処理。

FPS Set_CharPoint,0,-0.9123,2.6669,2.1803,-0.6980,0.1802,-0.6929;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV061;//○トイレ
//FPS Set_CharPoint,0,3.8754,0.0000,-0.4752,-0.0092,-0.1024,-0.9946;
FPS Set_CharPoint,0,3.8703,0.0000,-0.3753,0.1330,0.0030,-0.9911;

XFile4_ID 0,true;
Motion_Load DF402/L_EV004_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print トイレでスッキリした;
Loop_MSG true;

RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV062;//○入浴
CALL DF402/set.txt,裸に;
FPS Set_CharPoint,0,0.9479,-0.0868,4.1921,-0.1235,-0.0918,-0.9880;

GOSUB L_HEV_Set;

DF37PAR_PP2 -0.1, 0, 0;//-0.01, 0, 0;//時間に応じて増える値  マウス非操作時も少し綺麗に成る
DF37PAR_PGP -2.0, 0, 0;//-1.0, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

FPS_EF Set_EF_Char2,0,ｼｬﾜｰ元,0, 0.8, 1, 1.0;//自分ID,出現EF名,相手ID,出現距離,方向,高さ
FPS_EF Set_EF_Char2,0,ｼｬﾜｰ元,0,-0.8,-1, 1.0;//自分ID,出現EF名,相手ID,出現距離,方向,高さ

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print どんどんカラダが綺麗になって行く;
MSG_Print マウスを振り回すと早く綺麗に成る;
MSG_Print もう十分ならメニューから終了を選んでください;

* orMAP_SUPERroom_EV062_1;
XFile4_ID 0,true;
switch rand,4;
	Motion_Load DF402/L_EV018_1.txt,false,,10;//
switch case,2;
	Motion_Load DF402/L_EV018_2.txt,false,,10;//
switch case,3;
	Motion_Load DF402/L_EV018_3.txt,false,,10;//
switch case,4;
	Motion_Load DF402/L_EV018_4.txt,false,,10;//
switch end;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD シャワー終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,30,orMAP_SUPERroom_EV062_1;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_SUPERroom_EV062_1;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_SUPERroom_EV062_1;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_SUPERroom_EV062_1;//Ｈシーンのループ開始からのフレーム時間
switch end;

//4HS_MenuMode 6,;//マウス連打でアクション
4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
FPS ini,ITEM;//精液とシャワーなどを全て消す
CALL DF402/set.txt,服着る;
FPS Set_CharPoint,0,1.9013,0.0477,3.3788,-0.6158,0.1349,0.7761;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV063;//　○食事
FPS Set_CharPoint,0,2.2259,0.0000,-0.3629,-0.9964,0.0837,-0.0102;
RET p_前行動,=,食事;

XFile4_ID 0,true;
Motion_Load DF402/L_EV019_1.txt,false,,30;//
Motion_Loa2 DF402/L_EV019_2.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 食事をしました;
Loop_MSG true;

Motion_Load DF402/L_EV019_3.txt,false,,30;//

FPS Set_CharST_addP,0,,3000,,;//2=HP 3=MP 5=Sep
RET p_空腹,=,0;//満腹に！
CALL DF402/set.txt,DIM_Check;//変数の整合性
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,90,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_SUPERroom_EV065;//着替え

Mov_View 2.077,3.155,2.707,-0.9169,0.1549,-0.3676,0.143,0.987,0.057,1.047;
FPS Set_CharPoint,0,0.6872,2.6669,2.5590,-0.9654,-0.1992,0.1682;

XFile4_ID 0,true;
Motion_Load DF402/L_EV016_1.txt,false,,30;//

FPS keikai,0;
CALL DF40_Action_CSS.txt;
Loop_4_ft -,30,1.0;
RETURN ;










//-----------------------------------------------------------------------------+
//■地下拷問部屋。　闘技場も混ぜる？
//-----------------------------------------------------------------------------+
* orMAP_GOmon1_IN1;//(地下拷問部屋)駅北口から
FPS Set_CharPoint,0,-1.2431,1.3675,1.0875,0.9391,0.3433,0.0096;
FPS Set_CharPoint,1,-5.4524,-0.0000,0.9135,-0.1183,0.4998,0.8579;
GOTO orMAP_GOmon1;

* orMAP_GOmon1_IN2;//(地下拷問部屋)ダム地下通路から
FPS Set_CharPoint,0,5.2907,0.0000,0.0437,0.9914,0.0368,0.1254;
FPS Set_CharPoint,1,3.2580,-0.8397,-1.0865,0.9699,0.2434,0.0035;
GOTO orMAP_GOmon1;

* orMAP_GOmon1_IN3;//(地下拷問部屋)セーブポイント・ロード再開時
FPS Set_CharPoint,0,2.4574,-0.8397,-3.1548,-0.0486,0.1854,-0.9814;
FPS Set_CharPoint,1,-1.8561,-0.8397,-2.9359,-0.9752,0.2165,-0.0449;
GOTO orMAP_GOmon1;

* orMAP_GOmon1;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_地下拷問部屋;//地下拷問部屋。闘技場？
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？
GOSUB L_MapLoad;//マップロード後の共通処理

FPS_EF LoadX,2,DF51_giji01.x;//裸の女。DF51
FPS_EF LoadX,5,DF402_GL_N01.x;
FPS_EF LoadX,16,DF402_GL_N02.x;
//FPS_EF LoadX,17,DF402_GL_N03.x;
//FPS_EF LoadX,18,DF402_GL_N04.x;
FPS_EF LoadX,38,DF402_GL_N05.x;
FPS_EF LoadX,40,DF402_GL_N06.x;

FPS_EF Set_PosDir,通行人B_2,1,0, -1.7978,-4.0159,-18.7541,-0.2872,0.3774,-0.8803;
FPS_EF Set_PosDir,通行人B_5,1,0, 2.4079,-4.0159,-18.4087,0.7942,0.0803,-0.6022;
FPS_EF Set_PosDir,通行人B_38,1,0, 3.4834,-4.0159,-14.3376,0.9387,0.1082,0.3270;
FPS_EF Set_PosDir,通行人B_40,1,0, -0.3545,-4.0159,-12.2788,-0.2058,0.0559,0.9769;
//FPS_EF Set_PosDir,通行人B_16,1,0, -3.2751,-4.0159,-15.8788,-0.9886,0.1448,-0.0389;
FPS_EF Set_PosDir,死霊骨,1,0, -3.2751,-4.0159,-15.8788,-0.9886,0.1448,-0.0389;

FPS_EF Set_PosDir,通行人B_2,1,0, -6.7863,-4.0352,-19.7621,-0.8027,-0.0558,-0.5936;
FPS_EF Set_PosDir,死霊骨,1,0, -7.6722,-4.0352,-17.9775,-0.9887,-0.0007,-0.1492;
FPS_EF Set_PosDir,通行人B_40,1,0, -7.9946,-4.0352,-15.7645,-0.9895,-0.0948,0.1084;
FPS_EF Set_PosDir,通行人B_38,1,0, -7.6891,-4.0352,-13.5457,-0.9908,-0.0803,0.1088;
FPS_EF Set_PosDir,通行人B_16,1,0, -6.8700,-4.0352,-11.6560,-0.8987,-0.0635,0.4337;

FPS ADD_Point,-0.3871,1.3675,0.9967,駅北へ;//駅北口へ　地下通路
FPS ADD_Point,6.2045,0.0000,0.0627,地下水路;//ダムの地下水道
FPS ADD_Point,3.9309,-0.8397,-2.8892,save;//実用性重視
FPS ADD_Point,-10.0745,-1.2437,-6.5459,隠小;//拷問部屋。床。ヤリ
FPS ADD_Point,-7.1336,-1.2437,-6.2954,隠小;//拷問部屋。三角木馬



FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//
FPS EOF_Type,ポイント通過,2,事件_2;
FPS EOF_Type,ポイント通過D,3,事件_3;
FPS EOF_Type,ポイント通過,4,事件_4;
FPS orMAP,true,this,orMAP_GOmon1_判定;
RETURN ;

* orMAP_GOmon1_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_matiA2_IN2;//(駅北口)地下通路。謎の端
Goto@ @RetFps_Word,移動_1,orMAP_DF40_tikasuidouA1_IN4;//(地下水道)下の緑の照明の通路
Goto@ @RetFps_Word,事件_2,orMAP_GOmon1_EV047;
Goto@ @RetFps_Word,事件_3,orMAP_GOmon1_EV051;//拷問部屋。床。ヤリ
Goto@ @RetFps_Word,事件_4,orMAP_GOmon1_EV052;//拷問部屋。三角木馬
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_GOmon1_EV047;//セーブを行う
RET p_MAP_ID,=,6;//0初期　1自宅　2隠れ家ボロ和室　3駅前マンション 4住宅地 5ﾀﾞﾝﾎﾞｰﾙ 6地下拷問
CALL DF402/set.txt,SAVE;//変数保存
//FPS Save;

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 記録を行いました;
Loop_MSG true;
GOSUB L_MSG;//マップの説明文を出す
MSG4_Print save;
Loop_4_ft -,30,1.0;
RETURN ;




//お願い！助けて！！
//ボタンがあります。押しますか？




// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_GOmon1_EV051;//拷問部屋。床。ヤリ
FPS Set_CharPoint,0,-10.0565,-1.2437,-6.4160,-0.0348,0.0956,0.9948;

XFile4_ID 0,true;
Motion_Load DF402/L_EV051_3.txt,false,,30;//

//Loop_4_ft -,120,1.0;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print ？？;
Loop_MSG true;

GOSUB L_地下拷問部屋_ADDヤリ;//地下拷問部屋。拷問器具。ヤリ可動

Motion_Load DF402/L_EV051_1.txt,false,,10;//
Motion_Loa2 DF402/L_EV051_2.txt,false,,10;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 槍が飛び出した！;
Loop_MSG true;

//FPS Set_CharST_addP,0,,100,,;//2=HP 3=MP 5=Sep
Loop_4_ft -,30,1.0;
RETURN ;



// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_GOmon1_EV052;//拷問部屋。三角木馬
FPS Set_CharPoint,0,-7.1405,-1.2437,-6.3751,0.0139,-0.0101,-0.9998;//拷問部屋。三角木馬

XFile4_ID 0,true;
Motion_Load DF402/L_EV052_1.txt,false,,10;//

GOSUB L_HEV_Set;

DF37PAR_PP2 0.01, 0, 0;//時間に応じて増える値
DF37PAR_PGP 0.5, 0, 0;//マウスドラッグはシステム的に連打より30倍くらい？

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print お馬さんゴッコのアトラクションだ;
MSG_Print やめる時はメニューから脱出を選んでください;


// - - - - - - - - - - - - - - - - - - - - - - - - - - -
* orMAP_DANw_EV052_1;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD 脱出,;
switch rand,4;	4HS_EOF_ADD FlameTime,75,orMAP_DANw_EV052_2;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DANw_EV052_2;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DANw_EV052_2;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DANw_EV052_2;//Ｈシーンのループ開始からのフレーム時間
switch end;

4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - -
* orMAP_DANw_EV052_2;
XFile4_ID 0,true;
switch rand,4;
	Motion_Loa2 DF402/L_EV052_1.txt,false,,10;//
switch case,2;
	Motion_Loa2 DF402/L_EV052_2.txt,false,,10;//
switch case,3;
	Motion_Loa2 DF402/L_EV052_3.txt,false,,10;//
switch case,4;
	Motion_Loa2 DF402/L_EV052_4.txt,false,,10;//
switch end;
GOTO orMAP_DANw_EV052_1;













//------------------------------------------------------------------------------
//■洋室。自宅？
* orMAP_DF40_yousitu2_IN1;//
FPS Set_CharPoint,0,-2.5203,-0.1467,-1.3408,0.0117,-0.0879,-0.9960;
FPS Set_CharPoint,1,-2.4954,0.0547,0.9824,-0.9966,0.0765,0.0293;
GOTO orMAP_DF40_yousitu2;

* orMAP_DF40_yousitu2;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_yousitu2;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 自宅,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 洋風の一般住宅,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 室内各所に接続,320,220,,999,16,1.0;


FPS_EF Set_PosDir,ダンボール,1,0, -0.59,3.16,0.97,0.996,0.045,-0.068;
FPS_EF Set_PosDir,ゴミ,1,0, -1.59,3.16,0.97,0.996,0.045,-0.068;
//FPS_EF Set_PosDir,ダンボール,1,0, -0.59,1.85,0.97,0.996,0.045,-0.068;//2010天井
//FPS_EF Set_PosDir,ゴミ,1,0, -1.59,1.85,0.97,0.996,0.045,-0.068;


FPS ADD_Point,-2.6482,-0.1467,-1.3321;//玄関
FPS ADD_Point,-1.4594,0.0547,5.1827;//風呂予定地
FPS ADD_Point,8.8855,0.0547,4.2520;//はなれ？
FPS ADD_Point,-2.8647,3.1635,0.4770;//２階ベランダ？
//FPS ADD_Point,-2.8647,1.8051,0.4770;//２階ベランダ？//2010天井
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS orMAP,true,this,orMAP_DF40_yousitu2_判定;
RETURN ;

* orMAP_DF40_yousitu2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
Goto@ @RetFps_Word,移動_1,orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
Goto@ @RetFps_Word,移動_2,orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
Goto@ @RetFps_Word,移動_3,orMAP_DF40_juutakuti_IN2;//（住宅地）自宅方面から
RETURN ;




//------------------------------------------------------------------------------
//■電車の車内
* orMAP_DF40_densya_IN1;//ドア付近
FPS Set_CharPoint,0,-0.8500,0.0003,-6.9693,-0.9714,0.2366,-0.0178;

FPS Set_CharPoint,1,0.3445,0.0003,-4.2365,-0.6592,0.1119,-0.7435;

GOTO orMAP_DF40_densya;

* orMAP_DF40_densya_IN2;//前の車両への連結
FPS Set_CharPoint,0,-0.0095,0.0003,8.8700,-0.0240,0.1417,0.9896;

FPS Set_CharPoint,1,-0.8103,0.0003,7.1800,0.9994,-0.0215,-0.0260;

GOTO orMAP_DF40_densya;

* orMAP_DF40_densya_IN3;//後の車両への連結
FPS Set_CharPoint,0,-0.0404,0.0003,-9.0016,0.0006,0.0823,-0.9966;

FPS Set_CharPoint,1,-0.8273,0.0003,-6.9268,0.9995,0.0273,-0.0145;

GOTO orMAP_DF40_densya;

* orMAP_DF40_densya;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_densya;
RET p_敵種別,=,13;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 車内,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 高速移動手段,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 鋼鉄の棺桶,320,220,,999,16,1.0;


//先頭付近
FPS_EF Set_PosDir,通行人_車内,1,0, -0.47,0.00,8.50,0.994,0.103,-0.014;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.43,0.00,8.56,-0.989,0.140,0.025;

//椅子２
FPS_EF Set_PosDir,通行人_車内,1,0, 0.35,0.00,5.57,-0.988,0.149,-0.009;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.31,0.00,4.64,-0.994,0.101,-0.007;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.46,0.00,3.67,-0.994,0.101,-0.003;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.72,0.00,3.41,0.871,0.084,-0.482;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.64,0.00,4.70,0.985,0.157,-0.063;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.80,0.00,5.22,0.991,0.116,-0.059;
FPS_EF Set_PosDir,通行人_車内,1,0, -1.29,0.00,5.96,-0.884,0.233,-0.403;

//椅子３
FPS_EF Set_PosDir,通行人_車内,1,0, 0.56,0.00,-0.66,-0.975,0.219,0.008;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.49,0.00,0.62,-0.995,0.083,0.051;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.42,0.00,-0.03,0.974,0.205,-0.088;

//椅子４
	switch rand,2;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.45,0.00,-4.67,-0.985,0.162,0.045;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.57,0.00,-3.82,0.981,0.157,-0.111;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.55,0.00,-5.40,0.984,0.153,-0.090;
	switch case,2;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.49,0.00,-3.93,-0.998,0.029,-0.037;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.61,0.00,-5.16,-0.999,0.001,0.009;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.64,0.00,-4.95,0.986,0.161,0.010;
	switch end;

//後部
	switch rand,2;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.50,0.00,-8.54,0.992,0.102,-0.070;
	switch case,2;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.50,0.00,-8.54,0.992,0.102,-0.070;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.54,0.00,-8.78,-0.016,0.105,-0.994;
	switch end;

//ドア付近1
	switch rand,3;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.09,0.00,-7.22,0.482,-0.056,-0.873;
	switch case,2;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.00,0.00,6.80,0.037,0.027,0.998;
	switch case,3;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.88,0.00,7.51,-0.781,0.449,0.432;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.76,0.00,7.30,0.499,0.022,0.865;
	switch end;

//ドア付近2
	switch rand,3;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.20,0.00,2.75,-0.025,0.034,0.999;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.23,0.00,1.73,-0.498,-0.062,-0.864;
	switch case,2;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.81,0.00,2.18,0.621,0.211,0.754;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.67,0.00,2.51,-0.710,0.028,-0.703;
	switch case,3;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.02,0.00,2.43,-0.015,-0.014,0.999;
	switch end;

//ドア付近3
	switch rand,3;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.88,0.00,-2.36,-0.704,0.000,0.710;
FPS_EF Set_PosDir,通行人_車内,1,0, 0.62,0.00,-2.59,0.830,-0.020,-0.556;
	switch case,2;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.08,0.00,-1.72,-0.010,-0.088,-0.996;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.35,0.00,-2.79,0.006,-0.004,0.999;
	switch case,3;
FPS_EF Set_PosDir,通行人_車内,1,0, -0.09,0.00,-2.40,-0.417,0.114,-0.901;

	switch end;

//ドア付近4。ホーム出入り口に近いので配置しない


FPS ADD_Point,-1.2931,0.0003,-6.8397,ホームへ;
//FPS ADD_Point,0.0422,0.0003,9.4802,前の車両;
//FPS ADD_Point,-0.0423,0.0003,-9.4417,後の車両;
FPS ADD_Point,-0.0423,0.0003,-9.4417,行先選択;
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
//FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
//FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,1,移動_2;
FPS orMAP,true,this,orMAP_DF40_densya_判定;
RETURN ;

* orMAP_DF40_densya_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_ホーム接続_IN2;
//Goto@ @RetFps_Word,移動_1,orMAP_DF40_densya_IN3;
//Goto@ @RetFps_Word,移動_2,orMAP_DF40_densya_IN2;
Goto@ @RetFps_Word,移動_2,orMAP_DF40_densya2_IN2;//ｼﾞｬﾝﾌﾟ
RETURN ;




//------------------------------------------------------------------------------
//■電車の車内(ジャンプポイント)
* orMAP_DF40_densya2_IN2;//前の車両への連結・電車の車内(ジャンプポイント)
FPS Set_CharPoint,0,-0.0095,0.0003,8.8700,-0.0240,0.1417,0.9896;

FPS Set_CharPoint,1,-0.8103,0.0003,7.1800,0.9994,-0.0215,-0.0260;

CALL DF402/set.txt,ADDkeyM_転送;
GOTO orMAP_DF40_densya2;

* orMAP_DF40_densya2;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_densya2;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print 電車内,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print ジャンプポイント,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print 各所へ瞬時に移動,320,220,,999,16,1.0;


FPS ADD_Point,0.0422,0.0003,9.4802,前の車両;//0

//FPS ADD_Point, 1.1834,0.0003, 6.9192,ビーチ;//1
FPS ADD_Point, 1.1834,0.0003, 6.9192,森;//1
FPS ADD_Point,-1.2851,0.0003, 6.9000,地下水道;//神社;//2
FPS ADD_Point, 1.1555,0.0003, 2.2813,駅ビル;//3
FPS ADD_Point,-1.0287,0.0003, 2.2327,電話BOX;//4
FPS ADD_Point, 1.2694,0.0003,-2.4809,和風住宅;//5
FPS ADD_Point,-1.2528,0.0003,-2.4099,ビル街;//駅トイレ;//6
FPS ADD_Point, 1.2688,0.0003,-6.9015,自宅;//ホーム通路;//7
FPS ADD_Point,-1.2931,0.0003,-6.8397,改札;//8
FPS ADD_Point, 0.7926,0.0003,-9.0967,駅入口;//9
FPS ADD_Point,-0.7969,0.0003,-9.0992,要塞;//10


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;
FPS EOF_Type,ポイント通過,6,移動_6;
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS EOF_Type,ポイント通過,9,移動_9;
FPS EOF_Type,ポイント通過,10,移動_10;
FPS orMAP,true,this,orMAP_DF40_densya2_判定;
RETURN ;

* orMAP_DF40_densya2_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_DF40_densya_IN3;
//Goto@ @RetFps_Word,移動_1,orMAP_ビーチ_IN1;
Goto@ @RetFps_Word,移動_1,orMAP_DF40_mori2_IN1;//森
//Goto@ @RetFps_Word,移動_2,orMAP_DF40_maturi_IN1;//神社
Goto@ @RetFps_Word,移動_2,orMAP_DF40_tikasuidouA1_IN1;//地下水道
Goto@ @RetFps_Word,移動_3,orMAP_03地上駅_IN1;//駅ビル
Goto@ @RetFps_Word,移動_4,orMAP_電話BOX_IN1;//横断歩道方面
Goto@ @RetFps_Word,移動_5,orMAP_和風住宅_IN1;//
Goto@ @RetFps_Word,移動_6,orMAP_DF40_matiA2_IN1;//高速の見えるビル街
//Goto@ @RetFps_Word,移動_7,orMAP_DF40_yousitu2_IN1;//自宅
Goto@ @RetFps_Word,移動_7,orMAP_DF402_MyHome_IN1;//(402自宅)出入り口
Goto@ @RetFps_Word,移動_8,orMAP_駅改札付近_IN1;//地上への道
Goto@ @RetFps_Word,移動_9,orMAP_駅入口_IN1;//地下入り口・交差点
Goto@ @RetFps_Word,移動_10,orMAP_DF40_Fortress_IN1;//要塞
RETURN ;







//▼未使用
//FPS ADD_Point, 1.1834,0.0003, 6.9192,公園;//1
Goto@ @RetFps_Word,移動_1,orMAP_DF40_公園E01_IN1;
//FPS ADD_Point,-0.7969,0.0003,-9.0992,ビーチ;//10
//Goto@ @RetFps_Word,移動_10,orMAP_ビーチ_IN1;//右上・街方面
//orMAP_地下通路_IN1;//交差点方面
//orMAP_駅入口階段_IN1;//地上出入口
//Goto@ @RetFps_Word,移動_7,orMAP_ホーム接続_IN1;//改札方面
//Goto@ @RetFps_Word,移動_6,orMAP_駅トイレ_IN1;//改札方面

//------------------------------------------------------------------------------
//■練習室
* orMAP_DF40_練習室01_IN1;//
FPS Set_CharPoint,0,-0.0523,0.0684,-2.9397,-0.0493,-0.0041,-0.9987;

FPS Set_CharPoint,1,1.0702,0.0684,7.2318,-0.0222,-0.0292,0.9993;

GOTO orMAP_DF40_練習室01;

* orMAP_DF40_練習室01;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_練習室01;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print ■練習室　　　　　　　　,500,100,ＭＳ Ｐ明朝,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print ────────────,500,115,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print 訓練用の練習室　　　　　,500,130,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;//1影あり,ﾌｫﾝﾄ,1一定時間で消える
MSG4_Print 細い通路の地形　　　　　,500,150,,999,16,1.0;


FPS_EF Set_PosDir,通行人_往復,1,0,  6.35,0.06,-6.1,0.99,0.0,0.00;

FPS_EF Set_PosDir,警察官0,1,0,  7.57,0.06,10.5,0.99,0.0,-0.0;

FPS_EF Set_PosDir,警察官1,1,0,  -5.0,0.06,0.38,0.99,0.0,-0.0;

FPS_EF Set_PosDir,警察官2,1,0,  -4.9,0.06,10.2,-0.0,0.0,0.99;

FPS_EF Set_PosDir,警察官3,1,0,  6.45,0.06,-6.1,0.99,0.0,0.00;



//FPS ADD_Point,3,0,3,Z3街へ;
//FPS ADD_Point,3,0,0,X3街へ;
//FPS ADD_Point,4,0,0,隠_警察P;//警戒レベルに応じて敵が出て来る
//FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
//FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS orMAP,true,this,orMAP_練習室01_判定;
RETURN ;

* orMAP_DF40_練習室01_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
Goto@ @RetFps_Word,移動_1,orMAP_駅入口_IN3;//横断歩道
RETURN ;




//------------------------------------------------------------------------------
//■公園　影公園　影街公園
//------------------------------------------------------------------------------
* orMAP_DF40_公園E01_IN1;//(公園)
FPS Set_CharPoint,0,2.5174,-0.0160,-17.9818,-0.0778,0.1633,-0.9834;
FPS Set_CharPoint,1,3.4154,-0.0160,-15.3154,0.3967,0.0136,-0.9178;
GOTO orMAP_DF40_公園E01;


* orMAP_DF40_公園E01_IN2;//(公園)奥の道
FPS Set_CharPoint,0,-7.8727,-0.0160,12.4105,-0.7798,-0.0428,0.6245;
FPS Set_CharPoint,1,-4.8732,-0.0160,11.0638,-0.4481,-0.0992,0.8884;
GOTO orMAP_DF40_公園E01;


* orMAP_DF40_公園E01_IN3;//(公園)SB通り
FPS Set_CharPoint,0,5.9783,-0.0160,16.7762,0.5522,-0.0134,0.8335;
FPS Set_CharPoint,1,3.5781,-0.0160,13.5404,0.4348,-0.0284,0.9000;
GOTO orMAP_DF40_公園E01;


* orMAP_DF40_公園E01;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_公園E01;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 公園,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 夜のステージ,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 楽しい遊び場,320,220,,999,16,1.0;


FPS_EF Set_PosDir,通行人_往復,1,0,  6.35,0.06,-6.1,0.99,0.0,0.00;



//警戒レベルに応じて配置するﾋﾞｯﾄ
switch FPS_k,200,999999;//警戒レベルで分岐
  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -0.4,0.03,1.53,0.99,0.0,0.0;

  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  0.91,0.03,1.63,0.99,0.0,0.0;

switch FPS_k,100,999999;
  FPS_EF Set_PosDir,警察官0,1,0,  -0.26,0.03,4.26,-0.12,0.06,0.98;

switch FPS_k,300,999999;
  FPS_EF Set_PosDir,警察官0,1,0,  0.45,0.03,4.37,-0.13,0.07,0.98;

switch FPS_k,600,999999;
  FPS_EF Set_PosDir,警察官1,1,0,  -1.15,0.03,4.15,-0.12,0.05,0.99;

switch end;



FPS ADD_Point,2.3910,-0.0160,-19.5768,出口;
//電話ボックス
FPS ADD_Point,-8.7606,-0.0160,13.1575,奥の道;
//奥の道
FPS ADD_Point,6.7294,-0.0160,17.91000,SB通り;
//市街

FPS ADD_Point,0.5209,0.0307,-6.4345,隠小;//噴水


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;//ポイント2番を終了条件に加える
FPS EOF_Type,ポイント通過D,3,事件_3;
FPS orMAP,true,this,orMAP_DF40_公園E01_判定;
RETURN ;

* orMAP_DF40_公園E01_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_電話BOX_IN2;//横断歩道
Goto@ @RetFps_Word,移動_1,orMAP_電話BOX_IN2;//横断歩道
Goto@ @RetFps_Word,移動_2,orMAP_DF402_kagemati_IN1;//(影街)出入り口
Goto@ @RetFps_Word,事件_3,orMAP_DF40_公園E01_EV053;
RETURN ;




// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_DF40_公園E01_EV053;//○入浴
CALL DF402/set.txt,裸に;
FPS Set_CharPoint,0,0.8216,0.0307,-6.0130,0.4128,-0.0619,-0.9086;
Mov_View 1.556,1.112,-4.170,-0.2738,-0.0918,-0.9573,-0.025,0.995,-0.088,1.047;

GOSUB L_HEV_Set;

DF37PAR_PP2 -0.01, 0, 0;//-0.01, 0, 0;//時間に応じて増える値  マウス非操作時
DF37PAR_PGP -0.2, 0, 0;//-1.0, 0, 0;//操作時  普通のシャワーより低性能

MSG_Cls ;
//G_Print □□□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 多少はカラダが綺麗になって行く;
MSG_Print マウスを振り回すと早く綺麗に成る;
MSG_Print もう十分ならメニューから終了を選んでください;

* orMAP_DF40_公園E01_EV053_1;
XFile4_ID 0,true;
switch rand,5;
	Motion_Load DF402/L_EV053_1.txt,false,,10;//
switch case,2;
	Motion_Load DF402/L_EV053_2.txt,false,,10;//
switch case,3;
	Motion_Load DF402/L_EV053_3.txt,false,,10;//
switch case,4;
	Motion_Load DF402/L_EV053_4.txt,false,,10;//
switch case,5;
	Motion_Load DF402/L_EV053_5.txt,false,,10;//
switch end;

4HS_EOF_CLS ALL;//EOF全てリセット
Menu_CLS Menu;
4HS_Menu1_ADD 水浴び終了,;
switch rand,4;	4HS_EOF_ADD FlameTime,30,orMAP_DF40_公園E01_EV053_1;//Ｈシーンのループ開始からのフレーム時間
switch case,2;	4HS_EOF_ADD FlameTime,60,orMAP_DF40_公園E01_EV053_1;//Ｈシーンのループ開始からのフレーム時間
switch case,3;	4HS_EOF_ADD FlameTime,90,orMAP_DF40_公園E01_EV053_1;//Ｈシーンのループ開始からのフレーム時間
switch case,4;	4HS_EOF_ADD FlameTime,120,orMAP_DF40_公園E01_EV053_1;//Ｈシーンのループ開始からのフレーム時間
switch end;

//4HS_MenuMode 6,;//マウス連打でアクション
4HS_MenuMode 3,;//振る1
Loop_4_Hscene true;

GOSUB L_HEV_Ret;
RET p_汚れ,=,0;
FPS ini,ITEM;//精液とシャワーなどを全て消す
CALL DF402/set.txt,服着る;
RETURN ;





















//------------------------------------------------------------------------------
//■神社のお祭り会場
* orMAP_DF40_maturi_IN1;//
FPS Set_CharPoint,0,0.0494,0.0080,-3.4981,-0.0231,0.0326,-0.9991;

FPS Set_CharPoint,1,0.3019,0.0080,-2.1239,0.0356,0.0924,-0.9950;

GOTO orMAP_DF40_maturi;

* orMAP_DF40_maturi;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_maturi;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 神社,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 祭りの場所,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 見通しの悪い暗闇,320,220,,999,16,1.0;




FPS ADD_Point,0.1514,0.0080,-5.8871;
//電話BOX
FPS ADD_Point,-14.7030,5.4655,31.6877,未定;
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_DF40_maturi_判定;
RETURN ;

* orMAP_DF40_maturi_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_電話BOX_IN3;//横断歩道
RETURN ;





//------------------------------------------------------------------------------
//■駅ビル
//------------------------------------------------------------------------------
* orMAP_03地上駅_IN1;//地下鉄駅(半地下)から接続
FPS Set_CharPoint,0,-4.8798,-0.0080,20.0437,-0.9876,0.1488,0.0481;

FPS Set_CharPoint,1,2.2932,-0.0080,20.2662,-0.0049,0.1211,0.9926;

GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN2;//地下鉄駅(地下一階)から接続
FPS Set_CharPoint,0,-4.4063,-3.9021,-6.2494,-0.9985,-0.0225,0.0499;

FPS Set_CharPoint,1,-1.8092,-3.9021,-7.4875,-0.9505,-0.0481,-0.3069;

GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN3;//地上入り口
FPS Set_CharPoint,0,1.8639,-0.0080,-15.0758,-0.0179,0.0429,-0.9989;

FPS Set_CharPoint,1,2.7304,-0.0080,-12.0509,0.0558,0.0428,-0.9975;

GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN4;//歩道橋入り口(予定)
//FPS Set_CharPoint,0,1.9436,3.8822,-19.1209,0.0016,0.0812,-0.9966;

//FPS Set_CharPoint,1,2.7841,3.8822,-16.4026,0.1341,0.0810,-0.9876;

FPS Set_CharPoint,0,-0.8841,3.8822,-20.5618,0.0125,-0.0114,-0.9998;
//FPS Set_CharPoint,0,-1.0492,3.8822,-18.6101,-0.0691,0.1005,-0.9925;
FPS Set_CharPoint,1,-0.1873,3.8822,-18.0226,-0.6538,-0.0119,-0.7565;
GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN5;//100519_歩道橋入り口
FPS Set_CharPoint,0,5.8282,3.8822,-20.4114,-0.0648,-0.1008,-0.9927;
FPS Set_CharPoint,1,7.1236,3.8822,-17.4922,-0.0096,0.0291,-0.9995;
GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN6;//100519_駅北口一階出口
FPS Set_CharPoint,0,2.3301,-0.0080,19.7447,0.0125,-0.0637,0.9978;
FPS Set_CharPoint,1,1.7096,-0.0080,16.1954,-0.1122,-0.0845,0.9900;
GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN7;//100519_駅北口歩道橋
FPS Set_CharPoint,0,1.9988,3.8822,17.4243,0.0068,-0.0565,0.9983;
FPS Set_CharPoint,1,0.1628,3.8822,12.9840,-0.1623,-0.0415,0.9858;
GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN8;//100519_北ビル街からの地下通路
FPS Set_CharPoint,0,9.0828,-3.9021,7.0458,0.9997,-0.0217,-0.0002;
FPS Set_CharPoint,1,4.9607,-3.9021,7.9862,0.9856,-0.0314,0.1655;
GOTO orMAP_03地上駅;

* orMAP_03地上駅_IN9;//(駅ビル)下着店
//FPS Set_CharPoint,0,8.8074,3.8822,9.5067,0.9802,0.1972,-0.0111;
//FPS Set_CharPoint,1,7.0642,3.8822,9.6003,0.8439,0.3084,-0.4389;
FPS Set_CharPoint,0,-4.5240,3.8822,-15.9368,-0.8650,0.3163,0.3892;
FPS Set_CharPoint,1,-3.6206,3.8822,-17.7286,-0.9271,0.3535,0.1241;
GOTO orMAP_03地上駅;



* orMAP_03地上駅;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_03地上駅;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 駅ビル,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 立体構造物,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 施設各所へ接続,320,220,,999,16,1.0;



FPS_EF Set_PosDir,通行人_ランダム,1,0,  1.75,3.88,1.11,-0.0,0.04,0.99;

FPS_EF Set_PosDir,通行人_ランダム,1,0,  1.83,3.88,-8.8,0.02,0.06,-0.9;

FPS_EF Set_PosDir,通行人_ランダム,1,0,  -1.9,-2.0,14.5,-0.0,0.18,0.98;


FPS_EF Set_PosDir,ダンボールset,1,0,  0.00,0.06,0.20,-1.0,0.00,0.01;

FPS_EF Set_PosDir,ダンボールset,1,0,  0.00,1.06,0.21,0.01,-1.0,0.01;

FPS_EF Set_PosDir,ダンボールset,1,0,  0.00,2.06,0.22,0.01,0.00,1.00;

FPS_EF Set_PosDir,ダンボールset,1,0,  0.00,3.06,0.22,1.01,0.00,0.01;


FPS ADD_Point,-5.6018,-0.0080,20.4645,地下鉄乗換;//地下鉄駅(半地下)から接続
FPS ADD_Point,-5.2434,-3.9021,-5.7047,地下改札へ;
//地下鉄駅(地下一階)から接続
FPS ADD_Point,1.8491,-0.0080,-16.1156,地上出口;
//地上入り口
//FPS ADD_Point,1.8019,3.8822,-20.76400,歩道橋;
//歩道橋入り口(予定)
FPS ADD_Point,-0.8841,3.8822,-20.5618,歩道橋;
FPS ADD_Point,5.8282,3.8822,-20.4114,歩道橋;
FPS ADD_Point,2.3698,-0.0080,20.4636,北出口;//100519_駅北口一階出口
FPS ADD_Point,2.0489,3.8822,18.3830,北歩道橋;//100519_駅北口歩道橋
FPS ADD_Point,10.2028,-3.9021,7.0456,北地下道;//100519_北ビル街からの地下通路
//FPS ADD_Point,10.2089,3.8822,9.5848,下着店;//
FPS ADD_Point,-5.6029,3.8822,-16.1275,下着店;//
FPS ADD_Point,-0.4510,-0.0080,16.9396,自動販売;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,3,移動_3;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,4,移動_4;
FPS EOF_Type,ポイント通過,5,移動_5;//100519_駅北口一階出口
FPS EOF_Type,ポイント通過,6,移動_6;//100519_駅北口歩道橋
FPS EOF_Type,ポイント通過,7,移動_7;
FPS EOF_Type,ポイント通過,8,移動_8;
FPS EOF_Type,ポイント通過,9,事件_1;
FPS orMAP,true,this,orMAP_03地上駅_判定;
RETURN ;

* orMAP_03地上駅_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_ホーム接続_IN3;
Goto@ @RetFps_Word,移動_1,orMAP_駅改札付近_IN4;
Goto@ @RetFps_Word,移動_2,orMAP_DF40_matiA3_IN1;//駅ビル入り口一階
Goto@ @RetFps_Word,移動_3,orMAP_DF40_matiA3_IN2;//駅ビル出口1
Goto@ @RetFps_Word,移動_4,orMAP_DF40_matiA3_IN3;//駅ビル出口2
Goto@ @RetFps_Word,移動_5,orMAP_DF40_matiA2_IN5;//駅ビル。一階出口
Goto@ @RetFps_Word,移動_6,orMAP_DF40_matiA2_IN1;//歩道橋。線路側
Goto@ @RetFps_Word,移動_7,orMAP_DF40_matiA2_IN3;//地下道
Goto@ @RetFps_Word,移動_8,orMAP_下着店_IN1;//(下着店)駅ビル
Goto@ @RetFps_Word,事件_1,orMAP_DF40_matiA3_EV034;//自動販売機(汎用)
RETURN ;





//-----------------------------------------------------------------------------+
//■下着店。下着屋
//-----------------------------------------------------------------------------+
* orMAP_下着店_IN1;//(下着店)駅ビル
//FPS Set_CharPoint,0,1.5799,0.0007,-0.6666,0.0635,0.2409,-0.9684;
//FPS Set_CharPoint,1,0.7407,0.0007,-2.9732,-0.0044,0.4236,-0.9058;
FPS Set_CharPoint,0,0.5098,0.0007,-3.4036,-0.0072,0.1478,-0.9889;
FPS Set_CharPoint,1,-1.4800,0.0007,-2.1909,-0.0497,0.2597,-0.9644;
GOTO orMAP_下着店;

* orMAP_下着店;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_下着店;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理

//FPS ADD_Point,1.5523,0.0007,-4.5871,出口;
////FPS ADD_Point,-1.9711,0.0007,4.7403,着替;
//FPS ADD_Point,-2.1825,0.1227,4.8356,着替;
//FPS ADD_Point,-2.0161,0.1227,6.5742,オナニー;
FPS ADD_Point,0.3508,0.0007,-4.2741,出口;
FPS ADD_Point,-3.4026,0.1227,5.6556,着替;
FPS ADD_Point,-3.4415,0.1227,7.4204,ポーズ;


	FPS_EF LoadX,2,DF402_GL_G01.x;//制服の女
	FPS_EF LoadX,5,DF402_GL_G02.x;
	FPS_EF LoadX,16,DF402_GL_G03.x;
	FPS_EF LoadX,17,DF402_GL_G04.x;
	FPS_EF LoadX,18,DF402_GL_G05.x;
	FPS_EF LoadX,38,DF402_GL_G06.x;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 2,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0, 5,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,16,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,17,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,18,1,0;
	FPS_EF Set_RandPick3,通行人B_2,1,0,38,1,0;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;
FPS EOF_Type,ポイント通過,2,事件_2;
FPS orMAP,true,this,orMAP_下着店_判定;
RETURN ;

* orMAP_下着店_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_03地上駅_IN9;//(駅ビル)下着店
Goto@ @RetFps_Word,事件_1,orMAP_下着店_EV022;//
Goto@ @RetFps_Word,事件_2,orMAP_下着店_EV023;//
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_下着店_EV022;//着替え
//Mov_View -2.766,1.091,5.446,0.7762,0.0139,-0.6302,-0.010,0.999,0.008,1.047;
Mov_View -4.033,0.964,5.908,0.8826,-0.0920,-0.4609,0.081,0.995,-0.042,1.047;

XFile4_ID 0,true;
Motion_Load DF402/L_EV016_1.txt,false,,30;//

FPS keikai,0;
CALL DF40_Action_CSS.txt;
Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_下着店_EV023;//ポーズ。更衣室

XFile4_ID 0,true;
Motion_Load DF402/L_pose04.txt,false,,30;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print 更衣室だ・・・;
Loop_MSG true;
//FPS keikai,0;
//CALL DF40_Action_CSS.txt;
CALL DF402/set.txt,ADDkeyM_着替;
Loop_4_ft -,30,1.0;
RETURN ;








//------------------------------------------------------------------------------
//■電話ボックス
* orMAP_電話BOX_IN1;//横断歩道方面
FPS Set_CharPoint,0,-4.2945,0.0005,-2.0197,-0.9322,0.0270,-0.3608;
FPS Set_CharPoint,1,1.4099,-0.0050,0.3127,-0.3100,-0.0232,-0.9504;
GOTO orMAP_電話BOX;

* orMAP_電話BOX_IN2;//公園からの入り口
FPS Set_CharPoint,0,12.8945,-0.0050,-0.5493,0.9993,0.0363,-0.0080;
FPS Set_CharPoint,1,10.7614,-0.0050,-1.5579,0.9959,0.0883,-0.0154;
GOTO orMAP_電話BOX;

* orMAP_電話BOX_IN3;//神社からの入り口
FPS Set_CharPoint,0,7.5560,0.7139,-10.1328,0.0172,0.1343,-0.9907;
FPS Set_CharPoint,1,8.4361,0.2030,-7.9514,0.4006,0.0302,-0.9157;
GOTO orMAP_電話BOX;


* orMAP_電話BOX_IN4;//道路左。街方面
FPS Set_CharPoint,0,0.1144,-0.0051,7.7357,0.1301,0.1280,0.9831;
FPS Set_CharPoint,1,-0.0653,-0.0051,5.6680,-0.2853,0.0756,0.9554;
GOTO orMAP_電話BOX;


* orMAP_電話BOX_IN5;//道路右。森方面
FPS Set_CharPoint,0,-0.0163,-0.0051,-10.7351,0.1294,0.0803,-0.9883;
FPS Set_CharPoint,1,-0.1994,-0.0051,-9.1669,-0.0274,-0.0321,-0.9991;
GOTO orMAP_電話BOX;





* orMAP_電話BOX;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_電話BOX;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 公園前,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 公園入り口,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 電話ボックス,320,220,,999,16,1.0;



FPS_EF Set_PosDir,通行人_往復,1,0,  0.3623,0.6,8.4930 , -0.0093,-0.0075,0.9999;


//警戒レベルに応じて配置するﾋﾞｯﾄ
switch FPS_k,0,300;//警戒レベルで分岐
switch FPS_k,100,999999;//警戒レベルで分岐
switch FPS_k,200,999999;
  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  2.16,-0.00,0.83, 0.0,0.0,1.0;
  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  2.18,-0.00,-0.44, 0.0,0.0,1.0;
  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  2.17,-0.00,-1.54, 0.0,0.0,1.0;
switch FPS_k,100,300;
  FPS_EF Set_PosDir,警察官0,1,0,  3.06,-0.00,1.58,-0.06,0.03,0.99;
switch FPS_k,300,999999;
  FPS_EF Set_PosDir,警察官1,1,0,  3.06,-0.00,1.58,-0.06,0.03,0.99;

switch end;


FPS ADD_Point,-5.9732,0.0005,-2.0929,地下入口;
//FPS ADD_Point,15.4858,-0.0050,-0.8059,屋敷;//将来は公園に接続
FPS ADD_Point,15.4858,-0.0050,-0.8059,公園;
FPS ADD_Point,7.5804,1.1063,-11.5326,祭り;
FPS ADD_Point,-0.0191,-0.0051,8.5099,街へ;//道路左。街方面
FPS ADD_Point,0.2748,-0.0051,-11.4705,森へ;//道路右。森方面
FPS ADD_Point,0.23,-0.00,-11.45,隠_警察P;//警戒レベルに応じて敵が出て来る
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ポイント1番を終了条件に加える
FPS EOF_Type,ポイント通過,2,移動_2;//ポイント2番を終了条件に加える
FPS EOF_Type,ポイント通過,3,移動_3;//ポイント2番を終了条件に加える
FPS EOF_Type,ポイント通過,4,移動_4;//ポイント2番を終了条件に加える
FPS orMAP,true,this,orMAP_電話BOX_判定;
RETURN ;

* orMAP_電話BOX_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
//Goto@ @RetFps_Word,移動_1,orMAP_和風住宅_IN1;//横断歩道
Goto@ @RetFps_Word,移動_1,orMAP_DF40_公園E01_IN1;//
Goto@ @RetFps_Word,移動_2,orMAP_DF40_maturi_IN1;//神社方面
Goto@ @RetFps_Word,移動_3,orMAP_DF40_matiA3_IN7;//東への道路。公園前電話ボックス
Goto@ @RetFps_Word,移動_4,orMAP_DF40_mori2_IN1;//滝つぼ付近の道
RETURN ;



//------------------------------------------------------------------------------
* orMAP_和風住宅_IN1;//
FPS Set_CharPoint,0,4.8410,-0.7380,-4.5675,0.0010,0.0156,-0.9998;
FPS Set_CharPoint,1,6.4322,-0.7380,-2.7821,0.6125,0.0110,-0.7903;
GOTO orMAP_和風住宅;

* orMAP_和風住宅;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_和風住宅;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 和風住宅,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 和風の木造住宅,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 謎の生物の拠点,320,220,,999,16,1.0;


FPS_EF Set_PosDir,焚火1,1,0, 2.53,-0.00,6.79,-0.900,0.412,-0.135;

//縁側のある部屋
//FPS_EF Set_PosDir,ゆ魔理沙,1,0,-2.7384,-0.0042,3.3386,-0.9911,0.1094,-0.0747;

//FPS_EF Set_PosDir,ゆ霊夢,  1,0,-2.5308,-0.0042,2.3560,-0.9993,0.0301,0.0204;

//四畳半の囲炉裏
//FPS_EF Set_PosDir,ゆ魔理沙,1,0,3.2397,-0.0042,7.7226,0.3187,0.8953,0.3111;

//FPS_EF Set_PosDir,ゆ霊夢,  1,0,1.7723,-0.0042,7.6650,-0.3450,0.8997,0.2672;

//FPS_EF Set_PosDir,ゆ魔理沙,1,0,1.7784,-0.0042,5.9868,-0.2410,0.8953,-0.3744;

//FPS_EF Set_PosDir,ゆ霊夢,  1,0,3.2971,-0.0042,5.9609,0.3269,0.8994,-0.2899;
//台所奥

//FPS_EF Set_PosDir,ゆ魔理沙,1,0,5.9580,-0.7380,7.7867,-0.5717,0.8204,-0.0020;

//FPS_EF Set_PosDir,ゆ霊夢,  1,0,6.1134,-0.7380,6.8423,-0.5568,0.7044,-0.4401;

//FPS_EF Set_PosDir,ゆ魔理沙,1,0,7.1634,-0.7380,6.2458,-0.0495,0.7050,-0.7074;

//FPS_EF Set_PosDir,ゆ霊夢,  1,0,6.9702,-0.7380,5.0643,-0.0195,0.7110,-0.7028;



//FPS ADD_Point,4.8410,-0.7380,-4.5675,街へ;
FPS ADD_Point,5.0029,-0.7380,-6.8646,森へ;
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS orMAP,true,this,orMAP_和風住宅_判定;
RETURN ;


* orMAP_和風住宅_判定;
GOSUB L_TURN;//ターン処理
//Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN3;//横断歩道
//Goto@ @RetFps_Word,移動_0,orMAP_電話BOX_IN2;//
Goto@ @RetFps_Word,移動_0,orMAP_DF40_mori2_IN2;//橋を渡った先
RETURN ;




//------------------------------------------------------------------------------
* orMAP_駅トイレ_IN1;//改札方面
FPS Set_CharPoint,0,0.0586,0.0003,16.3137,-0.0039,0.0867,0.9962;
FPS Set_CharPoint,1,0.5424,0.0003,10.0933,0.0010,0.0418,0.9991;
GOTO orMAP_駅トイレ;


* orMAP_駅トイレ_IN2;//奥。地下水路方面
FPS Set_CharPoint,0,-0.1433,0.0003,-12.8221,-0.0823,-0.0249,-0.9962;
FPS Set_CharPoint,1,0.5442,0.0003,-8.7448,-0.0942,-0.0249,-0.9952;
GOTO orMAP_駅トイレ;





* orMAP_駅トイレ;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_駅トイレ;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 駅トイレ,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print トイレ前通路,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 駅構内,320,220,,999,16,1.0;



FPS_EF Set_PosDir,通行人_往復,1,0,  1.1953,0.6,13.2755,0.0518,0.040,0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  1.1953,0.6,13.2755,0.0518,0.040,0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  0.5663,0.6,11.6280,-0.0083,0.040,0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  -0.7930,0.6,12.7807,-0.0083,0.040,0.99;

FPS_EF Set_PosDir,通行人_往復,1,0,  -1.1484,0.6,3.3172,0.0,0.07,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  -0.3387,0.6,3.3780,0.0,0.08,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  0.9666,0.6,5.1436,0.0,0.08,-0.99;

FPS_EF Set_PosDir,通行人_往復,1,0,  0.9758,0.6,3.0643,-0.0,0.08,0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  0.0948,0.6,1.4386,-0.0,0.07,0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  -0.8448,0.6,0.4827,-0.0,0.07,0.99;

FPS_EF Set_PosDir,通行人_往復,1,0,  1.2461,0.6,-12.9612,0.0174,0.0335,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  -0.8255,0.6,-12.9974,-0.0098,0.022,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  0.0236,0.6,-10.9337,-0.0098,0.022,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  1.0171,0.6,-8.1633,-0.0098,0.022,-0.99;
FPS_EF Set_PosDir,通行人_往復,1,0,  -0.6047,0.6,-4.8231,-0.0098,0.022,-0.99;

FPS ADD_Point,0.0594,0.0003,16.1138,改札へ;//通路の改札側
FPS ADD_Point,-0.1554,0.0003,-13.9632,地下へ;
FPS ADD_Point,-7.9816,0.0003,8.0722,トイレ;//イベント用

//トイレ通路の反対側
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;
FPS EOF_Type,ポイント通過,2,事件_1;
FPS orMAP,true,this,orMAP_駅トイレ_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_駅トイレ_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅改札付近_IN2;
//Goto@ @RetFps_Word,移動_1,orMAP_駅改札付近_IN2;//何処に繋ぐか未定
Goto@ @RetFps_Word,移動_1,orMAP_DF40_tikasuidouA1_IN2;//暗い通路の奥
Goto@ @RetFps_Word,事件_1,orMAP_駅トイレ_EV004;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_駅トイレ_EV004;//　　○トイレ
Set_View -9.490,2.001,6.104,0.5308,-0.5393,0.6536,0.340,0.842,0.418,0.746;
Mov_View -8.011,1.210,6.327,0.0143,-0.4338,0.9008,0.006,0.900,0.433,0.747;
FPS Set_CharPoint,0,-8.00,0.00,7.80,0.0,-0.0,0.99;

XFile4_ID 0,true;
Motion_Load DF402/L_EV004_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
//MSG_Print イベントの実験４;
//MSG_Print マップファイル側で呼ぶイベントのテスト;
//MSG_Print トイレ;
MSG_Print トイレを済ませた;
Loop_MSG true;


//FPS Set_CharST_addP,0,,,,;//2=HP 3=MP 5=Sep
RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
//FPS ADD_Point,hit_off,0;//接触ポイントの再接触フラグの再セット
Loop_4_ft -,30,1.0;
RETURN ;












//------------------------------------------------------------------------------
* orMAP_ホーム接続_IN1;//改札方面
FPS Set_CharPoint,0,-48.0178,5.7114,-16.3402,-0.9998,0.0110,0.0090;
FPS Set_CharPoint,1,-46.6193,5.7114,-17.3357,-0.9999,0.0110,0.0010;
GOTO orMAP_ホーム接続;

* orMAP_ホーム接続_IN2;//電車に乗る
FPS Set_CharPoint,0,1.1240,0.0089,2.0463,0.9918,0.1267,-0.0143;
FPS Set_CharPoint,1,-0.1425,0.0089,3.6142,0.2557,0.1394,0.9566;
GOTO orMAP_ホーム接続;

* orMAP_ホーム接続_IN3;//駅ビル
FPS Set_CharPoint,0,-46.6156,5.7114,-23.8237,-0.1454,0.0345,-0.9887;

FPS Set_CharPoint,1,-46.6262,5.7114,-22.1284,-0.8917,-0.0072,-0.4524;


* orMAP_ホーム接続;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_ホーム接続;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print ホーム通路,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print ホームへと続く通路,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 改札へ接続,320,220,,999,16,1.0;



//警戒レベルに応じて配置するﾋﾞｯﾄ
switch FPS_k,0,300;//警戒レベルで分岐
//厳重警戒時には歩行者が居なくなる！
 FPS_EF Set_PosDir,通行人_往復,1,0,  -44.721,5.711,-16.220,-0.996,0.072,-0.034;

 FPS_EF Set_PosDir,通行人_往復,1,0,  -40.695,5.711,-17.396,-0.996,0.072,-0.028;

 FPS_EF Set_PosDir,通行人_往復,1,0,  -27.478,4.055,-16.499,-0.999,0.018,-0.017;

 FPS_EF Set_PosDir,通行人_往復,1,0,  -11.917,4.099,-17.456,-0.999,0.007,0.004;

 FPS_EF Set_PosDir,通行人_往復,1,0,  -15.337,3.871,-17.033,0.997,-0.048,0.044;

 FPS_EF Set_PosDir,通行人_往復,1,0,  -30.477,4.365,-16.800,0.998,-0.043,0.023;

 FPS_EF Set_PosDir,通行人_ランダム,1,0,  -47.07,5.71,-21.76,0.346,0.052,-0.936;

 FPS_EF Set_PosDir,通行人_ランダム,1,0,  -45.09,5.71,-19.05,-0.813,0.039,-0.579;

switch FPS_k,100,999999;//警戒レベルで分岐
  FPS_EF Set_PosDir,警察官_固定警備,1,0,-42.18,5.71,-22.18,0.008,-0.017,-0.999;
switch FPS_k,200,999999;
  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -36.69,5.71,-16.27,-0.052,0.136,0.989;

  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -36.93,5.71,-17.29,0.025,-0.034,0.999;

  FPS_EF Set_PosDir,ﾊﾞﾘｹ2,1,0,  -36.83,5.71,-18.01,0.112,0.040,0.992;

switch end;


FPS ADD_Point,-49.6204,5.7114,-25.8139,改札方面;
FPS ADD_Point,1.1240,0.0089,2.0463,電車に乗る;
FPS ADD_Point,-46.5412,5.7114,-25.1111,駅ビル;

//orMAP_03地上駅_IN1へ
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword
FPS EOF_Type,ポイント通過,2,移動_2;
FPS orMAP,true,this,orMAP_ホーム接続_判定;
RETURN ;


* orMAP_ホーム接続_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅改札付近_IN3;
Goto@ @RetFps_Word,移動_1,orMAP_DF40_densya_IN1;
Goto@ @RetFps_Word,移動_2,orMAP_03地上駅_IN1;
RETURN ;



//------------------------------------------------------------------------------
//■ビーチ
* orMAP_ビーチ_IN1;//右上・街方面
FPS Set_CharPoint,0,7.5575,-0.0830,8.7429,0.5150,-0.0122,0.8570;
FPS Set_CharPoint,1,4.6933,-0.1235,3.9773,0.5150,-0.0122,0.8570;
GOTO orMAP_ビーチ;

* orMAP_ビーチ_IN2;//左上・学校
FPS Set_CharPoint,0,-7.4361,-0.0830,8.7247,-0.5712,-0.0765,0.8172;
FPS Set_CharPoint,1,-4.1972,-0.1162,3.9196,-0.9945,0.0428,0.0946;
GOTO orMAP_ビーチ;


* orMAP_ビーチ;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_EX3_ビーチ;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print ビーチ,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 砂浜,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print リゾート,320,220,,999,16,1.0;



FPS ADD_Point,7.5575,-0.0830,8.7429,街の方;
FPS ADD_Point,-7.4519,-0.0832,8.7330,ビーチ２;//学校へ;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword

FPS orMAP,true,this,orMAP_ビーチ_判定;
RETURN ;


* orMAP_ビーチ_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_地下通路_IN2;//未定・向うの世界
Goto@ @RetFps_Word,移動_1,orMAP_DF40_beach2_IN2;
RETURN ;







//------------------------------------------------------------------------------
//■地下通路　アンダーパス
* orMAP_地下通路_IN1;//交差点方面
FPS Set_CharPoint,0,0.2117,0.0003,14.2378,-0.0118,0.1003,0.9948;
FPS Set_CharPoint,1,0.7432,0.0003,12.4241,-0.0119,0.0550,0.9984;
GOTO orMAP_地下通路;

* orMAP_地下通路_IN2;//未定・向うの世界
FPS Set_CharPoint,0,0.1956,0.0003,-12.7255,0.0138,0.0815,-0.9965;
FPS Set_CharPoint,1,0.9265,0.0003,-11.1884,0.0255,0.1677,-0.9854;
GOTO orMAP_地下通路;

* orMAP_地下通路;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_地下通路;
RET p_敵種別,=,12;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 地下通路,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 立体交差の地下通路,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 暗いトンネル,320,220,,999,16,1.0;



FPS ADD_Point,0.2117,0.0003,14.2378,交差点方面;
FPS ADD_Point,0.2788,0.0003,-12.6503,向うの世界;

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword

FPS orMAP,true,this,orMAP_地下通路_判定;
RETURN ;


* orMAP_地下通路_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN2;
//Goto@ @RetFps_Word,移動_1,orMAP_駅入口_IN2;
Goto@ @RetFps_Word,移動_1,orMAP_ビーチ_IN1;
RETURN ;



//------------------------------------------------------------------------------

* orMAP_駅入口階段_IN1;//地上出入口
//FPS Set_CharPoint,0,-0.0251,0.0003,-0.0723,-0.0134,0.3488,-0.9370;
FPS Set_CharPoint,0,-0.0928,0.0003,0.1872,-0.0365,0.2096,-0.9770;
FPS Set_CharPoint,1,-0.0251,0.0003,-0.0723,-0.0134,0.3488,-0.9370;
GOTO orMAP_駅入口階段;

* orMAP_駅入口階段_IN2;//地下通路方面
//FPS Set_CharPoint,0,0.0276,-5.1389,13.1474,0.0111,-0.0471,0.9988;
FPS Set_CharPoint,0,-0.0058,-5.1389,13.3787,0.0064,-0.0332,0.9994;
FPS Set_CharPoint,1,0.6995,-5.1389,13.1959,0.0111,-0.0471,0.9988;
GOTO orMAP_駅入口階段;

* orMAP_駅入口階段;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_駅入口階段;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 階段,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 地下鉄への入り口,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 地上への出口,320,220,,999,16,1.0;


FPS ADD_Point,-0.0381,0.0003,-0.4809,地上へ;
FPS ADD_Point,0.1407,-5.1389,14.2776,地下へ;
FPS EOF_Type,ポイント通過,0,移動_駅入口階段1;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_駅入口階段2;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword

//MSG_Cls ;
//MSG_Print 駅入口階段・・・;
//Loop_MSG true;

FPS orMAP,true,this,orMAP_駅入口階段_判定;
RETURN ;


* orMAP_駅入口階段_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_駅入口階段1,orMAP_駅入口_IN1;
Goto@ @RetFps_Word,移動_駅入口階段2,orMAP_駅改札付近_IN1;
//Goto@ @RetFps_Word,移動_駅入口階段2,orMAP_駅入口階段;
GOTO orMAP_駅入口_IN2;
GOTO orMAP_駅入口階段;
//SelectFPS_GOTO orMAP_駅入口階段,orMAP_駅入口階段;
RETURN ;





//-----------------------------------------------------------------------------+
//駅入り口
//------------------------------------------------------------------------------
* orMAP_駅入口_IN1;//地下入り口
FPS Set_CharPoint,0,-0.7318,0.0003,-0.2523,0.0250,0.0465,0.9986;
FPS Set_CharPoint,1,-1.1252,0.0003,-4.1803,-0.9445,0.1007,0.3125;
GOTO orMAP_駅入口;

* orMAP_駅入口_IN2;//道路
FPS Set_CharPoint,0,-3.0708,0.0003,-12.4761,0.0274,0.0167,-0.9994;
FPS Set_CharPoint,1,-2.2018,0.0003,-11.2564,0.0222,0.0167,-0.9996;
GOTO orMAP_駅入口;

* orMAP_駅入口_IN3;//横断歩道
FPS Set_CharPoint,0,6.5598,0.0003,-4.9167,0.9998,0.0033,0.0142;
FPS Set_CharPoint,1,6.5737,0.0003,-5.8966,0.9998,0.0033,0.0142;
GOTO orMAP_駅入口;

* orMAP_駅入口_IN4;//街方面
FPS Set_CharPoint,0,-3.0558,0.0003,8.4168,-0.0198,0.0084,0.9997;
FPS Set_CharPoint,1,-3.4136,0.0003,5.7011,-0.0198,0.0084,0.9997;
GOTO orMAP_駅入口;

* orMAP_駅入口_IN5;//(駅入口)コンビニ出入り口
FPS Set_CharPoint,0,-4.3362,0.0003,-1.5517,-0.9991,0.0418,-0.0057;
FPS Set_CharPoint,1,-1.1814,0.0003,-3.5902,0.2124,0.1013,-0.9719;
GOTO orMAP_駅入口;

* orMAP_駅入口;
RET p_時速,=,1;//時間変更可能ﾏｯﾌﾟ
RET p_屋外,=,1;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_駅入口;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 街,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 人々の行きかう交差点,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 地下鉄の入り口,320,220,,999,16,1.0;



//FPS_EF Set_PosDir,ゆ魔理沙,1,0,  4.1054,1.0003,-6.1830,0.9963,0.0604,-0.0599;

//FPS_EF Set_PosDir,ゆ霊夢,1,0,  3.5253,1.0003,-4.2711,0.9972,0.0637,-0.0384;


FPS_EF Set_PosDir,ダンボールset,1,0, -4.36,0.0,-9.10,0.990,0.130,0.032;
FPS_EF Set_PosDir,ダンボールset,1,0, -4.36,1.5,-9.10,1.0,0.0,0.0;
FPS_EF Set_PosDir,ゴミ,1,0, 0.00,0.5,-12.87,0.532,0.081,-0.842;
FPS_EF Set_PosDir,ゴミ,1,0, -0.13,0.00,-11.77,-0.135,0.232,-0.963;
FPS_EF Set_PosDir,ゴミ,1,0, -0.65,0.00,-12.98,0.197,0.003,0.980;

FPS_EF Set_PosDir,通行人_往復,1,0, -3.33,0.00,-5.10,0.034,0.076,0.996;
FPS_EF Set_PosDir,通行人_往復,1,0, -1.39,0.00,-4.52,-0.992,0.119,0.003;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -2.92,0.00,3.97,-0.074,-0.013,0.997;

FPS_EF Set_PosDir,ドラム缶,1,0,-0.23,0.50,-8.03,0.443,0.383,-0.809;


FPS ADD_Point,-0.7097,0.0003,0.2671,地下へ;
FPS ADD_Point,-3.0478,0.0003,-13.3158,道路;
FPS ADD_Point,7.0797,0.0003,-4.9093,公園方面;
//FPS ADD_Point,-3.0638,0.0003,8.8167,街方面;
FPS ADD_Point,-3.0638,0.0003,8.8167,駅へ向かう;
FPS ADD_Point,-4.4412,0.0003,-0.9684,コンビニ;//追加

FPS EOF_Type,ポイント通過,0,移動_1;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_2;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword
FPS EOF_Type,ポイント通過,2,移動_3;
FPS EOF_Type,ポイント通過,3,移動_4;
FPS EOF_Type,ポイント通過,4,移動_5;

FPS orMAP,true,this,orMAP_駅入口_判定;
RETURN ;


* orMAP_駅入口_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_1,orMAP_駅入口階段_IN1;
Goto@ @RetFps_Word,移動_2,orMAP_地下通路_IN1;
//Goto@ @RetFps_Word,移動_3,orMAP_ビーチ_IN1;//暫定・将来的には公園に繋ぎたい
//Goto@ @RetFps_Word,移動_3,orMAP_和風住宅_IN1;//暫定・080919
Goto@ @RetFps_Word,移動_3,orMAP_電話BOX_IN1;//暫定・08/11/05
//Goto@ @RetFps_Word,移動_4,orMAP_駅入口階段_IN2;
//Goto@ @RetFps_Word,移動_4,orMAP_03地上駅_IN3;//090324 将来は駅前広場を挟みたい
Goto@ @RetFps_Word,移動_4,orMAP_DF40_matiA3_IN4;//100519_地下鉄入り口交差点方面
Goto@ @RetFps_Word,移動_5,orMAP_KONBINI_IN1;//(コンビニ)入り口
RETURN ;










//-----------------------------------------------------------------------------+
//コンビニ
//------------------------------------------------------------------------------
* orMAP_KONBINI_IN1;//(コンビニ)入り口
FPS Set_CharPoint,0,4.1046,0.0000,-0.7321,0.9960,0.0518,-0.0714;
FPS Set_CharPoint,1,1.0475,0.0000,-0.1600,-0.0109,0.0809,0.9966;
GOTO orMAP_KONBINI;

* orMAP_KONBINI;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_コンビニ;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print いらっしゃいませ,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print ﾆｺﾆｺ定価現金払い,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print 貴方の味方ｿﾛｰﾏｰﾄSM,320,220,,999,16,1.0;

FPS_EF Set_PosDir,通行人_車内,1,0, 0.35,0.00,5.57,-0.988,0.149,-0.009;

FPS ADD_Point,4.7897,0.0000,-1.2035,出入口;
FPS ADD_Point,1.7408,0.0000,11.5796,トイレ;
FPS ADD_Point,2.6286,0.0000,10.4216;//トイレ洗面所
//FPS ADD_Point,-2.5046,0.0000,-5.1897,バイト;
FPS ADD_Point,-2.6352,0.0000,-11.4491,バイト開始;
FPS ADD_Point,2.7259,0.0000,-10.5597,ロッカー;


FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,事件_1;//
FPS EOF_Type,ポイント通過,2,事件_2;//
FPS EOF_Type,ポイント通過,3,事件_3;//
FPS EOF_Type,ポイント通過,4,事件_4;//

FPS orMAP,true,this,orMAP_KONBINI_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN5;//(駅入口)コンビニ出入り口
Goto@ @RetFps_Word,事件_1,orMAP_KONBINI_EV070;
Goto@ @RetFps_Word,事件_2,orMAP_KONBINI_EV071;
//Goto@ @RetFps_Word,事件_3,orMAP_KONBINI_EV072;
Goto@ @RetFps_Word,事件_3,orMAP_KONBINI_BAITO_IN1;
Goto@ @RetFps_Word,事件_4,orMAP_KONBINI_EV075;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_EV070;//○トイレ　
FPS Set_CharPoint,0,2.15,0.0000,11.5546,-0.9948,-0.1014,0.0021;

XFile4_ID 0,true;
Motion_Load DF402/L_EV010_1.txt,true,,;//

MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print トイレ;
Loop_MSG true;

RET p_便意,=,0;
GOSUB L_TURN2;//回復直後にﾍﾟﾅﾙﾃｨｰを解除する
Loop_4_ft -,30,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_EV071;//トイレの洗面所
FPS Set_CharPoint,0,2.6286,0.0000,10.4216,-0.0353,-0.0272,0.9989;

XFile4_ID 0,true;
Motion_Load DF402/L_EV071_1.txt,true,,;//

Loop_4_ft -,120,1.0;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_EV072;//バイト開始？試作
FPS Set_CharCOM_Hit,0,歩行402_ｺﾝﾋﾞﾆ;

Loop_4_ft -,30,1.0;
RETURN ;


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_EV075;//着替え
Mov_View 5.000,0.595,-9.060,-0.8722,0.0233,-0.4885,0.020,0.999,0.011,0.647;
FPS Set_CharPoint,0,2.8851,0.0000,-9.5863,-0.9913,-0.0886,-0.0964;

XFile4_ID 0,true;
Motion_Load DF402/L_EV016_1.txt,false,,30;//

FPS keikai,0;
CALL DF40_Action_CSS.txt;
Loop_4_ft -,30,1.0;
RETURN ;







//-----------------------------------------------------------------------------+
//コンビニ。アルバイト
//------------------------------------------------------------------------------
* orMAP_KONBINI_BAITO_IN1;//(コンビニ)バイト開始
GOTO orMAP_KONBINI_BAITO;

* orMAP_KONBINI_BAITO_IN2;//(コンビニ)バイト。次のミッションへ！
GOTO orMAP_KONBINI_BAITO;

* orMAP_KONBINI_BAITO;
FPS Set_CharCOM_Hit,0,歩行402_ｺﾝﾋﾞﾆ;

FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB L_コンビニ;
RET p_敵種別,=,1;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


switch rand,3;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 0.35,0.00,5.57,-0.988,0.149,-0.009;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 3.6918,0.0000,7.0670,0.9903,0.1256,0.0589;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -2.6194,0.0000,7.3179,0.0596,0.0507,0.9969;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 1.2600,0.0000,-0.8813,0.0138,0.2216,-0.9750;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -0.3080,0.0000,2.5052,-0.1153,0.0404,-0.9925;
switch case,2;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 3.5103,0.0000,0.9329,-0.0066,0.0279,-0.9995;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 1.3674,0.0000,7.1827,0.0166,0.1113,0.9936;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -2.4174,0.0000,3.4507,-0.9927,0.1088,0.0504;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 3.7557,0.0000,-3.6325,0.0111,0.1092,-0.9939;
switch case,3;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 3.5040,0.0000,3.0782,0.9802,0.1815,-0.0784;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -0.5339,0.0000,6.1990,0.0169,0.0256,0.9995;
FPS_EF Set_PosDir,通行人_ランダム,1,0, -1.9782,0.0000,-0.9209,0.2601,0.1682,0.9507;
FPS_EF Set_PosDir,通行人_ランダム,1,0, 0.9726,0.0000,1.0821,-0.0004,0.0552,-0.9984;
switch end;


FPS ADD_Point,4.7897,0.0000,-1.2035,出入口;
FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える

	SetCD map/DF402;//カレントフォルダを変更
switch rand,6;
	Load_MapFile_2 map_KONBINI_2_1.x;
	RET p_客位置,=,1;//奥レジ
	FPS ADD_Point,-1.3903,0.0000,-2.6587,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_1;//
switch case,2;
	Load_MapFile_2 map_KONBINI_2_2.x;
	RET p_客位置,=,2;//入り口客
	FPS ADD_Point,3.5304,0.0000,-0.9075,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_2;//
switch case,3;
	Load_MapFile_2 map_KONBINI_2_3.x;
	RET p_客位置,=,3;//トイレ前客
	FPS ADD_Point,2.9957,0.0000,5.1498,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_3;//
switch case,4;
	Load_MapFile_2 map_KONBINI_2_4.x;
	RET p_客位置,=,4;//手前レジ
	FPS ADD_Point,1.5767,0.0000,-2.5965,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_4;//
switch case,5;
	Load_MapFile_2 map_KONBINI_2_5.x;
	RET p_客位置,=,5;//奥の角
	FPS ADD_Point,-2.6760,0.0000,7.3426,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_5;//
switch case,6;
	Load_MapFile_2 map_KONBINI_2_6.x;
	RET p_客位置,=,6;//商品棚付近
	FPS ADD_Point,-0.7629,0.0000,1.6967,お客様;
	FPS EOF_Type,ポイント通過,1,事件_1_6;//
switch end;
	CloneReF_MapFile 2;
	SetCD AppPatch;//起動時のカレントディレクトリに戻す

//安い仕事
switch rand,5;
	FPS ADD_Point,0.1113,0.0000,-4.5060,商品補充;
	FPS EOF_Type,ポイント通過,2,事件_2_1;//
switch case,2;
	FPS ADD_Point,-3.3013,0.0000,-1.7229,商品補充;
	FPS EOF_Type,ポイント通過,2,事件_2_2;//
switch case,3;
	FPS ADD_Point,-1.7828,0.0000,1.7250,商品補充;
	FPS EOF_Type,ポイント通過,2,事件_2_3;//
switch case,4;
	FPS ADD_Point,0.7057,0.0000,5.0656,商品補充;
	FPS EOF_Type,ポイント通過,2,事件_2_4;//
switch case,5;
	FPS ADD_Point,-0.4581,0.0000,8.2735,商品補充;
	FPS EOF_Type,ポイント通過,2,事件_2_5;//
switch end;



FPS orMAP,true,this,orMAP_KONBINI_BAITO_判定;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口_IN5;//(駅入口)コンビニ出入り口
Goto@ @RetFps_Word,事件_1_1,orMAP_KONBINI_BAITO_EV001;
Goto@ @RetFps_Word,事件_1_2,orMAP_KONBINI_BAITO_EV002;
Goto@ @RetFps_Word,事件_1_3,orMAP_KONBINI_BAITO_EV003;
Goto@ @RetFps_Word,事件_1_4,orMAP_KONBINI_BAITO_EV004;
Goto@ @RetFps_Word,事件_1_5,orMAP_KONBINI_BAITO_EV005;
Goto@ @RetFps_Word,事件_1_6,orMAP_KONBINI_BAITO_EV006;
Goto@ @RetFps_Word,事件_2_1,orMAP_KONBINI_BAITO_EV201;
Goto@ @RetFps_Word,事件_2_2,orMAP_KONBINI_BAITO_EV202;
Goto@ @RetFps_Word,事件_2_3,orMAP_KONBINI_BAITO_EV203;
Goto@ @RetFps_Word,事件_2_4,orMAP_KONBINI_BAITO_EV204;
Goto@ @RetFps_Word,事件_2_5,orMAP_KONBINI_BAITO_EV205;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV001;//奥レジ
FPS Set_CharPoint,0,-1.3727,0.0000,-2.4799,0.0704,-0.0199,-0.9973;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print この店はいつまで客を待たせるんだね！？;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_pose01.txt,false,,30;//レジ打ち？
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV002;//入り口客
FPS Set_CharPoint,0,3.5304,0.0000,-0.9075,-0.9889,-0.0920,-0.1161;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print キミでは話に成らない！店長を呼びたまえ;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_dogeza.txt,false,,30;//土下座
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV003;//トイレ前客
FPS Set_CharPoint,0,2.9957,0.0000,5.1498,0.1674,0.1553,-0.9735;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print もう出ちゃうよ;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_rei.txt,false,,30;//礼。謝罪
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV004;//手前レジ
FPS Set_CharPoint,0,1.5767,0.0000,-2.5965,-0.9957,0.0018,-0.0918;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print あといつものアレね;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_pose01.txt,false,,30;//レジ打ち？
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV005;//奥の角
FPS Set_CharPoint,0,-2.6760,0.0000,7.3426,0.5936,0.1539,-0.7898;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print アレが無いんだけど、アレだよ・・・ほら;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_rei.txt,false,,30;//礼。謝罪
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV006;//商品棚付近
FPS Set_CharPoint,0,-0.7629,0.0000,1.6967,-0.0237,-0.0580,-0.9980;
MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
MSG_Print まったくこの店は最悪だね;
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_dogeza.txt,false,,30;//土下座
GOTO orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
GOTO orMAP_KONBINI_BAITO_IN2;


// - - - - - - - - - - - - - - - - - - - - - -
* orMAP_KONBINI_BAITO_BT1;//汎用仕事処理
DF37PAR_PP2 0.0, 0.0, 0;//時間に応じて増える値
Motion_Loop true;

Menu_CLS Menu;
4HS_EOF_CLS ALL;//EOF全てリセット
4HS_MenuMode 6,;//マウス連打でアクション
4HS_EOF_ADD MOUSE_PowerGaugeMAX,,;//マウスのゲージが最大になる
Loop_4_Hscene true;

switch rand,10;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch case,2;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,3;	MSG_Print ５００円を手に入れた;		LET p_資金,=,p_資金,+,500;
switch case,4;	MSG_Print １０００円を手に入れた;	LET p_資金,=,p_資金,+,1000;
switch case,5;	MSG_Print １０円を手に入れた;		LET p_資金,=,p_資金,+,10;
switch case,6;	MSG_Print １円を手に入れた;			LET p_資金,=,p_資金,+,1;
switch case,7;	MSG_Print ５円を手に入れた;			LET p_資金,=,p_資金,+,5;
switch case,8;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,9;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,10;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch end;//期待値191円
	MSG_Print ;//エラー対策
	Loop_MSG true;
CALL DF402/set.txt,DIM_Check;//変数の整合性

GOTO orMAP_KONBINI_BAITO_IN2;






// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV201;
FPS Set_CharPoint,0,0.1879,0.0000,-4.0682,0.0284,0.1236,0.9919;//立ち補充
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_pose02.txt,false,,30;//立ち補充
GOTO orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV202;
FPS Set_CharPoint,0,-2.7591,0.0000,-1.7759,0.9981,0.0605,-0.0056;//立ち補充
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_pose02.txt,false,,30;//立ち補充
GOTO orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV203;
FPS Set_CharPoint,0,-2.4600,0.0000,1.8475,-0.9181,0.3925,0.0536;//座り
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_crouchi.txt,false,,30;//座り補充
GOTO orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV204;
FPS Set_CharPoint,0,1.3183,0.0000,4.8633,0.9329,0.3536,-0.0679;//座り
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_crouchi.txt,false,,30;//座り補充
GOTO orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* orMAP_KONBINI_BAITO_EV205;
FPS Set_CharPoint,0,-0.5357,0.0000,7.7072,-0.0395,0.0344,-0.9986;//立ち補充
XFile4_ID 0,true;
Motion_Load DF402/L_KONBI_pose02.txt,false,,30;//立ち補充
GOTO orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事



// - - - - - - - - - - - - - - - - - - - - - -
* orMAP_KONBINI_BAITO_BT2;//汎用仕事処理２・安い仕事
DF37PAR_PP2 0.0, 0.0, 0;//時間に応じて増える値

				MSG_Cls ;// □□□□□□□□□□□□□□□□□□□□□□□□□□□□□;
switch rand,10;	MSG_Print 私は今忙しい;
switch case,2;	MSG_Print 働いている・・・一所懸命;
switch case,3;	MSG_Print この仕事の重要性が凡人には理解出来ない所以;
switch case,4;	MSG_Print 商品を補充しているのだ・・・間違いない;
switch case,5;	MSG_Print 商品の角度が悪いな・・・修正しよう;
switch case,6;	MSG_Print 誰かが呼んでる気がするが集中していて気づかない;
switch case,7;	MSG_Print くそっ！私以外の店員はカカシか！;
switch case,8;	MSG_Print お待ち下さいお客様！優先度の高い作業中です;
switch case,9;	MSG_Print 見たら判るだろ！？忙しいんだコッチは;
switch case,10;	MSG_Print ご覧下さい！懸命な労働態度を！！;
switch end;
Motion_Loop true;

Menu_CLS Menu;
4HS_EOF_CLS ALL;//EOF全てリセット
4HS_MenuMode 6,;//マウス連打でアクション
4HS_EOF_ADD MOUSE_PowerGaugeMAX,,;//マウスのゲージが最大になる
Loop_4_Hscene true;

switch rand,10;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch case,2;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch case,3;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch case,4;	MSG_Print ５０円を手に入れた;		LET p_資金,=,p_資金,+,50;
switch case,5;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,6;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,7;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,8;	MSG_Print １００円を手に入れた;		LET p_資金,=,p_資金,+,100;
switch case,9;	MSG_Print ２００円を手に入れた;		LET p_資金,=,p_資金,+,200;
switch case,10;	MSG_Print ３００円を手に入れた;		LET p_資金,=,p_資金,+,300;
switch end;//大ハズレが無いが、大当たりが無いので期待値110円程度に…
	MSG_Print ;//エラー対策
	Loop_MSG true;
CALL DF402/set.txt,DIM_Check;//変数の整合性

GOTO orMAP_KONBINI_BAITO_IN2;








//------------------------------------------------------------------------------
//■改札
//------------------------------------------------------------------------------
* orMAP_駅改札付近_IN1;//地上への道
FPS Set_CharPoint,0,-0.9289,0.0088,-7.8320,-0.1393,-0.0793,-0.9870;
FPS Set_CharPoint,1,-0.5179,0.0088,-4.9007,-0.1343,-0.0793,-0.9877;
GOTO orMAP_駅改札付近;

* orMAP_駅改札付近_IN2;//トイレ方面
FPS Set_CharPoint,0,-5.1554,0.0088,4.6580,-0.9987,0.0356,0.0360;
FPS Set_CharPoint,1,-5.1190,0.0088,5.6653,-0.9987,0.0356,0.0360;
GOTO orMAP_駅改札付近;

* orMAP_駅改札付近_IN3;//エスカ。ホームへの通路
//FPS Set_CharPoint,0,-0.7554,0.0088,6.9036,-0.0190,0.0979,0.9950;
//FPS Set_CharPoint,1,-0.7151,0.0088,6.2591,-0.0190,0.0979,0.9950;
FPS Set_CharPoint,0,7.6319,0.0088,7.1767,0.1647,0.0611,0.9844;//下りｴｽｶ
FPS Set_CharPoint,1,8.0480,0.0088,6.0378,0.1647,0.0611,0.9844;
GOSUB DF40_駅改札付近;
Set_View 7.762,4.284,13.262,-0.0058,-0.4020,-0.9156,-0.002,0.915,-0.401,0.523;
Mov_View 7.703,0.929,7.822,-0.0087,-0.6249,-0.7805,-0.007,0.780,-0.624,0.523;
Mov_View MoveTime,30;//視点移動時間指定
Loop_4_ft 0,30,1.0;
GOTO orMAP_駅改札付近;

* orMAP_駅改札付近_IN4;//駅ビルからの接続
FPS Set_CharPoint,0,6.4442,0.0088,-8.5402,0.9948,0.0023,-0.1013;

FPS Set_CharPoint,1,3.4378,0.0088,-8.5665,0.5045,-0.0427,-0.8623;

GOTO orMAP_駅改札付近;

* orMAP_駅改札付近;
RET p_時速,=,0;//時間変更不能ﾏｯﾌﾟ
RET p_屋外,=,0;//屋外か？ 0屋内 1雨ｱﾘ
FPS ini,EOF_MAP;
FPS ini,Point;
FPS ini,ITEM;
GOSUB DF40_駅改札付近;
RET p_敵種別,=,11;//0=外部 1=無 2=兄　3=父　　11=街？  12=ﾚｲﾊﾟｰ率高　13=電車
GOSUB L_MapLoad;//マップロード後の共通処理


MSG4_Ini ;
MSG4_SetPar2 1,,5;
MSG4_Print 改札,320,150,ＭＳ Ｐ明朝,999,64,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,6;
MSG4_Print ──────,320,190,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,7;
MSG4_Print 地下鉄改札付近,320,200,,999,16,1.0;
MSG4_Add ;
MSG4_SetPar2 1,,8;
MSG4_Print トイレやホームと接続,320,220,,999,16,1.0;



//FPS_EF Set_PosDir,サテライター4,1,0,  0,0,1  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,2.0  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  1.0,0.6,2.1  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  2.0,0.6,2.2  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,2.3  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  1.0,0.6,2.4  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  2.0,0.6,2.5  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,2.6  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  1.0,0.6,2.7  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  2.0,0.6,3.0  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,3.1  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  1.0,0.6,3.2  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  2.0,0.6,3.3  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,3.4  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  1.0,0.6,3.5  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  2.0,0.6,3.6  ,0.3665,0.1128,0.9235;
FPS_EF Set_PosDir,通行人,1,0,  0.0,0.6,3.7  ,0.3665,0.1128,0.9235;

//FPS_EF Set_PosDir,主義者,0,1,  4,0.0,3  ,0.3665,0.1128,0.9235;
//FPS_EF Set_PosDir,主義者,0,1,  5,0.0,3  ,0.3665,0.1128,0.9235;
//FPS_EF Set_PosDir,主義者,0,1,  6,0.0,3  ,0.3665,0.1128,0.9235;

//FPS_EF Set_PosDir,警察官,1,0,  4,0.0,-3  ,0.3665,0.1128,0.9235;
//FPS_EF Set_PosDir,警察官,1,0,  6,0.0,-3  ,0.3665,0.1128,0.9235;

FPS_EF ReSet_RandPick,0,0;//ReSet_RandPick,IFF,再配置場所
//0フリー。中立。　1自軍　2敵軍　3デストロイ全てが敵
//0:ランダム  1:Z下の方に配置  2:Z上のほう  3:中央付近  4:中央以外突撃

//FPS ADD_Point,-1.0755,0.0088,-9.6342,地上出口へ;
FPS ADD_Point,-1.0203,0.0073,-11.5488,地上出口へ;
FPS ADD_Point,-5.9551,0.0088,4.6797,トイレ方面;
FPS ADD_Point,-0.7273,0.0088,6.8990,ホーム方面;
FPS ADD_Point,0.8494,3.8986,13.2653,ホーム方面;
FPS ADD_Point,3.6244,3.8346,13.1682,ホーム方面;
FPS ADD_Point,5.9445,3.9180,13.2958,ホーム方面;
FPS ADD_Point,7.5407,0.0088,-8.4622,駅ビル;
//orMAP_03地上駅_IN2へ

FPS EOF_Type,ポイント通過,0,移動_0;//ポイント0番を終了条件に加える
FPS EOF_Type,ポイント通過,1,移動_1;//ﾊﾟﾗﾒｰﾀｰ3は識別IDword
FPS EOF_Type,ポイント通過,2,移動_2;
FPS EOF_Type,ポイント通過,3,移動_3;
FPS EOF_Type,ポイント通過,4,移動_3;
FPS EOF_Type,ポイント通過,5,移動_3;
FPS EOF_Type,ポイント通過,6,移動_4;

FPS orMAP,true,this,orMAP_駅改札付近_判定;
RETURN ;


* orMAP_駅改札付近_判定;
GOSUB L_TURN;//ターン処理
Goto@ @RetFps_Word,移動_0,orMAP_駅入口階段_IN2;
Goto@ @RetFps_Word,移動_1,orMAP_駅トイレ_IN1;
Goto@ @RetFps_Word,移動_2,orMAP_駅改札付近_OUT1;
Goto@ @RetFps_Word,移動_3,orMAP_ホーム接続_IN1;
Goto@ @RetFps_Word,移動_4,orMAP_03地上駅_IN2;
RETURN ;

* orMAP_駅改札付近_OUT1;//ｴｽｶﾚｰﾀｰ登る
Set_View -0.741,1.913,6.028,-0.0013,-0.8926,0.4506,-0.002,0.450,0.892,0.523;
Mov_View -0.764,2.503,7.195,-0.0013,-0.8926,0.4506,-0.002,0.450,0.892,0.523;
Mov_View MoveTime,20;//視点移動時間指定
Loop_4_ft 0,20,1.0;
Mov_View -0.769,2.650,9.660,0.0109,0.3030,0.9529,-0.003,0.952,-0.302,0.523;
Mov_View MoveTime,20;//視点移動時間指定
Loop_4_ft -,20,1.0;
GOTO orMAP_ホーム接続_IN1;




//------------------------------------------------------------------------------
MSG_Cls ;
MSG_Print 階段;
Loop_MSG true;

GOSUB 位置ランダム;
//ランダム位置に出現！
* 位置ランダム;
FPS Set_CharID,0;
FPS Set_CharPointRAND;
FPS Set_CharID,END;

FPS Set_CharID,1;
FPS Set_CharPointRAND;
FPS Set_CharID,END;
RETURN ;





//------------------------------------------------------------------------------
//------------------------------------------------------------------------------


//住宅地
* DF40_juutakuti;
Set_MapColor RGB,200,200,255;

//Load_MapFile map_DF40_juutakuti_1.x;
//CloneReF_MapFile ;


SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_juutakuti_1.x;
CloneReF_MapFile ;

//Load_MapFile_2 map_DF402_MotherShip_2.x;//DF402用に空母から天球を移植
//CloneReF_MapFile 2;
//Map_Move2_V 2,true;//視点に連動して移動。天球など

Load_MapFile_4 map_DF402_juutakuti_4.x;
CloneReF_MapFile 4;

Load_LightMapFile map_DF402_juutakuti_Light.x;
CloneReF_MapFile LM;

SetCD AppPatch;//起動時のカレントディレクトリに戻す


Load_MapFile_2 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など


Load_PickFile map_DF40_juutakuti_Pick.x;
Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ
//Set_Map_Fog_M ,false,,;//個別にフォグ対応を指定する。Set_Map_AlphaCheck有効時
RETURN ;



//デバックルーム？
* DF40_debug;
Set_MapColor RGB,128,128,128;
Load_MapFile map_DF40_DEBUG_ROOM_1.x;
CloneReF_MapFile ;

Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Load_PickFile map_DF40_DEBUG_ROOM_Pick.x;
RETURN ;



//下水道
* DF40_tikasuidouA1;
Set_MapColor RGB,0,0,0;
//Load_MapFile map_DF40_tikasuidouA1_1.x;
Load_MapFile map_DF40_tikasuidouA1_t2_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF40_tikasuidouA1_pick.x;
RETURN ;



//森2
* DF40_mori2;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_mori2_1.x;
CloneReF_MapFile ;
//Load_MapFile_2 map_DF40_mori2_2.x;
//CloneReF_MapFile 2;
//Load_MapFile_3 map_DF40_mori2_3_fr.x;
//CloneReF_MapFile 3;
Load_LightMapFile map_DF40_mori2_3.x;

Load_PickFile map_DF40_mori2_pick.x;
//Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ
RETURN ;


//ビーチ２
* DF40_beach2;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_beach2_1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_beach2_2.x;
CloneReF_MapFile 2;
Load_MapFile_3 map_DF40_beach2_3.x;
CloneReF_MapFile 3;
Load_MapFile_4 map_DF40_beach2_4.x;
CloneReF_MapFile 4;
Map_Move2Rot  4, 0.00,0.001,0.00;

Load_PickFile map_DF40_beach2_pick.x;
Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M false,false,true,false;//090629 個別にｱﾙﾌｧﾃｽﾄ
RETURN ;


//要塞_空母
* DF40_DF40_MotherShip;
Set_MapColor RGB,200,200,255;
Load_MapFile map_DF40_MotherShip_1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_MotherShip_2.x;
CloneReF_MapFile 2;

Map_Move2_V 2,true;//視点に連動して移動。天球など

Load_PickFile map_DF40_MotherShip_Pick.x;
Set_MapLight 1,0.0735,-0.6256,0.7766;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ
RETURN ;



//要塞
* DF40_DF40_Fortress;
Set_MapColor RGB,200,200,255;
Load_MapFile map_DF40_Fortress_1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_Fortress_2.x;
CloneReF_MapFile 2;

Load_MapFile_3 map_DF40_MotherShip_2.x;
CloneReF_MapFile 3;
Map_Move2_V 3,true;//視点に連動して移動。天球など

Load_PickFile map_DF40_Fortress_Pick.x;
Set_MapLight 1,0.0735,-0.6256,0.7766;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
RETURN ;



//駅前交差点
* DF40_matiA3;//駅前交差点
Set_MapColor RGB,200,200,255;

//Load_MapFile map_DF40_matiA3_1.x;
//CloneReF_MapFile ;

SetCD map/DF402;//カレントフォルダを変更
Load_MapFile map_DF40_matiA3B_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_DF40_matiA3B_2.x;
CloneReF_MapFile 2;

Load_LightMapFile map_DF40_matiA3B_Light.x;
CloneReF_MapFile LM;

Load_PickFile map_DF40_matiA3B_Pick.x;
SetCD AppPatch;//起動時のカレントディレクトリに戻す


Load_MapFile_3 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 3;
Map_Move2_V 3,true;//視点に連動して移動。天球など


Set_MapLight 1,-0.292,-0.733,0.613;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ
Set_Map_Fog_M ,false,,;//個別にフォグ対応を指定する。Set_Map_AlphaCheck有効時

//Load_PickFile map_DF40_matiA3_Pick.x;
RETURN ;


//高速の見えるビル街
* DF40_matiA2;
Set_MapColor RGB,200,200,255;
Load_MapFile map_DF40_matiA2_1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_matiA2_shadow2.x;
CloneReF_MapFile 2;

Set_MapLight 1,-0.292,-0.733,0.613;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

Load_PickFile map_DF40_matiA2_Pick.x;
RETURN ;




//室内。住宅
* DF40_yousitu2;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_yousitu2_1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_yousitu2_2.x;
CloneReF_MapFile 2;

Load_PickFile map_DF40_yousitu2_pick.x;
RETURN ;



//電車の車内
* DF40_densya;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_densya_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_DF40_densya_2.x;
CloneReF_MapFile 2;
//Map_Move2Pos  2, 0.00,0.00,-0.05;
//Map_Move2Pos  2, 0.00,0.00,-0.15;
Map_Move2Pos  2, 0.00,0.00,-0.25;
Map_Move2Loop 2, 0.00,0.00,50.00;
//Map_Move2Rot  2, 0.001,0.00,0.00;
//Map_Move2_V   2,true;//MAPを視点に連動

Set_Map_AlphaCheck true;

Load_PickFile map_DF40_densya_Pick.x;
RETURN ;



//電車の車内(マップジャンプで使用する車両)
* DF40_densya2;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_densya2_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_DF40_densya_2.x;
CloneReF_MapFile 2;
Map_Move2Pos  2, 0.00,0.00,-0.25;
Map_Move2Loop 2, 0.00,0.00,50.00;

Set_Map_AlphaCheck true;

Load_PickFile map_DF40_densya_Pick.x;
RETURN ;



//トレーニングルーム01
* DF40_練習室01;
Set_MapColor RGB,150,150,150;
Load_MapFile map_DF40_TRAINING_01_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF40_TRAINING_01_Pick.x;
RETURN ;



//公園
* DF40_公園E01;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_DF37_kouenE01_1.x;
CloneReF_MapFile ;
Load_MapFile_3 map_DF40_DF37_kouenE01_3.x;
CloneReF_MapFile 3;
Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

//Load_PickFile map_DF40_DF37_kouenE01_Pick.x;//道のフチを歩いて超えられない
Load_PickFile DF402/map/map_DF402_kouenE01_Pick.x;//道
RETURN ;



//神社の祭り
* DF40_maturi;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_maturi_1.x;
CloneReF_MapFile ;

Load_MapFile_3 map_DF40_maturi_3.x;
CloneReF_MapFile 3;
//Map_Move2Pos  3, 0.01,0.00,0.00;
//Map_Move2Loop 3, 0.01,0.00,0.00;
Map_Move2Rot  3, 0.001,0.00,0.00;
Map_Move2_V   3,true;//MAPを視点に連動

Load_MapFile_4 map_DF40_maturi_4.x;
CloneReF_MapFile 4;
Map_Move2Rot  4, 0.003,0.00,0.00;
Map_Move2_V   4,true;//MAPを視点に連動

Load_PickFile map_DF40_maturi_Pick.x;
RETURN ;



//駅ビル・三層構造
* DF40_03地上駅;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_ekiJ2R_1.x;
CloneReF_MapFile ;
Set_Map_AlphaCheck true;

Load_PickFile map_DF40_ekiJ2R_Pick.x;
RETURN ;




* DF40_電話BOX;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_TELBOX_33_2_Body1.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_TELBOX_33_2_Shadow.x;
CloneReF_MapFile 2;
Load_MapFile_3 map_DF40_TELBOX_33_2_Body2.x;
CloneReF_MapFile 3;

Load_PickFile map_DF40_TELBOX_Pick.x;
RETURN ;



* DF40_和風住宅;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_WahuuJuutaku.x;
CloneReF_MapFile ;
Load_MapFile_2 map_DF40_WahuuJuutaku_sora.x;
CloneReF_MapFile 2;
Load_MapFile_3 map_DF40_WahuuJuutaku_shadow10c.x;
CloneReF_MapFile 3;

Load_PickFile map_DF40_WahuuJuutaku_Pick.x;
RETURN ;




* DF40_駅トイレ;
Load_MapFile map_DF40_Toilet03Bd_1.x;
CloneReF_MapFile ;
Load_PickFile map_DF40_Toilet03Bd_Pick.x;
RETURN ;

* DF40_ホーム接続;
Load_MapFile map_DF40_tika06_2b_1.x;
CloneReF_MapFile ;
Load_PickFile map_DF40_tika06_2b_Pick.x;
RETURN ;


* DF40_EX3_ビーチ;
Load_MapFile map_DF40_EX3_mujintou2_1.x;
CloneReF_MapFile ;
Load_PickFile map_DF40_EX3_mujintou2_Pick.x;
RETURN ;



* DF40_地下通路;
Set_MapColor RGB,0,0,0;
Load_MapFile DF40_map_tikaRoute_1.x;
CloneReF_MapFile ;

Load_MapEFFile DF40_map_tikaRoute_EF.x,5;//点滅
CloneReF_MapFile EF;

Load_PickFile DF40_map_tikaRoute_Pick.x;
RETURN ;



* DF40_駅入口階段;
Set_MapColor RGB,0,0,0;
Load_MapFile DF40_map_kaidan_1.x;
CloneReF_MapFile ;
Load_MapEFFile DF40_map_kaidan_4.x,0;//通常。Zﾊﾞｯﾌｧ
CloneReF_MapFile EF;

Load_PickFile DF40_map_kaidan_Pick.x;
RETURN ;







* DF40_駅入口;
Set_MapColor RGB,0,0,0;
Load_MapFile DF40_map_ekiIN_1b.x;
CloneReF_MapFile ;
Load_MapFile_2 DF40_map_ekiIN_2.x;
CloneReF_MapFile 2;
Load_MapFile_3 DF40_map_ekiIN_4.x;
CloneReF_MapFile 3;
Load_MapFile_4 DF40_map_ekiIN_3.x;
CloneReF_MapFile 4;
Load_PickFile DF40_map_ekiIN_Pick.x;
Set_MapLight 1,-0.6016,-0.6987,0.3870;
//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ
RETURN ;

* DF40_駅入口_旧;
Set_MapColor RGB,0,0,0;
Load_MapFile DF40_map_ekiIN_1.x;
CloneReF_MapFile ;
Load_PickFile DF40_map_ekiIN_Pick.x;
RETURN ;


//駅改札付近
* DF40_AYTR;
* DF40_駅改札付近;
Set_MapColor RGB,0,0,0;
Load_MapFile DF40_map_tika_kaisatu.x;
CloneReF_MapFile ;
Load_PickFile DF40_map_tika_kaisatu_pick.x;
RETURN ;


* DF40_室内;
Set_MapColor RGB,0,0,0;
Load_MapFile map_DF40_yousitu1.x;
CloneReF_MapFile ;
Load_PickFile map_DF40_yousitu1_Pick.x;
RETURN ;



* 地下鉄GBO-1;
Set_MapColor RGB,0,0,0;
Load_MapFile map_tikaGBO-01-Map.x;
CloneReF_MapFile ;
Load_PickFile map_tikaGBO-01-pick.x;
RETURN ;


* Ｄ公園2;
Set_MapColor RGB,0,0,0;
Load_MapFile map_kouenD02-Map.x;
CloneReF_MapFile ;
Load_PickFile map_kouenD02-Pick.x;
RETURN ;


* Ｄ公園;
Set_MapColor RGB,0,0,0;
Load_MapFile map_kouenD01-Map.x;
CloneReF_MapFile ;
Load_PickFile map_kouenD01-Pick.x;
RETURN ;



* 牢獄館;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPS_yakata06-1-Map.x;
CloneReF_MapFile ;
Load_PickFile map_FPS_yakata06-1-Pick.x;
RETURN ;



* ミッション02;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPS_wayasiki_02-Map.x;
CloneReF_MapFile ;
Load_PickFile map_FPS_wayasiki_02-Pick.x;
RETURN ;



* アリーナ;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPS3_01_Map.x;
CloneReF_MapFile ;
Load_PickFile map_FPS3_01_Pick.x;
RETURN ;


* プール;
Set_MapColor RGB,0,0,0;
Load_MapFile map_puul3_MAP.x;
Load_PickFile map_puul3-Pick.x;
RETURN ;


* 和屋敷a1;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPS_wayasiki_a1-Map.x;
Load_PickFile map_FPS_wayasiki_a1-Pick.x;
RETURN ;

* 地下迷宮;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPS_yakaya_tikarou-Map.x;
Load_PickFile map_FPS_yakaya_tikarou-Pick.x;
Load_LightMapFile map_FPS_yakaya_tikarou-Light.x;
RETURN ;

* 校舎内部;
Set_MapColor RGB,0,0,0;
Load_MapFile map_FPSkounai01-Map.x;
Load_PickFile map_FPSkounai01-Pick.x;
RETURN ;


* 自室;
Set_MapColor RGB,127,127,255;
Load_MapFile map_wasitu-1.x;
CloneReF_MapFile ;
Load_PickFile map_wasitu-Pick.x;
RETURN ;


* 地下;
Set_MapColor b;
Load_MapFile map_FPS01-2.x;
CloneReF_MapFile ;
Load_PickFile map_FPS01-1.x;
RETURN ;


* 学校;
Set_MapColor RGB,127,127,255;
Load_MapFile map_School-1.x;
CloneReF_MapFile ;
Load_PickFile map_School-Pick.x;
RETURN ;

* 地下鉄;
Set_MapColor RGB,0,0,0;
Load_MapFile map_tika01-1.x;
CloneReF_MapFile ;
Load_PickFile map_tika01-pick.x;
RETURN ;



* 地下鉄通路;
Set_MapColor RGB,0,0,0;
Load_MapFile map_tika02-1.x;
CloneReF_MapFile ;
Load_PickFile map_tika02-pick.x;
RETURN ;


* 街道;
Set_MapColor RGB,0,0,0;
Load_MapFile map_miti01-1.x;
CloneReF_MapFile ;
Load_PickFile map_miti01-pick.x;
//Load_MapEFFile map_EF_ame.x,1;
RETURN ;


* 公園;
Set_MapColor RGB,0,0,0;
Load_MapFile map_kouenC01-1.x;
CloneReF_MapFile ;
Load_PickFile map_kouenC01-pick.x;
//Load_MapEFFile map_EF_ame.x,1;
RETURN ;


* 公園2;
Set_MapColor RGB,0,0,20;
Load_MapFile map_kouenC02-1.x;
CloneReF_MapFile ;
Load_PickFile map_kouenC02-pick.x;
//Load_MapEFFile map_EF_ame.x,1;
//FPS Set_CharPoint,0,0,0,0,-1.573e-002,0.,0.9999;
//FPS Set_CharPoint,1,1,0,0,-1.573e-002,0.,0.9999;
RETURN ;


//シーン用
* 公園-林奥;
Set_MapColor b;
Load_MapFile map_kouen02.x;
CloneReF_MapFile ;
Load_PickFile map_kouenC01-pick.x;//代わり
RETURN ;





//-----------------------------------------------------------------------------+
//参考。ディレクトリ変更して読み込む仕組み
Set_MapColor RGB,10,10,10;

SetCD map/DF401;//カレントフォルダを変更

Load_MapFile DF401_MISSION_310_1.x;
CloneReF_MapFile ;

Load_MapFile_3 map_DF40_MotherShip_DF401.x;//天球
CloneReF_MapFile 3;

Load_PickFile DF401_MISSION_310_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_MapLight 1,0.543,-0.753,-0.371;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

Map_Move2_V 3,true;//視点連動で移動
Map_FPS_Fog 0;//090818 通常・何も処理しない。無負荷。
Map_FPS_Fog 4;//雨
Map_FPS_Fog 5;//霧
Map_FPS_Fog 15;//白ﾌｫｸﾞ3 DF401超近距離
Map_FPS_Fog 16;//黒ﾌｫｸﾞ3 DF401超近距離

Map_FPS_Fog 0;//090818 通常・何も処理しない。無負荷。
Map_LightCnt ;//今すぐ変更



//-----------------------------------------------------------------------------+
* L_学校;
Set_MapColor RGB,200,200,250;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_School_1.x;
CloneReF_MapFile ;

Load_PickFile map_School_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す


//追加で移植。夜を暗くする為
Load_MapFile_2 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など


RETURN ;

//-----------------------------------------------------------------------------+
* L_校舎内;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_FPSkounai01_1.x;
CloneReF_MapFile ;

Load_PickFile map_FPSkounai01_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
* L_軽食店;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_BagaShop_1.x;
CloneReF_MapFile ;

Load_PickFile map_BagaShop_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
* L_学プール;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF37_EX8_puul3_MAP_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_DF37_EX8_puul3_MAP_4.x;
CloneReF_MapFile 4;

Load_PickFile map_DF37_EX8_puul3_MAP_Pick.x;

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M false,false,false,true;//090629 個別にｱﾙﾌｧﾃｽﾄ
SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;




//-----------------------------------------------------------------------------+
* L_体育倉庫;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF37_EX7_souko02_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_DF37_EX7_souko02_4.x;
CloneReF_MapFile 4;

Load_PickFile map_DF37_EX7_souko02_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;






//-----------------------------------------------------------------------------+
* L_和室;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_wasitu_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_wasitu_4.x;
CloneReF_MapFile 4;

Load_PickFile map_wasitu_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;


//-----------------------------------------------------------------------------+
* L_影街;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

//Load_MapFile map_miti01B_1.x;//公開時
Load_MapFile map_miti01C_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_miti01B_2.x;
CloneReF_MapFile 2;
Map_Move2Rot  2, 0.00,0.02,0.00;//回転

//Load_PickFile map_miti01B_Pick.x;
Load_PickFile map_miti01C_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;




//-----------------------------------------------------------------------------+
//mannsyoマンション
* L_NEWroom;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_NEWroom_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_NEWroom_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;





//-----------------------------------------------------------------------------+
//402自宅
* L_MyHome;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_yousitu2_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_yousitu2_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
//402自宅２階
* L_MyHomeB;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_yousitu2B_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_DF402_yousitu2B_4.x;
CloneReF_MapFile 4;

Load_PickFile map_DF402_yousitu2B_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
//洗面所
* L_datui01;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_datui01_1.x;
CloneReF_MapFile ;

Load_PickFile map_datui01_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
//バスルーム。風呂
* L_huro01;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_huro01_1.x;
CloneReF_MapFile ;

Load_PickFile map_huro01_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
//バスルーム。風呂。入浴時の水面追加
* L_huro01_2;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_huro01_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_huro01_4.x;
CloneReF_MapFile 4;

Load_PickFile map_huro01_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Load_MapEFFile map_EF_yuge1.x,4;//風呂の湯気
CloneReF_MapFile EF;
RETURN ;




//-----------------------------------------------------------------------------+
//自宅のトイレ
* L_MAOtoilet;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile DF51_MAO_toilet_1.x;
CloneReF_MapFile ;

Load_PickFile DF51_MAO_toilet_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
//銭湯
* L_sentoo;
Set_MapColor RGB,100,130,250;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_sentoo_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_DF402_sentoo_4.x;
CloneReF_MapFile 4;

Load_PickFile map_DF402_sentoo_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す


Load_MapFile_2 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など


RETURN ;



//-----------------------------------------------------------------------------+
//男の部屋。連れ込まれる。客の自宅。ランダムに？
* L_客_和室;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_wasitu_E1_1.x;
CloneReF_MapFile ;

Load_PickFile map_wasitu_E1_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;

//-----------------------------------------------------------------------------+
//男の部屋。連れ込まれる。客の自宅。ランダムに？
* L_客_NEWroom;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_NEWroomE2_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_NEWroomE2_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;



//-----------------------------------------------------------------------------+
* L_店_HOTEL;//簡易宿泊所。ホテル
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_HOTEL_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_HOTEL_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+
* L_店_Hshop;//ソープ店。
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_Hshop_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_Hshop_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
* L_下着店;//ランジェリー店。
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_Lingerie_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_Lingerie_2.x;
CloneReF_MapFile 2;

Map_Move2Rot  2, 0.00,0.001,0.00;//回転 ゆっくり
switch rand,10;
switch case,2;	Map_Move2Rot  2, 0.00,0.002,0.00;//回転
switch case,3;	Map_Move2Rot  2, 0.00,0.004,0.00;//回転
switch case,4;	Map_Move2Rot  2, 0.00,0.2,0.00;//回転 異常に速い
switch case,5;	Map_Move2Rot  2, 0.00,0.6,0.00;//回転 異常に速い
switch end;

Load_PickFile map_Lingerie_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
* L_公園F1;//公園。昼間。遊具のある公園
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DF402_kouenF01_1.x;
CloneReF_MapFile ;

Load_PickFile map_DF402_kouenF01_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す


Load_MapFile_2 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など

RETURN ;




//-----------------------------------------------------------------------------+
* L_ダンボールw;//ダンボールの集落
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DAN_W_1.x;
CloneReF_MapFile ;

Load_PickFile map_DAN_W_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す


Load_MapFile_2 map_DF40_MotherShip_2.x;//DF402用に空母から天球を移植
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;


//-----------------------------------------------------------------------------+
* L_ダンボールhome;//ダンボールの自室内
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DAN_home_1.x;
CloneReF_MapFile ;

Load_PickFile map_DAN_home_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;




//-----------------------------------------------------------------------------+
* L_地下拷問部屋;//地下拷問部屋。闘技場？
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_GOmon1_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_GOmon1_2.x;//天球
CloneReF_MapFile 2;
Map_Move2_V 2,true;//視点に連動して移動。天球など

Load_PickFile map_GOmon1_Pick.x;


SetCD AppPatch;//起動時のカレントディレクトリに戻す

Set_Map_AlphaCheck true;
Set_Map_AlphaCheck_M true,false,false,false;//090629 個別にｱﾙﾌｧﾃｽﾄ

RETURN ;


//-----------------------------------------------------------------------------+
* L_地下拷問部屋_ADDヤリ;//地下拷問部屋。拷問器具。ヤリ可動

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile_3 map_GOmon1_3_1.x;
CloneReF_MapFile 3;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;





//-----------------------------------------------------------------------------+
* L_金部屋;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_GOLDroom_1.x;
CloneReF_MapFile ;

Load_MapFile_4 map_GOLDroom_4.x;
CloneReF_MapFile 4;

Load_PickFile map_GOLDroom_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;


//-----------------------------------------------------------------------------+


//-----------------------------------------------------------------------------+
* L_高級マンション;
Set_MapColor RGB,0,0,0;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_SUPERroom_1.x;
CloneReF_MapFile ;

Load_MapFile_2 map_SUPERroom_2.x;
CloneReF_MapFile 2;

Load_LightMapFile map_SUPERroom_Light.x;
CloneReF_MapFile LM;

Load_PickFile map_SUPERroom_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;




//-----------------------------------------------------------------------------+
* DF402B_debug;
Set_MapColor RGB,128,128,128;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_DEBUG_ROOM_1.x;
CloneReF_MapFile ;

Load_PickFile map_DEBUG_ROOM_Pick.x;

Set_MapLight 1,-0.398,-0.826,0.397;//ﾏｯﾌﾟの光源。TYPE,DirX,DirY,DirZ

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;





//-----------------------------------------------------------------------------+
* L_プール更衣室;//プール更衣室
Set_MapColor RGB,128,128,128;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_POOL_KOUI_1.x;
CloneReF_MapFile ;

Load_PickFile map_POOL_KOUI_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
* L_コンビニ;
Set_MapColor RGB,128,128,128;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_KONBINI_1.x;
CloneReF_MapFile ;

Load_PickFile map_KONBINI_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;



//-----------------------------------------------------------------------------+
* L_監禁部屋;
Set_MapColor RGB,128,128,128;

SetCD map/DF402;//カレントフォルダを変更

Load_MapFile map_PRISONroom_1.x;
CloneReF_MapFile ;

Load_PickFile map_PRISONroom_Pick.x;

SetCD AppPatch;//起動時のカレントディレクトリに戻す

RETURN ;





//-----------------------------------------------------------------------------+
//天候のセット 現状、負荷の関係でココでは処理していない
//-----------------------------------------------------------------------------+
* L_天候set_霧;
Load_MapEFFile map_EF_yuge1.x,4;//霧・湯気
CloneReF_MapFile EF;
RETURN ;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* L_天候set_雨;
Load_MapEFFile map_EF_ame4.x,6;//雨
CloneReF_MapFile EF;
RETURN ;

//			p_MAPef_Change=true;//MAP変更指示・雨（DF40）
//			p_MAPef_FileName="map_EF_ame4.x";
//			p_MAPef_efID=6;//物凄く早い雨
//
//			p_MAPef_Change=true;//MAP変更指示・霧・湯気
//			p_MAPef_FileName="map_EF_yuge1.x";
//			p_MAPef_efID=4;






//-----------------------------------------------------------------------------+


