QB狩りオンライン(サーバー指定版)

by GaoLu forked from QB狩りオンライン (diff: 412)
すっかり快調になったQB狩りオンライン(http://wonderfl.net/c/3VrR)の役割を終えつつある気がする
有志が設置してくれた任意のUnion Server(http://www.unionplatform.com/?page_id=5)に接続できるフォークです。
接続サーバーはチャット下のボタンから設定。
オリジナル機能
・サーバー連結機能・エモーション(設定文表示)・ハードモード・特殊QBモード
下のコメに解りづらい捕捉が。

本家の面白さを損なうようでしたら削除いたします。
♥5 | Line 5207 | Modified 2011-11-22 18:13:56 | MIT License | (replaced)
play

ActionScript3 source code

/**
 * Copyright GaoLu ( http://wonderfl.net/user/GaoLu )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/2wac
 */

package {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.TimerEvent;
    import flash.geom.Rectangle;
    import flash.text.TextField;
    import flash.utils.Timer;
    import net.user1.logger.Logger;
    import net.user1.reactor.Reactor;
    import net.user1.reactor.ConnectionMonitor;
    import net.wonderfl.utils.WonderflAPI;
/*    import ore.orelib.assets.Artist;
    import ore.orelib.commons.Assets;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.commons.Input;
    import ore.orelib.commons.MiniChat;
    import ore.orelib.commons.Preloader;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.commons.TileSheet;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.scenes.IScene;
    import ore.orelib.scenes.TitleScene;
*/    
    [SWF(width = "465", height = "465", frameRate = "30", backgroundColor = "0x000000")]
    public class Main extends Sprite {
        private var _reactor:Reactor;
        
        private var _fps:int;
        private var _fpsLabel:TextField;
        private var _fpsCount:int;
        private var _fpsTimer:Timer;
        
        private var _api:WonderflAPI;
        private var _scene:IScene;
        private var _timestamp:Number;
        
        public function Main() {
            // Reactorの初期設定
            _reactor = new Reactor();
            _reactor.disableHTTPFailover();
            //_reactor.getConnectionMonitor().setHeartbeatFrequency(5000);
            //_reactor.getConnectionMonitor().setConnectionTimeout(20000);
            //_reactor.getConnectionMonitor().setAutoReconnectFrequency(20000);
            _reactor.getConnectionMonitor().setHeartbeatFrequency(2000);
            _reactor.getConnectionMonitor().setConnectionTimeout(10000);
            _reactor.getConnectionMonitor().setAutoReconnectFrequency(ConnectionMonitor.DEFAULT_AUTORECONNECT_FREQUENCY);
            _reactor.getLog().setLevel(Logger.FATAL);
            
            // Reactor接続、各アセット読み込み
            var preloader:Preloader = new Preloader(this);
            _api = new WonderflAPI(root.loaderInfo.parameters);
            //if (_api.appID != "3VrR") { return; }
            preloader.addReactorConnectionRequest(_reactor);
            preloader.addLoaderRequest(Const.IMAGE_URL);
            preloader.addFontLoaderRequest(Const.FONT);
            preloader.addEventListener(Event.COMPLETE, initialize);
            preloader.load();
        }
        
        private function initialize(event:Event):void {
            var preloader:Preloader = event.currentTarget as Preloader;
            preloader.removeEventListener(event.type, arguments.callee);
            //Wonderfl.log(_reactor.getSystem().getClientVersion());
            
            // 画像アセットの登録
            var sheet:TileSheet = new TileSheet(preloader.loaders[Const.IMAGE_URL]);
            Assets.images["characters"] = sheet.blit(new Rectangle(0, 0, 16, 16), 3, 11);
            Assets.images["weapons"] = sheet.blit(new Rectangle(48, 0, 32, 24), 3, 4);
            Assets.images["background"] = Artist.createBackground();
            Assets.images["actorShadow"] = Artist.createActorShadow();
            Assets.images["muzzleFlashes"] = Artist.createMuzzleFlashes(10);
            Assets.images["explosions"] = Artist.createExplosions(10);
            Assets.images["impacts"] = Artist.createImpacts(5);
            Assets.images["bloods"] = Artist.createBloods(20);
            Assets.images["damagedScreen"] = Artist.createDamagedScreen();
            
            // 静的クラスの初期化
            Input.setup(stage);
            GeomPool.setup(5);
            SaveData.instance.player.name ||= "魔法少女" + ((_reactor.isReady()) ? _reactor.self().getClientID() : "0") + "番";
			DebugData.instance.setStage(stage);
            
            // fps,pingの計測
            _fps = 30;
            _fpsLabel = new TextBuilder().align(TextBuilder.RIGHT)
                .fontColor(0xFFFFFF).pos(400, 0).size(65, 20).build("30:-1");
            _fpsCount = 0;
            _fpsTimer = new Timer(1000, 0);
            _fpsTimer.addEventListener(TimerEvent.TIMER, updateFPS);
            _fpsTimer.start();
            
            _scene = new TitleScene(this);
            _timestamp = _reactor.getServer().getServerTime();
            
            stage.addChild(createChatWindow());
            stage.addChild(_fpsLabel);
            addEventListener(Event.ENTER_FRAME, update);
        }
        
        private function updateFPS(event:TimerEvent):void {
            _fps = _fpsCount;
            _fpsLabel.text = _fps + " : " + ((_reactor.self()) ? _reactor.self().getPing() : -1);
            _fpsCount = 0;
        }
        
        private function createChatWindow():MiniChat {
            var result:MiniChat = new MiniChat(
                String(_api.appID) + ".c",
                {
                    logSize: 5,
                    title: "現在の魔法少女の数",
                    defaultUserName: SaveData.instance.player.name,
                    draggable: false,
                    minimizable: false,
                    renamable: false,
                    reactor: _reactor
                }
            );
            result.x = 465 - result.width;
            return result;
        }
        
        private function update(event:Event):void {
            var serverTime:Number = _reactor.getServer().getServerTime();
            
            _fpsCount++;
            _scene.update(serverTime, Math.max(0, serverTime - _timestamp));
            _timestamp = serverTime;
            
            Input.record();
        }
        
        public function changeScene(scene:IScene):void { _scene = scene; }
        public function get reactor():Reactor { return _reactor; }
        public function get fps():int { return _fps; }
        public function get api():WonderflAPI { return _api; }
    }
}
//package ore.orelib.scenes {
    import flash.events.IEventDispatcher;
    
    //public 
    interface IScene extends IEventDispatcher {
        function update(serverTime:Number, elapsedTime:int):void;
    }
//}
//package ore.orelib.scenes {
    import com.bit101.components.PushButton;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Rectangle;
    import net.user1.reactor.ReactorEvent;
    import net.user1.reactor.Room;
    import net.user1.reactor.RoomEvent;
    import net.user1.reactor.RoomManagerEvent;
    import net.user1.reactor.UpdateLevels;
/*    import ore.orelib.assets.Artist;
    import ore.orelib.assets.CharacterSelectionWindow;
    import ore.orelib.assets.InfoWindow;
    import ore.orelib.assets.InstructionWindow;
    import ore.orelib.assets.InventoryWindow;
    import ore.orelib.assets.SettingsWindow;
    import ore.orelib.assets.StatusWindow;
    import ore.orelib.commons.UPCConv;
*/    
    //public 
    class TitleScene extends Sprite implements IScene {
        private var _main:Main;
        
        private var _statusWindow:StatusWindow;
        private var _inventoryWindow:InventoryWindow;
        private var _infoWindow:InfoWindow;
        private var _howToPlayWindow:InstructionWindow;
        private var _FAQWindow:InstructionWindow;
        private var _characterSelectionWindow:CharacterSelectionWindow;
        private var _settingsWindow:SettingsWindow;
        
        private var _joinButtons:Vector.<PushButton>;
        private var _howToPlayButton:PushButton;
        private var _FAQButton:PushButton;
        private var _selectCharacterButton:PushButton;
        private var _settingsButton:PushButton;

        private var _serverWindow:ServerWindow;
        private var _serverButton:PushButton;

        private static const NUM_ROOMS:int = 12;
        private static const MAX_CLIENTS:Array = [
            20, 20, 20, 20,
            10, 10, 10, 10,
            5, 5, 5, 5,
        ];
        
        public function TitleScene(main:Main) {
            _main = main;
            _main.addChild(this);
            
            //var id:String = (_main.reactor.isReady()) ? _main.reactor.self().getClientID() : "0";
            addChild(_statusWindow = new StatusWindow(5, 110, _main.reactor));
            _inventoryWindow = new InventoryWindow(210, 66, new Rectangle( -210, 44, 465, 355));
            _inventoryWindow.addEventListener(Event.CHANGE, _statusWindow.update);
            addChild(_infoWindow = new InfoWindow(5, 443));
            _howToPlayWindow = new InstructionWindow();
            _FAQWindow = new InstructionWindow();
            _characterSelectionWindow = new CharacterSelectionWindow();
            _characterSelectionWindow.addEventListener(Event.CHANGE, _statusWindow.update);
            _settingsWindow = new SettingsWindow();
            
            _joinButtons = new Vector.<PushButton>(TitleScene.NUM_ROOMS, true);
            for (var i:int = 0; i < TitleScene.NUM_ROOMS; i++) {
                addChild(_joinButtons[i] = Artist.createPushButtonWithDeviceFont(
                    58 * (i % 4),
                    18 * int(i / 4),
                    "世界" + (i + 1) + " (0)",
                    startPlaying,
					9
                ));
                _joinButtons[i].width = 58;
                _joinButtons[i].height = 18;
                //if (i > 0) { _joinButtons[i].enabled = false; }
                _joinButtons[i].enabled = false;
            }
            addChild(_howToPlayButton = Artist.createPushButtonWithDeviceFont(8, 393, "あそび方", showInstructionWindow));
            addChild(_FAQButton = Artist.createPushButtonWithDeviceFont(106, 393, "FAQ", showFAQWindow));
            addChild(_selectCharacterButton = Artist.createPushButtonWithDeviceFont(8, 415, "キャラクター変更", showCharacterSelectionWindow));
            addChild(_settingsButton = Artist.createPushButtonWithDeviceFont(106, 415, "オプション", showSettingsWindow));
            _howToPlayButton.width = _FAQButton.width = _selectCharacterButton.width = _settingsButton.width = 96;
            _howToPlayButton.draw(); _FAQButton.draw(); _selectCharacterButton.draw(); _settingsButton.draw();
            
            addChild(_inventoryWindow);

            _serverWindow = new ServerWindow(_main.reactor);
            addChild(_serverButton = Artist.createPushButtonWithDeviceFont(364, 110, "サーバー", showServerWindow));
            _serverButton.width = 96; _serverButton.height = 18; _serverButton.draw();
            
            _main.reactor.addEventListener(ReactorEvent.READY, enableToJoin);
            _main.reactor.addEventListener(ReactorEvent.CLOSE, disableToJoin);
            (_main.reactor.isReady()) ? enableToJoin() : disableToJoin();
        }
        
        private function showInstructionWindow(event:MouseEvent):void { addChild(_howToPlayWindow); }
        private function showFAQWindow(event:MouseEvent):void { addChild(_FAQWindow); }
        private function showSettingsWindow(event:MouseEvent):void { addChild(_settingsWindow); }
        private function showCharacterSelectionWindow(event:MouseEvent):void { addChild(_characterSelectionWindow); }
        private function showServerWindow(event:MouseEvent):void { addChild(_serverWindow); }
        
        private function startPlaying(event:MouseEvent):void {
            var roomNo:int = _joinButtons.indexOf(event.currentTarget as PushButton);
            // 各リスナの削除
			_serverWindow.uninitialize();
            _main.reactor.removeEventListener(ReactorEvent.READY, enableToJoin);
            _main.reactor.removeEventListener(ReactorEvent.CLOSE, disableToJoin);
            for (var i:int = 0; i < TitleScene.NUM_ROOMS; i++) {
                var room:Room = _main.reactor.getRoomManager().getRoom(String(_main.api.appID) + ".g." + UPCConv.toCode(i));
                if (room) {
                    room.removeEventListener(RoomEvent.OCCUPANT_COUNT, roomClientCountHandler);
                    room.stopObserving();
                }
            }
            _main.reactor.getRoomManager().stopWatchingForRooms(String(_main.api.appID) + ".g");
            _main.reactor.getRoomManager().removeEventListener(RoomManagerEvent.ROOM_ADDED, roomAddedHandler);
            
            _main.removeChild(this);
            _main.changeScene(new PlayingScene(_main, roomNo));
        }
        
        /** サーバーと正常に接続されている場合に、ゲーム参加を可能する */
        private function enableToJoin(event:ReactorEvent = null):void {
            _main.reactor.getRoomManager().watchForRooms(String(_main.api.appID) + ".g");
            _main.reactor.getRoomManager().addEventListener(RoomManagerEvent.WATCH_FOR_ROOMS_RESULT, roomWatchHandler);
            _main.reactor.getRoomManager().addEventListener(RoomManagerEvent.ROOM_ADDED, roomAddedHandler);
            
            for (var i:int = 0; i < TitleScene.NUM_ROOMS; i++) {
                _joinButtons[i].label = "世界" + (i + 1) + " (0)";
            }
        }

        private function roomWatchHandler(event:RoomManagerEvent):void {
            event.currentTarget.removeEventListener(event.type, arguments.callee);
			roomClientCountHandler(null);
		}
        
        /** 新しい部屋が作成されたら監視する */
        private function roomAddedHandler(event:RoomManagerEvent):void {
            var room:Room = event.getRoom();
            var roomID:int = UPCConv.toInt(room.getSimpleRoomID());
            if (room.getQualifier() != String(_main.api.appID) + ".g" || roomID >= TitleScene.NUM_ROOMS) { return; }
            
            // 部屋の参加人数のみを監視する
            var updateLevels:UpdateLevels = new UpdateLevels();
            updateLevels.clearAll();
            updateLevels.occupantCount = true;
            room.addEventListener(RoomEvent.OCCUPANT_COUNT, roomClientCountHandler, false, 0, true);
            room.observe(String(_main.api.apiKey), updateLevels);
        }
        
        /** 参加者人数が変わったら更新する */
        private function roomClientCountHandler(event:RoomEvent):void {
			var colorEmpty:ColorTransform = new ColorTransform();
			var colorUsing:ColorTransform = new ColorTransform(1.0, 1.0, 1.0, 1.0, -20, -20, 20, 0);
            for (var i:int = 0; i < TitleScene.NUM_ROOMS; i++) {
                var room:Room = _main.reactor.getRoomManager().getRoom(String(_main.api.appID) + ".g." + UPCConv.toCode(i));
                var numClients:int = (room) ? room.getNumOccupants() : 0;
                _joinButtons[i].label = "世界" + (i + 1) + " (" + numClients + "/" + TitleScene.MAX_CLIENTS[i] + ")";
				_joinButtons[i].transform.colorTransform = (numClients > 0 && numClients < TitleScene.MAX_CLIENTS[i]) ? colorUsing : colorEmpty;
                _joinButtons[i].enabled = (_main.reactor.isReady() && numClients < TitleScene.MAX_CLIENTS[i]);
            }
        }
        
        /** サーバーとの接続が切れた場合に、ゲーム参加不能にする */
        private function disableToJoin(event:ReactorEvent = null):void {
            for (var i:int = 0; i < TitleScene.NUM_ROOMS; i++) {
                _joinButtons[i].enabled = false;
                _joinButtons[i].label = "connecting...";
            }
        }
        
        public function update(serverTime:Number, elapsedTime:int):void { }
    }
//}

    import flash.utils.Timer;
    import flash.events.TimerEvent;

    class DebugData {

		private var _isActive:Boolean;
		private var _sprite:Sprite;
		private var _text:TextField;
		private var _timer:Timer;
		private var _stage:Stage;
        
        private static var _instance:DebugData;
        private static var _allowsInstantiation:Boolean;

		public var isHost:Boolean;
		public var count:Array;
		private const _lengthCount:int = 15;
		private var _lastCount:Array;
		private var _speedCount:Array;
		private var _elapsedTime:int;
		
		public static const COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST:int = 0;
		public static const COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST_CANDIDACY:int = 1;
		public static const COUNT_AttributeEvent_UPDATE_Host_ATTR_WAVE:int = 2;
		public static const COUNT_AttributeEvent_UPDATE_Host_ATTR_START_TIME:int = 3;
		public static const COUNT_AttributeEvent_UPDATE_Host_ATTR_NUM_CONTRACTS:int = 4;
		public static const COUNT_RoomEvent_ADD_OCCUPANT:int = 5;
		public static const COUNT_RoomEvent_REMOVE_OCCUPANT:int = 6;
		public static const COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_POS:int = 7;
		public static const COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_HP:int = 8;
		public static const COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_WEAPON:int = 9;
		public static const COUNT_Friend_MESSAGE_ATTACK:int = 10;
		public static const COUNT_AttributeEvent_UPDATE_Enemy_ATTR_STATUS:int = 11;
		public static const COUNT_AttributeEvent_UPDATE_Enemy_ATTR_HP:int = 12;
		public static const COUNT_AttributeEvent_UPDATE_Enemy_ATTR_SPAWN_X:int = 13;
		public static const COUNT_AttributeEvent_DELETE:int = 14;

		private const REFRESH_RATE:int = 50;
		private const POSITION_X:int = 0;
		private const POSITION_Y:int = 80;
		private const WIDTH:int = 120;
		private const HEIGHT:int = 105;
		private const FONTSIZE:int = 8;
		
        public static function get instance():DebugData {
            if (!_instance) {
                _allowsInstantiation = true;
                _instance = new DebugData();
                _allowsInstantiation = false;
            }
            return _instance;
        }
        
        public function DebugData() {
            if (!_allowsInstantiation) { throw new IllegalOperationError("SaveData class is a Singleton!"); }

            _sprite = new Sprite();
            _sprite.x = POSITION_X;
            _sprite.y = POSITION_Y;
            _sprite.graphics.beginFill(0x808080, 0.5);
            _sprite.graphics.drawRect(0, 0, WIDTH, HEIGHT);
            _sprite.graphics.endFill();
			
			_text = new TextField();
			_text.x = 0;
			_text.y = 0;
            _text.width = WIDTH;
            _text.height = HEIGHT;
            _text.defaultTextFormat = new TextFormat("_等幅", FONTSIZE, 0xFFFFFF);
            //_text.filters = [new DropShadowFilter(1, 45, 0x404040, 1, 1, 1)];
			_text.text = "";
			
			_sprite.addChild(_text);

            _timer = new Timer(REFRESH_RATE, 0);
            _timer.addEventListener(TimerEvent.TIMER, update);
			
			count = new Array();
			_lastCount = new Array();
			_speedCount = new Array();
			Reset();
		}

 		public function setStage(stage:Stage):void {
			_stage = stage;
		}
       public function Activate():void {
			_isActive = true;
			if (_stage) _stage.addChild(_sprite);
            _timer.start();
        }
        
        public function Deactivate():void {
			_isActive = false; 
			if (_stage) _stage.removeChild(_sprite);
			_timer.stop();
		}

        public function SwitchActivate():void {
			if (_isActive) {
				Deactivate();
			} else {
				Activate();
			}
        }

		public function Reset():void {
			_elapsedTime = 0;
			isHost = false;
			for (var i:int = 0; i < _lengthCount; i++) {
				count[i] = _lastCount[i] = _speedCount[i] = 0;
			}
		}

        private function update(event:TimerEvent):void {
			_elapsedTime += REFRESH_RATE;
			if (_elapsedTime >= 1000) {
				for (var i:int = 0; i < _lengthCount; i++) {
					if (count[i]-_lastCount[i] > _speedCount[i]) _speedCount[i] = count[i]-_lastCount[i];
					_lastCount[i] = count[i];
				}
				_elapsedTime -= 1000;
			}
            _text.text = "ホスト   " + isHost + "\n"
				+ " 決定 " + count[COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST] + "  "
				+ "立候補 " + count[COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST_CANDIDACY] + "\n"
				+ "Wave移行 " + count[COUNT_AttributeEvent_UPDATE_Host_ATTR_WAVE] + "  "
				//+ "開始時間 " + count[COUNT_AttributeEvent_UPDATE_Host_ATTR_START_TIME] + "  "
				+ "契約完了 " + count[COUNT_AttributeEvent_UPDATE_Host_ATTR_NUM_CONTRACTS] + "\n"
				+ "少女入界 " + count[COUNT_RoomEvent_ADD_OCCUPANT] + "  "
				+ "少女退界 " + count[COUNT_RoomEvent_REMOVE_OCCUPANT] + "\n"
				+ "少女移動  " + count[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_POS] + "(" + _speedCount[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_POS] + "/s)\n"
				+ "少女HP変更" + count[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_HP] + "(" + _speedCount[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_HP] + "/s)\n"
				+ "少女武器変更" + count[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_WEAPON] + "(" + _speedCount[COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_WEAPON] + "/s)\n"
				+ "少女攻撃  " + count[COUNT_Friend_MESSAGE_ATTACK] + "(" + _speedCount[COUNT_Friend_MESSAGE_ATTACK] + "/s)\n"
				+ "QB生成  " + count[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_STATUS] + "(" + _speedCount[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_STATUS] + "/s)\n"
				+ "QBHP変更" + count[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_HP] + "(" + _speedCount[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_HP] + "/s)\n"
				+ "QB位置変更" + count[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_SPAWN_X] + "(" + _speedCount[COUNT_AttributeEvent_UPDATE_Enemy_ATTR_SPAWN_X] + "/s)\n"
				+ "QB消滅  " + count[COUNT_AttributeEvent_DELETE] + "(" + _speedCount[COUNT_AttributeEvent_DELETE] + "/s)\n";
        }
    }
//}
//package ore.orelib.scenes {
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.system.IME;
    import net.user1.reactor.Room;
    import net.user1.reactor.RoomSettings;
    import net.user1.reactor.UpdateLevels;
/*    import ore.orelib.actors.EffectManager;
    import ore.orelib.actors.EnemyManager;
    import ore.orelib.actors.FriendManager;
    import ore.orelib.assets.PlayingView;
    import ore.orelib.commons.UPCConv;
    import ore.orelib.data.Const;
    import ore.orelib.logic.Host;
    import ore.orelib.logic.Player;
*/    
    //public 
    class PlayingScene extends Sprite implements IScene {
        private var _main:Main;
        private var _room:Room;
        private var _view:PlayingView;
        
        private var _player:Player;
        private var _host:Host;
        private var _friends:FriendManager;
        private var _enemies:EnemyManager;
        private var _effects:EffectManager;
        
        private var _isActive:Boolean;
        
        public function PlayingScene(main:Main, roomNo:int) {
            _main = main;
            _main.addChild(this);
            
            var roomSettings:RoomSettings = new RoomSettings();
            roomSettings.password = String(_main.api.apiKey);
            _room = _main.reactor.getRoomManager().createRoom(String(_main.api.appID) + ".g." + UPCConv.toCode(roomNo), roomSettings);
            
            addChild(_view = new PlayingView());
            _friends = new FriendManager(_room);
            _enemies = new EnemyManager(_room);
            _effects = new EffectManager(_view);
            
            _player = new Player(_room, _main.reactor.self());
            _host = new Host(_room, _main);
            _view.setupHUD(_player, roomNo);
            
            _isActive = true;
            addEventListener(Event.ACTIVATE, onActivate);
            addEventListener(Event.DEACTIVATE, onDeactivate);
            
            stage.focus = null;
            IME.enabled = false;
            addEventListener(MouseEvent.MOUSE_DOWN, disableIME);
            
            _room.join(String(_main.api.apiKey), new UpdateLevels());

            var so:SharedObject = SharedObject.getLocal("MiniChat");
            so.data.roomNo = "@" + (roomNo + 1);
			
			DebugData.instance.Reset();
        }
        
        private function onActivate(event:Event):void { _isActive = true; }
        private function onDeactivate(event:Event):void { _isActive = false; }
        private function disableIME(event:MouseEvent):void { IME.enabled = false; }
        
        public function update(serverTime:Number, elapsedTime:int):void {
            var isControllable:Boolean = (_isActive && stage.focus == null);
            _player.update(elapsedTime, _enemies, isControllable);
            _host.update(serverTime, elapsedTime);
            _friends.update(elapsedTime);
            _enemies.update(serverTime, elapsedTime, _host.isHost);
            _effects.update();
            
            _view.update(_player, _host);
            
            // 接続が切れるか、バックグランド動作に入ったら強制退出
            // QBの契約ノルマが達成されたら(正常な)ゲームオーバー
            if (!_main.reactor.isReady() || (_room.clientIsInRoom() && _main.fps < 5)) {
                exit();
                _main.changeScene(new ResultScene(_main, _view, _host.wave, _player.killCount, _player.luc, false));
            } else if (_room.clientIsInRoom() && _host.numContracts >= Const.FIELD_QB_QUOTA) {
                exit();
                _main.changeScene(new ResultScene(_main, _view, _host.wave, _player.killCount, _player.luc, true));
            }
        }
        
        private function exit():void {
            var so:SharedObject = SharedObject.getLocal("MiniChat");
            so.data.roomNo = "";

            _room.leave();
			_main.reactor.getRoomManager().disposeCachedRooms();
            
            _player.removeEventListeners();
            _host.removeEventListeners();
            _view.removeEventListeners();
            _friends.removeEventListeners();
            _enemies.removeEventListeners();
            _effects.removeEventListeners();
            
            removeEventListener(Event.ACTIVATE, onActivate);
            removeEventListener(Event.DEACTIVATE, onDeactivate);
            
            _main.removeChild(this);
        }
    }
//}
//package ore.orelib.scenes {
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    import flash.filters.GlowFilter;
    import flash.geom.Rectangle;
/*    import ore.orelib.assets.Artist;
    import ore.orelib.assets.InventoryWindow;
    import ore.orelib.assets.PlayingView;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerData;
    import ore.orelib.data.SaveData;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class ResultScene extends Sprite implements IScene {
        private var _main:Main;
        private var _gameoverDisplay:Sprite;
        private var _newWeaponDisplay:Sprite;
        
        public function ResultScene(main:Main, view:PlayingView, wave:int, killCount:int, luc:int, willGetNewWeapon:Boolean) {
            _main = main;
            _main.addChild(this);
            addChild(view);
            addChild(createBackground());
            
            var isPlayerLevelup:Boolean = gainExperience(killCount);
            if (willGetNewWeapon) {
                SaveData.instance.inventory[12] = WeaponSmith.createWeaponData(
                    SaveData.instance.player.level, wave, killCount, luc
                );
            }
            SaveData.instance.flush();
            
            _gameoverDisplay = createGameoverDisplay(wave, killCount, isPlayerLevelup, willGetNewWeapon);
            _newWeaponDisplay = createNewWeaponDisplay();
            addChild(_gameoverDisplay);
        }
        
        private function createBackground():Sprite {
            var result:Sprite = new Sprite();
            result.graphics.beginFill(0x000000, 0.8);
            result.graphics.drawRect(0, 0, 465, 465);
            result.graphics.endFill();
            return result;
        }
        
        private function gainExperience(killCount:int):Boolean {
            var isPlayerLevelup:Boolean = false;
            var playerData:PlayerData = SaveData.instance.player;
            playerData.next -= killCount;
            
            // レベルアップ
            if (playerData.next <= 0 && Const.EXP_TABLE[playerData.level]) {
                playerData.next = Const.EXP_TABLE[playerData.level];
                playerData.level++;
                playerData.statusPoints++;
                isPlayerLevelup = true;
            }
            
            return isPlayerLevelup;
        }
        
        private function createGameoverDisplay(wave:int, killCount:int, isPlayerLevelup:Boolean, gotNewWeapon:Boolean):Sprite {
            var result:Sprite = new Sprite();
            
            if (gotNewWeapon) {
                result.addChild(Artist.createPushButtonWithDeviceFont(66, 45, "武器入手画面へ", showNewWeaponDisplay));
            } else {
                result.addChild(Artist.createPushButtonWithDeviceFont(66, 45, "タイトル画面に戻る", backToTitle));
            }
            
            var gameoverReason:String = (gotNewWeapon)
                ? "QBがノルマを達成しちゃいました!\nこの世界は破滅です。"
                : "接続がタイムアウトしました。";//\n 手動で再読み込みして下さい。";
            gameoverReason += "\n\n";
            gameoverReason += "到達Wave: " + wave + "\n";
            gameoverReason += "QB撃退数: " + killCount + "\n";
            result.addChild(
                new TextBuilder().align(TextBuilder.CENTER)
                .filters([new GlowFilter(0x000000, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(24)
                .pos(0, 150).size(465, 200).build(gameoverReason)
            );
            
            var bulider:TextBuilder = new TextBuilder().align(TextBuilder.CENTER)
                .filters([new GlowFilter(0xFFFF88, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontColor(0x888800).fontSize(24)
                .size(465, 100);
            var posY:int = 300;
            if (isPlayerLevelup) {
                result.addChild(bulider.pos(0, posY).build("レベルアップ!!"));
                posY += 30;
            }
            if (gotNewWeapon) {
                result.addChild(bulider.pos(0, posY).build("新しい武器を入手しました!!"));
            }
            
            return result;
        }
        
        private function createNewWeaponDisplay():Sprite {
            var result:Sprite = new Sprite();
            
            result.addChild(
                new TextBuilder().align(TextBuilder.CENTER)
                .filters([new GlowFilter(0x000000, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontColor(0xFF0000).fontSize(12)
                .pos(0, 15).size(232, 30).build("タイトル画面に戻ると、\n入手武器欄にある武器は破棄されます。")
            );
            
            result.addChild(Artist.createPushButtonWithDeviceFont(66, 60, "タイトル画面に戻る", backToTitle));
            
            result.addChild(new InventoryWindow(108, 91, new Rectangle( -108, 20, 465, 354), _main.reactor.isReady()));
            
            return result;
        }
        
        private function showNewWeaponDisplay(event:MouseEvent):void {
            removeChild(_gameoverDisplay);
            addChild(_newWeaponDisplay);
        }
        
        private function backToTitle(event:MouseEvent):void {
            _main.removeChild(this);
            _main.changeScene(new TitleScene(_main));
        }
        
        public function update(serverTime:Number, elapsedTime:int):void { }
    }
//}
//package ore.orelib.logic {
    import flash.display.BitmapData;
    import flash.filters.GlowFilter;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.ui.Keyboard;
    import net.user1.reactor.Attribute;
    import net.user1.reactor.AttributeEvent;
    import net.user1.reactor.IClient;
    import net.user1.reactor.Room;
/*    import ore.orelib.actors.Enemy;
    import ore.orelib.actors.EnemyManager;
    import ore.orelib.actors.Friend;
    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.commons.Input;
    import ore.orelib.commons.UPCConv;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerData;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.SaveData;
    import ore.orelib.data.Weapon;
    import ore.orelib.events.ActorEvent;
    import ore.orelib.events.EffectEvent;
*/    
    //public 
    class Player {
        private var _room:Room;
        private var _self:IClient;
        // プレイヤーのステータス・装備
        private var _status:PlayerStatus;
        private var _equip:PlayerEquipment;
        private var _hp:int;
        private var _maxHp:int;
        private var _invincibleCount:int;
        private var _recoverCount:int;
        private var _recoverTime:int;
        // プレイヤーのビュー
        private var _view:Friend;
        private var _viewBitmapData:BitmapData;
        private var _viewHighlight:BitmapData;
        private var _playerBounds:Rectangle;
        private var _attrPosition:Point;
        private var _sendCount:int;
        private var _sendsAttack:Boolean;
        // 撃退数
        private var _killCount:int;
        
        public static const BOUNDS_HALF_WIDTH:int = 10;
        public static const BOUNDS_HEIGHT:int = 28;
        
        private static const HIGHLIGHT:GlowFilter = new GlowFilter(0x00FFFF, 1, 4, 4, 4, 1, false, true);
        
        public function Player(room:Room, self:IClient) {
            _room = room;
            _self = self;
            
            var playerData:PlayerData = SaveData.instance.player;
            var primary:Weapon = WeaponSmith.createWeaponFrom(SaveData.instance.inventory[0]);
            var secondary:Weapon = WeaponSmith.createWeaponFrom(SaveData.instance.inventory[1]);
            
            _status = Calculator.playerStatus(playerData.status, primary, secondary);
            _equip = new PlayerEquipment(primary, secondary);
            _maxHp = Calculator.maxHp(_status);
            _hp = _maxHp;
            _invincibleCount = Const.PLAYER_INVINCIBLE_TIME_ON_RECOVER;
            _recoverCount = 0;
            _recoverTime = Calculator.recoverTime(_status);
            
            var speed:int = Const.PLAYER_SPEED * _status.dex / 100;
            _attrPosition = new Point(Const.FIELD_SIZE, Const.FIELD_SIZE * Math.random());
            _view = new Friend(
                playerData.name,
                speed,
                _maxHp,
                playerData.characterID,
                _attrPosition.x,
                _attrPosition.y,
                _hp,
                primary.id
            );
            _self.setAttribute(Friend.ATTR_STATUS, playerData.name + "," + UPCConv.toCode((speed << 16) + (_maxHp << 6) + playerData.characterID));
            _self.setAttribute(Friend.ATTR_POS, UPCConv.toCode((int(_attrPosition.x.toFixed(0)) << 9) + int(_attrPosition.y.toFixed(0))));
            _self.setAttribute(Friend.ATTR_HP, UPCConv.toCode(_hp));
            _self.setAttribute(Friend.ATTR_WEAPON, UPCConv.toCode(primary.id));
            EventManager.instance.dispatchEvent(new ActorEvent(ActorEvent.ADD, _view, _view.overlay));
            _viewBitmapData = new BitmapData(465, 465, true, 0x00FFFFFF);
            _viewHighlight = new BitmapData(96, 96, true, 0x00FFFFFF);
            _playerBounds = new Rectangle(
                _view.x - Player.BOUNDS_HALF_WIDTH,
                _view.y - Player.BOUNDS_HEIGHT,
                Player.BOUNDS_HALF_WIDTH * 2,
                Player.BOUNDS_HEIGHT
            );
            _sendCount = Const.PLAYER_SEND_INTERVAL;
            _sendsAttack = true;
            
            _killCount = 0;
            _room.addEventListener(AttributeEvent.UPDATE, onKillEnemy);
        }
        
        private function onKillEnemy(event:AttributeEvent):void {
            var attr:Attribute = event.getChangedAttr();
            if (!attr.byClient || attr.byClient.getClientID() != _self.getClientID()) { return; }
            
            var idAndName:Array = attr.name.split(".");
            if (idAndName[1] != Enemy.ATTR_HP) { return; }
            
            if (int(attr.value) <= 0 && int(attr.oldValue) > 0) {
                _room.deleteAttribute(idAndName[0] + "." + Enemy.ATTR_STATUS);
                _room.deleteAttribute(idAndName[0] + "." + Enemy.ATTR_HP);
                _room.deleteAttribute(idAndName[0] + "." + Enemy.ATTR_SPAWN_X);
                _killCount++;
            }
        }
        
        private function changeHp(value:int):void {
            if (value <= 0) {
                _invincibleCount = _recoverTime;
                _recoverCount = _recoverTime;
            } else if (value < _hp) {
                _invincibleCount = Const.PLAYER_INVINCIBLE_TIME_ON_DAMAGED;
            }
            
            _hp = Math.max(0, value);
            _view.changeHp(_hp);
            _self.setAttribute(Friend.ATTR_HP, UPCConv.toCode(_hp));
        }
        
        public function update(elapsedTime:int, enemies:EnemyManager, isControllable:Boolean):void {
            _equip.update(elapsedTime);
            
            if (_invincibleCount > 0) { _invincibleCount -= elapsedTime; }
            if (_recoverCount > 0) {
                _recoverCount -= elapsedTime;
                if (_recoverCount <= 0) {
                    changeHp(_maxHp);
                    _invincibleCount = Const.PLAYER_INVINCIBLE_TIME_ON_RECOVER;
                }
            }
            
            if (isControllable) { processInput(elapsedTime, enemies); }
            
            _view.update(elapsedTime);
            _sendCount -= elapsedTime;
            if (_sendCount < 0) {
                _sendCount = Const.PLAYER_SEND_INTERVAL;
                if (Math.abs(_view.x - _attrPosition.x) > Const.PLAYER_SEND_MOVE_LEAST || Math.abs(_view.y - _attrPosition.y) > Const.PLAYER_SEND_MOVE_LEAST) {
                    _attrPosition.x = _view.x;
                    _attrPosition.y = _view.y;
                    _self.setAttribute(Friend.ATTR_POS, UPCConv.toCode((int(_attrPosition.x.toFixed(0)) << 9) + int(_attrPosition.y.toFixed(0))));
                }
            }
            //if (_self.getPing() > 1000) { _sendsAttack = false; }
            
            if (_invincibleCount <= 0) {
                var collidingEnemies:Vector.<Enemy> = enemies.acquireCollidingEnemies(_playerBounds);
                if (collidingEnemies.length > 0) {
                    changeHp(_hp - collidingEnemies[0].str);
                    EventManager.instance.dispatchEvent(new EffectEvent(EffectEvent.DAMAGED_PLAYER));
                }
            }
        }
        
        private function processInput(elapsedTime:int, enemies:EnemyManager):void {
            if (_recoverCount > 0) { return; }
            move(elapsedTime);
            if (_equip.isSwapping()) { return; }
            if (Input.key.isPressed(Input.C)) {
                _equip.swap();
                _view.swapWeapon(_equip.currentWeapon.id);
                _self.setAttribute(Friend.ATTR_WEAPON, UPCConv.toCode(_equip.currentWeapon.id));
                return;
            }
            if (_equip.isReloading()) { return; }
            if (Input.key.isPressed(Input.X) && !_equip.isAmmoFull()) {
                _equip.reload(_status);
                return;
            }
            if (Input.key.isDown(Input.Z)) {
                if (_equip.isAmmoEmpty()) {
                    _equip.reload(_status);
                } else if (_equip.canAttack()) {
                    var carry:int = _equip.attack(_room, _view.x, _view.y, _status, enemies);
                    _view.attack();
                    
                    if (_sendsAttack) {
                        _room.sendMessage(Friend.MESSAGE_ATTACK, false, null, UPCConv.toCode((_equip.currentWeapon.range << 9) + carry));
                    }
                    
                    EventManager.instance.dispatchEvent(new EffectEvent(
                        EffectEvent.ATTACK_WEAPON,
                        _view.x, _view.y,
                        { id: _equip.currentWeapon.id, range: _equip.currentWeapon.range, carry: carry, bySelf: true }
                    ));
                }
            }
        }
        
        private function move(elapsedTime:int):void {
            var delta:Number = _view.speed * elapsedTime / 1000;
            var velocity:Point = GeomPool.point(0, 0);
            
            if (Input.key.isDown(Keyboard.LEFT)) { velocity.x -= delta; }
            if (Input.key.isDown(Keyboard.RIGHT)) { velocity.x += delta; }
            if (Input.key.isDown(Keyboard.UP)) { velocity.y -= delta; }
            if (Input.key.isDown(Keyboard.DOWN)) { velocity.y += delta; }
            
            if (velocity.x || velocity.y) {
                velocity.normalize(delta);
                _view.moveTo(
                    Math.min(Math.max(0, _view.x + velocity.x), Const.FIELD_SIZE),
                    Math.min(Math.max(0, _view.y + velocity.y), Const.FIELD_SIZE)
                );
                _playerBounds.x = _view.x - Player.BOUNDS_HALF_WIDTH;
                _playerBounds.y = _view.y - Player.BOUNDS_HEIGHT;
            }
        }
        
        public function drawHighlight(target:BitmapData):void {
            if (!SaveData.instance.highlight) { return; }
            
            _viewBitmapData.fillRect(GeomPool.rectangle(0, 0, 465, 465), 0x00FFFFFF);
            _view.drawBody(_viewBitmapData, GeomPool.colorTransform());
            var drawPos:Point = GeomPool.point(
                int(_view.x - 48 + Const.FIELD_OFFSET_X),
                int(_view.y - 64 + Const.FIELD_OFFSET_Y)
            );
            _viewHighlight.applyFilter(
                _viewBitmapData,
                GeomPool.rectangle(drawPos.x, drawPos.y, 96, 96),
                GeomPool.point(0, 0),
                Player.HIGHLIGHT
            );
            target.copyPixels(
                _viewHighlight,
                GeomPool.rectangle(0, 0, 96, 96),
                GeomPool.point(drawPos.x, drawPos.y),
                null, null, true
            );
        }
        
        public function removeEventListeners():void {
            _room.removeEventListener(AttributeEvent.UPDATE, onKillEnemy);
        }
        
        public function get characterID():int { return SaveData.instance.player.characterID; }
        public function get hp():int { return _hp; }
        public function get maxHp():int { return _maxHp; }
        public function get hpRate():Number { return _hp / _maxHp; }
        public function get ammo():int { return _equip.currentWeaponAmmo; }
        public function get maxAmmo():int { return _equip.currentWeaponMaxAmmo; }
        public function get hpGaugeRate():Number {
            return (_recoverCount > 0) ? 1 - (_recoverCount / _recoverTime) : _hp / _maxHp;
        }
        public function get ammoGaugeRate():Number { return _equip.ammoGaugeRate; }
        public function get killCount():int { return _killCount; }
        public function get luc():int { return _status.luc; }
    }
//}
//package ore.orelib.logic {
    import net.user1.reactor.Room;
/*    import ore.orelib.actors.EnemyManager;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.Weapon;
*/    
    //public 
    class PlayerEquipment {
        private var _currentWeapon:Weapon;
        private var _currentWeaponMaxAmmo:int;
        private var _currentWeaponAmmo:int;
        private var _theOtherWeapon:Weapon;
        private var _theOtherWeaponMaxAmmo:int;
        private var _theOtherWeaponAmmo:int;
        
        private var _attackCount:int;
        private var _reloadCount:int;
        private var _swapCount:int;
        
        private var _reloadTime:int;
        
        public function PlayerEquipment(primary:Weapon, secondary:Weapon) {
            _currentWeapon = primary;
            _currentWeaponMaxAmmo = Calculator.maxAmmo(primary);
            _currentWeaponAmmo = _currentWeaponMaxAmmo;
            _theOtherWeapon = secondary;
            _theOtherWeaponMaxAmmo = Calculator.maxAmmo(secondary);
            _theOtherWeaponAmmo = _theOtherWeaponMaxAmmo;
            
            _attackCount = _reloadCount = _swapCount = 0;
            _reloadTime = 1;
        }
        
        public function update(elapsedTime:int):void {
            if (_attackCount > 0) {
                _attackCount -= elapsedTime;
            }
            
            if (_reloadCount > 0) {
                _reloadCount -= elapsedTime;
                if (_reloadCount <= 0) { _currentWeaponAmmo = _currentWeaponMaxAmmo; }
            }
            
            if (_swapCount > 0) {
                _swapCount -= elapsedTime;
            }
        }
        
        public function attack(room:Room, x:int, y:int, status:PlayerStatus, enemies:EnemyManager):int {
            // if(isAmmoEmpty()) reload()
            // if(canAttack() && !isReloading() && !isSwapping())
            var carry:int = Calculator.attack(room, _currentWeapon, x, y, status, enemies);
            _currentWeaponAmmo--;
            _attackCount = _currentWeapon.attackRate;
            return carry;
        }
        
        public function reload(status:PlayerStatus):void {
            // if(!isAmmoFull() && !isReloading() && !isSwapping())
            _attackCount = 0;
            _reloadCount = _reloadTime = _currentWeapon.reloadRate * 100 / status.dex;
        }
        
        
        public function swap():void {
            // if(!isSwapping())
            var tempWeapon:Weapon = _currentWeapon;
            var tempWeaponMaxAmmo:int = _currentWeaponMaxAmmo;
            var tempWeaponAmmo:int = _currentWeaponAmmo;
            _currentWeapon = _theOtherWeapon;
            _currentWeaponMaxAmmo = _theOtherWeaponMaxAmmo;
            _currentWeaponAmmo = _theOtherWeaponAmmo;
            _theOtherWeapon = tempWeapon;
            _theOtherWeaponMaxAmmo = tempWeaponMaxAmmo;
            _theOtherWeaponAmmo = tempWeaponAmmo;
            
            _attackCount = _reloadCount = 0;
            _swapCount = Const.PLAYER_SWAP_TIME;
        }
        
        public function isAmmoEmpty():Boolean { return _currentWeaponAmmo <= 0; }
        public function isAmmoFull():Boolean { return _currentWeaponAmmo == _currentWeaponMaxAmmo; }
        public function canAttack():Boolean { return _attackCount <= 0; }
        public function isReloading():Boolean { return _reloadCount > 0; }
        public function isSwapping():Boolean { return _swapCount > 0; }
        
        public function get currentWeapon():Weapon { return _currentWeapon; }
        public function get currentWeaponAmmo():int { return _currentWeaponAmmo; }
        public function get currentWeaponMaxAmmo():int { return _currentWeaponMaxAmmo; }
        public function get ammoGaugeRate():Number {
            return (_reloadCount > 0) ? 1 - (_reloadCount / _reloadTime) : _currentWeaponAmmo / _currentWeaponMaxAmmo;
        }
    }
//}
//package ore.orelib.logic {
    import flash.geom.Rectangle;
    import net.user1.reactor.Room;
/*    import ore.orelib.actors.Enemy;
    import ore.orelib.actors.EnemyManager;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.SaveData;
    import ore.orelib.data.Weapon;
*/    
    //public 
    class Calculator {
        
        /** 各計算で反映されるキャラクターごとのスキルの記述を取得します。 */
        public static function skillDescription(characterID:int):String {
            switch(characterID) {
                case Const.CHARACTER_MADOKA: { return "全ステータス+20\n射撃武器の貫通力2倍"; }
                case Const.CHARACTER_HOMURA: { return "射撃武器の射程無限\n装弾数+100%"; }
                case Const.CHARACTER_SAYAKA: { return "近接武器2回攻撃\n戦闘不能時回復2倍"; }
                case Const.CHARACTER_MAMI: { return "ダメージ+50%\nクリティカル率+15%"; }
                case Const.CHARACTER_KYOKO: { return "近接武器の射程+50%\nノックバック+8"; }
                default: { return ""; }
            }
        }
        
        public static function playerStatus(base:PlayerStatus, primary:Weapon, secondary:Weapon):PlayerStatus {
            // まどかなら全ステータス+
            var madokaBonus:int = 0;
            if (SaveData.instance.player.characterID == Const.CHARACTER_MADOKA) {
                madokaBonus = 20;
            }
            
            return new PlayerStatus(
                Math.min(Math.max(10, base.str + primary.strBonus + secondary.strBonus + madokaBonus), 200),
                Math.min(Math.max(10, base.vit + primary.vitBonus + secondary.vitBonus + madokaBonus), 200),
                Math.min(Math.max(10, base.dex + primary.dexBonus + secondary.dexBonus + madokaBonus), 200),
                Math.min(Math.max(10, base.luc + primary.lucBonus + secondary.lucBonus + madokaBonus), 200)
            );
        }
        
        public static function maxHp(status:PlayerStatus):int {
            var result:int = status.vit;
            return result;
        }
        
        public static function recoverTime(status:PlayerStatus):int {
            var result:int = Const.PLAYER_RECOVER_TIME * 100 / status.vit;
            
            // さやかなら復帰時間半分
            if (SaveData.instance.player.characterID == Const.CHARACTER_SAYAKA) {
                result /= 2;
            }
            
            return result;
        }
        
        public static function maxAmmo(weapon:Weapon):int {
            var result:int = weapon.maxAmmo;
            
            var attackType:int = WeaponSmith.acquireAttackTypeOf(weapon.id);
            if (attackType == Const.ATTACKTYPE_MELEE) {
                // さやかなら近接2回攻撃
                if (SaveData.instance.player.characterID == Const.CHARACTER_SAYAKA) {
                    result++;
                }
            } else {
                // ほむらなら装弾数+
                if (SaveData.instance.player.characterID == Const.CHARACTER_HOMURA) {
                    result *= 2;
                }
            }
            
            return result;
        }
        
        public static function attack(room:Room, weapon:Weapon, x:int, y:int, status:PlayerStatus, enemies:EnemyManager):int {
            var attackType:int = WeaponSmith.acquireAttackTypeOf(weapon.id);
            var bounds:Rectangle, collidingEnemies:Vector.<Enemy>;
            var i:int, enemy:Enemy, collidingEnemiesLength:int;
            var carry:int = 0;
            
            switch(attackType) {
                case Const.ATTACKTYPE_SHOOTING:
                {
                    bounds = new Rectangle( -Const.FIELD_OFFSET_X, y - 18, x - 8 + Const.FIELD_OFFSET_X, 4);
                    collidingEnemies = enemies.acquireCollidingEnemies(bounds);
                    collidingEnemiesLength = collidingEnemies.length;
                    carry = 400;
                    
                    // まどかなら貫通力+
                    var penetration:int = weapon.penetration;
                    if (SaveData.instance.player.characterID == Const.CHARACTER_MADOKA) {
                        penetration = penetration * 2 + 1;
                    }
                    
                    for (i = 0; i < collidingEnemiesLength; i++) {
                        enemy = collidingEnemies[i];
                        
                        var distX:int = x - 8 - collidingEnemies[i].x;
                        
                        // 敵との距離に応じてダメージを減衰させる(ほむらなら距離減衰無し)
                        var distMultiplier:Number = 1;
                        if (SaveData.instance.player.characterID != Const.CHARACTER_HOMURA) {
                            distMultiplier = Math.min(Math.max(0.1, 1 - 0.9 * (distX - weapon.range) / weapon.range), 1);
                        }
                        
                        collidingEnemies[i].damaged(
                            room,
                            Calculator.damage(weapon, status, distMultiplier), 
                            Calculator.knockback(weapon, status)
                        );
                        // 貫通しなかったら終了
                        if (i >= penetration) { carry = distX; break; }
                    }
                    break;
                }
                
                case Const.ATTACKTYPE_EXPLOSIVE:
                {
                    bounds = new Rectangle( -Const.FIELD_OFFSET_X, y - 18, x - 8 + Const.FIELD_OFFSET_X, 4);
                    collidingEnemies = enemies.acquireCollidingEnemies(bounds);
                    carry = 500;
                    if (collidingEnemies.length == 0) { break; }
                    // 一番先頭の敵を爆心地にする
                    enemy = collidingEnemies[0];
                    var halfRange:Number = weapon.range / 2;
                    bounds = new Rectangle(enemy.x + 16 - halfRange, y - 16 - halfRange, weapon.range, weapon.range);
                    collidingEnemies = enemies.acquireCollidingEnemies(bounds);
                    collidingEnemiesLength = collidingEnemies.length;
                    carry = x - 24 - enemy.x;
                    for (i = 0; i < collidingEnemiesLength; i++) {
                        collidingEnemies[i].damaged(
                            room,
                            Calculator.damage(weapon, status), 
                            Calculator.knockback(weapon, status)
                        );
                    }
                    break;
                }
                
                case Const.ATTACKTYPE_MELEE:
                {
                    // 杏子なら射程+
                    var weaponRange:int = weapon.range;
                    if (SaveData.instance.player.characterID == Const.CHARACTER_KYOKO) {
                        weaponRange *= 1.5;
                    }
                    
                    bounds = new Rectangle(x - 8 - weaponRange, y - 40, weaponRange, 40);
                    collidingEnemies = enemies.acquireCollidingEnemies(bounds);
                    collidingEnemiesLength = collidingEnemies.length;
                    carry = weaponRange;
                    for (i = 0; i < collidingEnemiesLength; i++) {
                        collidingEnemies[i].damaged(
                            room,
                            Calculator.damage(weapon, status),
                            Calculator.knockback(weapon, status)
                        );
                    }
                    break;
                }
                
                default: { break; }
            }
            
            return carry;
        }
        
        private static function damage(weapon:Weapon, status:PlayerStatus, distMultiplier:Number = 1):int {
            var baseDamage:Number = weapon.minDamage + weapon.randDamage * distMultiplier * Math.random();
            var criticalRate:Number = weapon.criticalRate * status.luc / 100;
            
            // マミならダメージ+, クリティカル率+
            if (SaveData.instance.player.characterID == Const.CHARACTER_MAMI) {
                baseDamage *= 1.5;
                criticalRate += 15;
            }
            
            var crits:Boolean = (int(100 * Math.random()) < int(criticalRate));
            return baseDamage * ((crits) ? 5 : 1) * status.str / 100;
        }
        
        private static function knockback(weapon:Weapon, status:PlayerStatus):int {
            var result:int = weapon.knockback * status.str / 100;
            
            // 杏子ならノックバック量+
            if (SaveData.instance.player.characterID == Const.CHARACTER_KYOKO) {
                result += 8;
            }
            
            return result;
        }
    }
//}
//package ore.orelib.logic {
    import net.user1.reactor.Attribute;
    import net.user1.reactor.AttributeEvent;
    import net.user1.reactor.Room;
    import net.user1.reactor.RoomEvent;
    import net.user1.reactor.RoomManagerEvent;
    import net.user1.reactor.Status;
/*    import ore.orelib.actors.Enemy;
    import ore.orelib.commons.UPCConv;
    import ore.orelib.data.Const;
*/    
    //public 
    class Host {
        private var _room:Room;
        private var _main:Main;
        
        private var _isHost:Boolean;
        private var _wave:int;
        private var _waveXML:XML;
        private var _startTime:Number;
        private var _numContracts:int;
        
        private var _spawnInterval:int;
        private var _spawnIntervalCount:int;
        private var _spawnUniqueCount:int;
        
        public static const TIME_MODULO:int = 10000000;
        public static const CANDIDACY_FPS:int = 30;
        public static const CANDIDACY_PING:int = 50;
        
        // 4: code(clientID)
        public static const ATTR_HOST:String = "h";
        // 4: code(clientID)
        public static const ATTR_HOST_CANDIDACY:String = "i";
        // 2: code(wave)
        public static const ATTR_WAVE:String = "w";
        // 4: code(startTime % TIME_MODULO)
        public static const ATTR_START_TIME:String = "t";
        // 2: numContracts
        public static const ATTR_NUM_CONTRACTS:String = "c";
        
        public function Host(room:Room, main:Main) {
            _room = room;
            _main = main;
            
            _isHost = false;
            _wave = 1;
            _waveXML = Const.ENEMY_TABLE.*.(@num == "1")[0];
            _startTime = -1;
            _numContracts = 0;
            
            _spawnInterval = int(Const.FIELD_WAVE_SPAWN_TIME / int(_waveXML.@amount));
            _spawnIntervalCount = 0;
            _spawnUniqueCount = 0;
            
            _main.reactor.getRoomManager().addEventListener(RoomManagerEvent.CREATE_ROOM_RESULT, initialize);
            _room.addEventListener(RoomEvent.REMOVE_OCCUPANT, removeOccupantHandler);
            _room.addEventListener(AttributeEvent.UPDATE, attributeUpdateHandler);
            _room.addEventListener(AttributeEvent.DELETE, deleteAttributeHandler);
            
        }
        
        private function initialize(event:RoomManagerEvent):void {
            if (event.getRoomID() != _room.getRoomID()) { return; }
            event.currentTarget.removeEventListener(event.type, arguments.callee);
            
            // 自分が部屋作成者なら、ホストになる
            if (event.getStatus() == Status.SUCCESS) {
                _isHost = true;
                _room.setAttribute(Host.ATTR_HOST, UPCConv.toCode(int(_main.reactor.self().getClientID())));
                _room.setAttribute(Host.ATTR_WAVE, UPCConv.toCode(1));
                _room.setAttribute(Host.ATTR_START_TIME, UPCConv.toCode(_main.reactor.getServer().getServerTime() % Host.TIME_MODULO));
                _room.setAttribute(Host.ATTR_NUM_CONTRACTS, "0");
            }
        }
        
        private function removeOccupantHandler(event:RoomEvent):void {
            // 退室者が出たらホスト立候補戦を行う(立候補は退室者のID送信)
            // 回線状態が良い人のみ立候補(ホストがいない場合は基準を緩める)
            var ping:int = _main.reactor.self().getPing();
            if (_main.fps >= Host.CANDIDACY_FPS 
                && 0 < ping
                && (ping < Host.CANDIDACY_PING || (!_room.clientIsInRoom(UPCConv.toInt(_room.getAttribute(Host.ATTR_HOST)).toString()) && ping < Host.CANDIDACY_PING*10 ))
            ) {
                _room.setAttribute(Host.ATTR_HOST_CANDIDACY, UPCConv.toCode(int(event.getClientID())));
            }
        }
        
        private function attributeUpdateHandler(event:AttributeEvent):void {
            var attr:Attribute = event.getChangedAttr();
            switch(attr.name) {
				case Host.ATTR_HOST: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST]++; break;}
				case Host.ATTR_HOST_CANDIDACY: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Host_ATTR_HOST_CANDIDACY]++; break;}
				case Host.ATTR_WAVE: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Host_ATTR_WAVE]++; break;}
				case Host.ATTR_START_TIME: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Host_ATTR_START_TIME]++; break;}
				case Host.ATTR_NUM_CONTRACTS: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Host_ATTR_NUM_CONTRACTS]++; break;}
			}
            
            switch(attr.name) {
                case Host.ATTR_HOST:
                {
                    _isHost = (UPCConv.toInt(attr.value) == int(_main.reactor.self().getClientID()));
					DebugData.instance.isHost = _isHost;
                    break;
                }
                
                case Host.ATTR_HOST_CANDIDACY:
                {
                    // 最初に立候補したのが自分なら、自分がホストになる
                    if (attr.byClient && attr.byClient.isSelf()) {
                        _room.setAttribute(Host.ATTR_HOST, UPCConv.toCode(int(_main.reactor.self().getClientID())));
                    }
                    break;
                }
                
                case Host.ATTR_WAVE:
                {
                    // waveの変わり目にサーバーと同期する
                    _main.reactor.getServer().syncTime();
                    
                    // wave数が変わったことがサーバーから送られたらホスト立候補戦を行う(立候補はwave数送信)
                    // 回線状態が良い人のみ立候補
                    if (int(attr.oldValue) > 0) {
                        var ping:int = _main.reactor.self().getPing();
                        if (_main.fps >= Host.CANDIDACY_FPS && 0 < ping && ping < Host.CANDIDACY_PING) {
                            _room.setAttribute(Host.ATTR_HOST_CANDIDACY, "." + attr.value);
                        }
                    }
                    break;
                }
                
                case Host.ATTR_START_TIME: { _startTime = UPCConv.toInt(attr.value); break; }
                case Host.ATTR_NUM_CONTRACTS: { _numContracts = int(attr.value); break; }
                
                default: { break; }
            }
        }
        
        private function deleteAttributeHandler(event:AttributeEvent):void {
            // 自分がホストでないなら終了
            if (!_isHost) { return; }
            
            var attr:Attribute = event.getChangedAttr();
            var delimiterIndex:int = attr.name.indexOf(".");
            // HPがある状態で削除(契約成立)なら、契約数を増やす
            if (attr.name.substring(delimiterIndex + 1) == Enemy.ATTR_HP && int(attr.oldValue) > 0) {
                _room.setAttribute(Host.ATTR_NUM_CONTRACTS, "%v+1", true, false, true);
            }
        }
        
        public function update(serverTime:Number, elapsedTime:int):void {
            // 開始時刻がわからない間は何もしない
            if (_startTime < 0) { return; }
            // プレイ時間(wave1の初めから今までの時間)を求める
            var playTime:Number = (serverTime - _startTime) % Host.TIME_MODULO;
            
            // wave数がかわったら更新する
            var currentWave:int = int(playTime / Const.FIELD_WAVE_TIME) + 1;
            if (currentWave != _wave) {
                _wave = currentWave;
                _waveXML = Const.ENEMY_TABLE.*.(@num == Math.min(Math.max(1, _wave), Const.ENEMY_TABLE.*.length()).toString())[0];
                _spawnInterval = int(Const.FIELD_WAVE_SPAWN_TIME / int(_waveXML.@amount));
                
                if (_isHost) { _room.setAttribute(Host.ATTR_WAVE, UPCConv.toCode(_wave)); }
            }
            
            // 敵の出現処理はホストがやる(ホストでないなら終了)
            if (!_isHost) { return; }
            // wave終了間際は敵が出現しない
            if (int(playTime % Const.FIELD_WAVE_TIME) < Const.FIELD_WAVE_SPAWN_TIME) {
                _spawnIntervalCount += elapsedTime;
            }
            // サーバーが過負荷状態でなければ、敵を出現させる
            var ping:int = _main.reactor.self().getPing();
            if (ping < 10000 && _spawnIntervalCount > _spawnInterval) {
                _spawnIntervalCount -= _spawnInterval;
                Enemy.spawn(
                    _room, _main.reactor.self().getClientID(), _spawnUniqueCount,
                    int(_waveXML.@hp), int(_waveXML.@str), int(_waveXML.@vx), serverTime
                );
                _spawnUniqueCount++;
            }
        }
        
        public function removeEventListeners():void {
            _room.removeEventListener(RoomEvent.REMOVE_OCCUPANT, removeOccupantHandler);
            _room.removeEventListener(AttributeEvent.UPDATE, attributeUpdateHandler);
            _room.removeEventListener(AttributeEvent.DELETE, deleteAttributeHandler);
        }
        
        public function get isHost():Boolean { return _isHost; }
        public function get wave():int { return _wave; }
        public function get numContracts():int { return _numContracts; }
    }
//}
//package ore.orelib.logic {
/*    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.Weapon;
    import ore.orelib.data.WeaponData;
*/    
    //public 
    class WeaponSmith {
        
        public static function createWeaponData(level:int, wave:int, killCount:int, luc:int):WeaponData {
            var score:int = ((wave * 20 + killCount) * luc / 100);
            if (killCount < wave) {
                score = 0;
            } else if (killCount < wave * 5) {
                score *= killCount / (wave * 5);
            }
            
            // クオリティの種類を決定(上位2種からランダム)
            var qualityList:Vector.<XML> = new Vector.<XML>();
            var quality:XML;
            for each(quality in Const.WEAPON_QUALITY_TABLE.*) {
                if (level >= int(quality.@lv) && wave >= int(quality.@wave) && score >= int(quality.@score)) {
                    qualityList.push(quality);
                }
            }
            qualityList.sort(compareScore);
            quality = qualityList[int(Math.min(qualityList.length, 2) * Math.random())];
            score -= int(quality.@score);
            
            // 武器の種類を決定(全種からランダム)
            var baseList:XMLList = Const.WEAPON_BASE_TABLE.*;
            var base:XML = baseList[int(baseList.length() * Math.random())];
            //score -= int(base.@rscore);
            
            // クオリティのレベルを決定(全種からランダム)
            var qualityLevelList:XMLList = quality.*.(score >= int(@score));
            var qualityLevel:XML = qualityLevelList[int(qualityLevelList.length() * Math.random())];
            score -= int(qualityLevel.@score);
            
            // 接頭語の種類を決定(上位20種からランダム)
            var prefixList:Vector.<XML> = new Vector.<XML>();
            var prefix:XML;
            for each(prefix in Const.WEAPON_PREFIX_TABLE.*) {
                if (level >= int(prefix.@lv) && wave >= int(prefix.@wave) && score >= int(prefix.@score)
                    && int(Number(prefix.@base) / Math.pow(10, 11 - int(base.@id)) % 10) == 1
                ) {
                    prefixList.push(prefix);
                }
            }
            prefixList.sort(compareScore);
            var prefixListIndex:int = 20 * Math.random();
            prefix = (prefixListIndex < prefixList.length)
                ? prefixList[prefixListIndex]
                : Const.WEAPON_PREFIX_TABLE.*.(@id == "none")[0];
            score -= int(prefix.@score);
            
            // 接頭語のレベルを決定(全種からランダム)
            var prefixLevelList:XMLList = prefix.*.(score >= int(@score));
            var prefixLevel:XML = prefixLevelList[int(prefixLevelList.length() * Math.random())];
            score -= int(prefixLevel.@score);
            
            // 武器のレベルを決定(全種からランダム)
            var baseLevelList:XMLList = base.*.(score >= int(@score));
            var baseLevel:XML = baseLevelList[int(baseLevelList.length() * Math.random())];
            score -= int(baseLevel.@score);
            
            var result:WeaponData = new WeaponData();
            result.id = int(base.@id);
            result.baseLevel = int(baseLevel.@num);
            result.quality = quality.@id;
            result.qualityLevel = int(qualityLevel.@num);
            result.prefix = prefix.@id;
            result.prefixLevel = int(prefixLevel.@num);
            return result;
            
            function compareScore(a:XML, b:XML):Number {
                return (int(a.@score) < int(b.@score)) ? 1 : -1;
            }
        }
        
        public static function createWeaponFrom(data:WeaponData):Weapon {
            var dmg:int, min:int, rand:int, range:int, attack:int, reload:int, ammo:int;
            var str:int, vit:int, dex:int, luc:int, crit:int, kb:int, pene:int;
            
            var base:XML = Const.WEAPON_BASE_TABLE.base.(int(@id) == data.id)[0];
            var quality:XML = Const.WEAPON_QUALITY_TABLE.quality.(@id == data.quality)[0];
            var prefix:XML = Const.WEAPON_PREFIX_TABLE.prefix.(@id == data.prefix)[0];
            
            // 補正の合計を計算する
            addMods(base.level.(@num == data.baseLevel)[0]);
            addMods(quality.level.(@num == data.qualityLevel)[0]);
            addMods(prefix.level.(@num == data.prefixLevel)[0]);
            
            // 攻撃タイプに無関係な補正を無視する
            var attackType:int = acquireAttackTypeOf(data.id);
            switch(attackType) {
                case Const.ATTACKTYPE_EXPLOSIVE: { pene = 0; break; }
                case Const.ATTACKTYPE_MELEE: { attack = ammo = pene = 0; break; }
                default: { break; }
            }
            
            // スペックを計算する
            var minDamage:int = Math.max(1, int(int(base.@bmin) * (100 + dmg) / 100) + min);
            var randDamage:int = Math.max(0, int(int(base.@brand) * (100 + dmg) / 100) - min + rand);
            var finalRange:int = Math.max(16, int(int(base.@brange) * (100 + range) / 100));
            var attackRate:int = Math.max(100, int(int(base.@battack) * 100 / (100 + attack)));
            var reloadRate:int = Math.max(300, int(int(base.@breload) * 100 / (100 + reload)));
            var maxAmmo:int = Math.max(1, int(int(base.@bammo) * (100 + ammo) / 100));
            
            // スペック表記リストを作成する
            var specs:Vector.<String> = new Vector.<String>();
            var specColors:Vector.<uint> = new Vector.<uint>();
            addSpec("ダメージ: " + minDamage + " ~ " + int(minDamage + randDamage), 0xFFFFFF);
            addSpec(((attackType == Const.ATTACKTYPE_EXPLOSIVE) ? "範囲" : "射程") + ": " + finalRange, 0xFFFFFF);
            if (attackType != Const.ATTACKTYPE_MELEE) {
                addSpec("攻撃速度(ms): " + attackRate, 0xFFFFFF);
                addSpec("リロード速度(ms): " + reloadRate, 0xFFFFFF);
                addSpec("装弾数: " + maxAmmo, 0xFFFFFF);
            } else {
                addSpec("攻撃速度(ms): " + reloadRate, 0xFFFFFF);
            }
            if (dmg != 0) { addSpec("ダメージ" + ((dmg > 0) ? "+" : "") + dmg + "%", (dmg > 0) ? 0x00FF00 : 0xFF0000); }
            if (min != 0) { addSpec("最小ダメージ" + ((min > 0) ? "+" : "") + min, (min > 0) ? 0x00FF00 : 0xFF0000); }
            if (rand != 0) { addSpec("最大ダメージ" + ((rand > 0) ? "+" : "") + rand, (rand > 0) ? 0x00FF00 : 0xFF0000); }
            if (range != 0) { addSpec(((attackType == Const.ATTACKTYPE_EXPLOSIVE) ? "範囲" : "射程") + ((range > 0) ? "+" : "") + range + "%", (range > 0) ? 0x00FF00 : 0xFF0000); }
            if (attack != 0) { addSpec("攻撃速度" + ((attack > 0) ? "+" : "") + attack + "%", (attack > 0) ? 0x00FF00 : 0xFF0000); }
            if (reload != 0) { addSpec(((attackType == Const.ATTACKTYPE_MELEE) ? "攻撃速度" : "リロード速度") + ((reload > 0) ? "+" : "") + reload + "%", (reload > 0) ? 0x00FF00 : 0xFF0000); }
            if (ammo != 0) { addSpec("装弾数" + ((ammo > 0) ? "+" : "") + ammo + "%", (ammo > 0) ? 0x00FF00 : 0xFF0000); }
            if (str != 0) { addSpec("魔力" + ((str > 0) ? "+" : "") + str, (str > 0) ? 0x00FF00 : 0xFF0000); }
            if (vit != 0) { addSpec("精神" + ((vit > 0) ? "+" : "") + vit, (vit > 0) ? 0x00FF00 : 0xFF0000); }
            if (dex != 0) { addSpec("敏捷" + ((dex > 0) ? "+" : "") + dex, (dex > 0) ? 0x00FF00 : 0xFF0000); }
            if (luc != 0) { addSpec("幸運" + ((luc > 0) ? "+" : "") + luc, (luc > 0) ? 0x00FF00 : 0xFF0000); }
            if (crit > 0) { addSpec("クリティカル率+" + crit + "%", 0x00FF00); }
            if (kb > 0) { addSpec("ノックバック+" + kb, 0x00FF00); }
            if (pene > 0) { addSpec("最大" + pene + "匹の敵を貫通", 0x00FF00); }
            
            var totalLevel:int = data.baseLevel + data.qualityLevel + data.prefixLevel;
            return new Weapon(
                data.id,
                prefix.@name + quality.@name + base.@name + ((totalLevel > 0) ? "+" + totalLevel : ""),
                specs,
                specColors,
                minDamage,
                randDamage,
                finalRange,
                attackRate,
                reloadRate,
                maxAmmo,
                new PlayerStatus(str, vit, dex, luc),
                Math.max(0, crit),
                Math.max(0, kb),
                Math.max(0, pene)
            );
            
            function addMods(level:XML):void {
                if ("@dmg" in level) { dmg += int(level.@dmg); }
                if ("@min" in level) { min += int(level.@min); }
                if ("@rand" in level) { rand += int(level.@rand); }
                if ("@range" in level) { range += int(level.@range); }
                if ("@attack" in level) { attack += int(level.@attack); }
                if ("@reload" in level) { reload += int(level.@reload); }
                if ("@ammo" in level) { ammo += int(level.@ammo); }
                if ("@str" in level) { str += int(level.@str); }
                if ("@vit" in level) { vit += int(level.@vit); }
                if ("@dex" in level) { dex += int(level.@dex); }
                if ("@luc" in level) { luc += int(level.@luc); }
                if ("@crit" in level) { crit += int(level.@crit); }
                if ("@kb" in level) { kb += int(level.@kb); }
                if ("@pene" in level) { pene += int(level.@pene); }
            }
            
            function addSpec(text:String, textColor:uint):void {
                specs.push(text);
                specColors.push(textColor);
            }
        }
        
        public static function createInitialEquipment(characterID:int):Array {
            var result:Array = [];
            
            var primary:WeaponData = new WeaponData();
            switch(characterID) {
                case Const.CHARACTER_MADOKA: { primary.id = Const.WEAPON_ROSEBOW; break; }
                case Const.CHARACTER_HOMURA: { primary.id = Const.WEAPON_PIPEBOMB; break; }
                case Const.CHARACTER_SAYAKA: { primary.id = Const.WEAPON_SABER; break; }
                case Const.CHARACTER_MAMI: { primary.id = Const.WEAPON_MASKET; break; }
                case Const.CHARACTER_KYOKO: { primary.id = Const.WEAPON_SPEAR; break; }
                default: { break; }
            }
            
            var secondary:WeaponData = new WeaponData();
            secondary.id = Const.WEAPON_PISTOL;
            
            result.push(primary, secondary);
            return result;
        }
        
        public static function acquireAttackTypeOf(weaponID:int):int {
            switch(weaponID) {
                case Const.WEAPON_EXTINGUISHER:
                case Const.WEAPON_PIPEBOMB:
                case Const.WEAPON_RPG7:
                {
                    return Const.ATTACKTYPE_EXPLOSIVE;
                }
                
                case Const.WEAPON_GOLFCLUB:
                case Const.WEAPON_METALBAT:
                case Const.WEAPON_SABER:
                case Const.WEAPON_SPEAR:
                {
                    return Const.ATTACKTYPE_MELEE;
                }
                
                case Const.WEAPON_PISTOL:
                case Const.WEAPON_MASKET:
                case Const.WEAPON_MINIMI:
                case Const.WEAPON_ROSEBOW:
                case Const.WEAPON_BLACKBOW:
                
                default:
                {
                    return Const.ATTACKTYPE_SHOOTING;
                }
            }
        }
    }
//}
//package ore.orelib.actors {
    import flash.display.BitmapData;
    
    //public 
    interface IActor {
        function draw(target:BitmapData):void;
        function drawOverlay(target:BitmapData):void;
        function get depth():Number;
    }
//}
//package ore.orelib.actors {
    import flash.display.BitmapData;
    import flash.display.DisplayObject;
    import flash.filters.GlowFilter;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.text.TextField;
/*    import ore.orelib.anim.ArmAnim;
    import ore.orelib.anim.BodyAnim;
    import ore.orelib.anim.WeaponAnim;
    import ore.orelib.commons.Assets;
    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.events.EffectEvent;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class Friend implements IActor {
        // 移動関連
        private var _currentPosition:Point;
        private var _destPosition:Point;
        private var _speed:int;
        private var _velocityPerMs:Point;
        // 描画関連
        private var _nameLabel:TextField;
        private var _hp:int;
        private var _maxHp:int;
        private var _body:BodyAnim;
        private var _arm:ArmAnim;
        private var _weapon:WeaponAnim;
        private var _weaponID:int;
        private var _attackTypeID:int;
        private var _worldTrans:Matrix;
        private var _effectColorOffset:int;
        
        // 文字数: 式 ビット列
        // 4+: name,code((speed << 16) + (maxHp << 6) + chara) bit{8,10,6}
        public static const ATTR_STATUS:String = "t";
        // 3: code((x << 9) + y) bit{9,9}
        public static const ATTR_POS:String = "p";
        // 2: code(hp)
        public static const ATTR_HP:String = "h";
        // 1: code(weaponID)
        public static const ATTR_WEAPON:String = "w";
        // 3: code((range << 9) + carry) bit{9,9}
        public static const MESSAGE_ATTACK:String = "a";
        
        public function Friend(
            name:String, speed:int, maxHp:int, characterID:int,
            x:Number, y:Number, hp:int, weaponID:int
        ) {
            _currentPosition = new Point(x, y);
            _destPosition = new Point(x, y);
            _speed = speed;
            _velocityPerMs = new Point(0, 0);
            
            _nameLabel = new TextBuilder()
                .align(TextBuilder.CENTER)
                .filters([new GlowFilter(0x000000, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(10)
                .size(140, 20).build(name);
            _hp = hp;
            _maxHp = maxHp;
            _body = new BodyAnim(characterID);
            if (_hp <= 0) { _body.transition(BodyAnim.RECOVER); }
            _arm = new ArmAnim();
            _weapon = new WeaponAnim(weaponID);
            _weaponID = weaponID;
            _attackTypeID = WeaponSmith.acquireAttackTypeOf(_weaponID);
            _worldTrans = new Matrix();
            _effectColorOffset = 0;
        }
        
        /** 目的位置を更新する */
        public function moveTo(x:Number, y:Number):void {
            _destPosition.x = x;
            _destPosition.y = y;
            
            var angle:Number = Math.atan2(_destPosition.y - _currentPosition.y, _destPosition.x - _currentPosition.x);
            _velocityPerMs.x = _speed * Math.cos(angle) / 1000;
            _velocityPerMs.y = _speed * Math.sin(angle) / 1000;
        }
        
        /** 攻撃モーションを行う */
        public function attack():void {
            _arm.transition((_attackTypeID == Const.ATTACKTYPE_MELEE) ? ArmAnim.SWING : ArmAnim.RECOIL);
        }
        
        /** 武器変更モーションを行う */
        public function swapWeapon(weaponID:int):void {
            _arm.transition(ArmAnim.SWAP);
            _weapon.transition(weaponID);
            _weaponID = weaponID;
            _attackTypeID = WeaponSmith.acquireAttackTypeOf(_weaponID);
        }
        
        /** 残りHPに応じた更新を行う */
        public function changeHp(value:int):void {
            if (value <= 0) {
                _body.transition(BodyAnim.RECOVER);
                // 休憩エフェクトはここ
            } else if (value < _hp) {
                _effectColorOffset = 300;
                EventManager.instance.dispatchEvent(new EffectEvent(
                    EffectEvent.DAMAGED_ACTOR,
                    _currentPosition.x,
                    _currentPosition.y,
                    { num: _hp - value, color: 0xFF8888, isEnemy: false }
                ));
            } else if (value > _hp) {
                _body.transition(BodyAnim.IDLE);
                // 復帰エフェクトはここ
            }
            
            _hp = value;
        }
        
        public function update(elapsedTime:int):void {
            if (_hp > 0) {
                if (!_currentPosition.equals(_destPosition)) {
                    var diff:Point = GeomPool.point(_destPosition.x - _currentPosition.x, _destPosition.y - _currentPosition.y);
                    var delta:Point = GeomPool.point(_velocityPerMs.x * elapsedTime, _velocityPerMs.y * elapsedTime);
                    
                    if ((diff.x * diff.x + diff.y * diff.y) < (delta.x * delta.x + delta.y * delta.y)) {
                        _currentPosition.x = _destPosition.x;
                        _currentPosition.y = _destPosition.y;
                    }else {
                        _currentPosition.x += delta.x;
                        _currentPosition.y += delta.y;
                    }
                    
                    _body.transition(BodyAnim.RUN);
                }else {
                    _body.transition(BodyAnim.IDLE);
                }
            }
            
            _worldTrans.tx = int(_currentPosition.x + Const.FIELD_OFFSET_X);
            _worldTrans.ty = int(_currentPosition.y + Const.FIELD_OFFSET_Y);
            _nameLabel.x = _worldTrans.tx - 70;
            _nameLabel.y = _worldTrans.ty - 50;
            _body.update(elapsedTime, _worldTrans);
            _arm.update(elapsedTime, _body.worldTrans);
            _weapon.update(elapsedTime, _arm.worldTrans);
            _effectColorOffset = Math.max(0, _effectColorOffset - 60);
        }
        
        public function draw(target:BitmapData):void {
            target.copyPixels(
                Assets.images["actorShadow"],
                GeomPool.rectangle(0, 0, 465, 465),
                GeomPool.point(_worldTrans.tx - 14, _worldTrans.ty - 4),
                null, null, true
            );
            
            drawBody(
                target,
                GeomPool.colorTransform(1, 1, 1, 1, _effectColorOffset, _effectColorOffset, _effectColorOffset)
            );
        }
        
        public function drawBody(target:BitmapData, effect:ColorTransform):void {
            if (_hp > 0) {
                _weapon.draw(target, effect);
                _arm.draw(target, effect);
            }
            _body.draw(target, effect);
        }
        
        public function drawOverlay(target:BitmapData):void {
            target.fillRect(GeomPool.rectangle(_worldTrans.tx - 16, _worldTrans.ty - 34, 32, 1), 0xFFFF0000);
            target.fillRect(GeomPool.rectangle(_worldTrans.tx - 16, _worldTrans.ty - 34, 32 * _hp / _maxHp, 1), 0xFF00FF00);
        }
        
        public function get x():Number { return _currentPosition.x; }
        public function get y():Number { return _currentPosition.y; }
        public function get speed():int { return _speed; }
        public function get overlay():DisplayObject { return _nameLabel; }
        public function get weaponID():int { return _weaponID; }
        public function get depth():Number { return _currentPosition.y; }
    }
//}
//package ore.orelib.actors {
    import flash.utils.Dictionary;
    import net.user1.reactor.Attribute;
    import net.user1.reactor.IClient;
    import net.user1.reactor.Room;
    import net.user1.reactor.RoomEvent;
/*    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.UPCConv;
    import ore.orelib.events.ActorEvent;
    import ore.orelib.events.EffectEvent;
*/    
    //public 
    class FriendManager {
        private var _room:Room;
        private var _friendList:Dictionary;
        
        public function FriendManager(room:Room) {
            _room = room;
            _friendList = new Dictionary();
            
            _room.addEventListener(RoomEvent.ADD_OCCUPANT, addOccupantHandler);
            _room.addEventListener(RoomEvent.REMOVE_OCCUPANT, removeOccupantHandler);
            _room.addEventListener(RoomEvent.UPDATE_CLIENT_ATTRIBUTE, updateClientAttrHandler);
            _room.addMessageListener(Friend.MESSAGE_ATTACK, attackFriendHandler);
        }
        
        /** プレイヤーが入室した際の処理 */
        private function addOccupantHandler(event:RoomEvent):void {
			DebugData.instance.count[DebugData.COUNT_RoomEvent_ADD_OCCUPANT]++;
            var client:IClient = event.getClient();
            if (client.isSelf()) { return; }
            
            var attrStatus:String = client.getAttribute(Friend.ATTR_STATUS);
            var delimiterIndex:int = attrStatus.indexOf(",");
            var speed_maxHp_characterID:int = UPCConv.toInt(attrStatus.substring(delimiterIndex + 1));
            var x_y:int = UPCConv.toInt(client.getAttribute(Friend.ATTR_POS));
            var friend:Friend = new Friend(
                attrStatus.substring(0, delimiterIndex),
                speed_maxHp_characterID >> 16,
                (speed_maxHp_characterID & 0xFFFF) >> 6,
                speed_maxHp_characterID & 0x3F,
                x_y >> 9,
                x_y & 0x1FF,
                UPCConv.toInt(client.getAttribute(Friend.ATTR_HP)),
                UPCConv.toInt(client.getAttribute(Friend.ATTR_WEAPON))
            );
            _friendList[client.getClientID()] = friend;
            EventManager.instance.dispatchEvent(new ActorEvent(ActorEvent.ADD, friend, friend.overlay));
        }
        
        /** プレイヤーが退室した際の処理 */
        private function removeOccupantHandler(event:RoomEvent):void {
			DebugData.instance.count[DebugData.COUNT_RoomEvent_REMOVE_OCCUPANT]++;
            var friend:Friend = _friendList[event.getClientID()];
            delete _friendList[event.getClientID()];
            
            if (!friend) { return; }
            EventManager.instance.dispatchEvent(new ActorEvent(ActorEvent.REMOVE, friend, friend.overlay));
        }
        
        /** プレイヤーの属性が更新された際の処理 */
        private function updateClientAttrHandler(event:RoomEvent):void {
            var attr:Attribute = event.getChangedAttr();
            switch(attr.name) {
				case Friend.ATTR_POS: { DebugData.instance.count[DebugData.COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_POS]++; break;}
				case Friend.ATTR_HP: { DebugData.instance.count[DebugData.COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_HP]++; break;}
				case Friend.ATTR_WEAPON: { DebugData.instance.count[DebugData.COUNT_RoomEvent_UPDATE_CLIENT_ATTRIBUTE_ATTR_WEAPON]++; break;}
			}
            var client:IClient = event.getClient();
            if (client.isSelf()) { return; }
            
            var friend:Friend = _friendList[client.getClientID()];
            switch(attr.name) {
                // 位置の更新
                case Friend.ATTR_POS:
                {
                    var x_y:int = UPCConv.toInt(attr.value);
                    friend.moveTo(x_y >> 9, x_y & 0x1FF);
                    break;
                }
                
                // 残りHPの更新
                case Friend.ATTR_HP:
                {
                    friend.changeHp(UPCConv.toInt(attr.value));
                    break;
                }
                
                // 使用武器の変更
                case Friend.ATTR_WEAPON:
                {
                    friend.swapWeapon(UPCConv.toInt(attr.value));
                    break;
                }
                
                default: { break; }
            }
        }
        
        /** プレイヤーが攻撃を行った際の処理 */
        private function attackFriendHandler(from:IClient, message:String):void {
			DebugData.instance.count[DebugData.COUNT_Friend_MESSAGE_ATTACK]++;
            var friend:Friend = _friendList[from.getClientID()];
            friend.attack();
            var range_carry:int = UPCConv.toInt(message);
            EventManager.instance.dispatchEvent(new EffectEvent(EffectEvent.ATTACK_WEAPON,
                friend.x, friend.y,
                {
                    id: friend.weaponID,
                    range: range_carry >> 9,
                    carry: range_carry & 0x1FF,
                    bySelf: false
                }
            ));
        }
        
        public function update(elapsedTime:int):void {
            for each(var friend:Friend in _friendList) {
                friend.update(elapsedTime);
            }
        }
        
        public function removeEventListeners():void {
            _room.removeEventListener(RoomEvent.ADD_OCCUPANT, addOccupantHandler);
            _room.removeEventListener(RoomEvent.REMOVE_OCCUPANT, removeOccupantHandler);
            _room.removeEventListener(RoomEvent.UPDATE_CLIENT_ATTRIBUTE, updateClientAttrHandler);
            _room.removeMessageListener(Friend.MESSAGE_ATTACK, attackFriendHandler);
        }
    }
//}
//package ore.orelib.actors {
    import flash.display.BitmapData;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import net.user1.reactor.Room;
/*    import ore.orelib.anim.BodyAnim;
    import ore.orelib.commons.Assets;
    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.commons.UPCConv;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.events.EffectEvent;
*/    
    //public 
    class Enemy implements IActor {
        private var _id:String;
        private var _hp:int;
        private var _maxHp:int;
        private var _str:int;
        // 移動関連
        private var _currentPosition:Point;
        private var _vx:int;
        private var _spawnPosition:Point;
        private var _spawnTime:int;
        private var _bounds:Rectangle;
        // 描画関連
        private var _body:BodyAnim;
        private var _worldTrans:Matrix;
        private var _effectColorOffset:int;
        
        public static const BOUNDS_HALF_WIDTH:int = 14;
        public static const BOUNDS_HEIGHT:int = 20;
        public static const TIME_MODULO:int = 100000;
        
        // 文字数: 式 ビット列
        // 5: code((int(clientID) << 10) + (uniqueNumber & 0x3FF)) {21,10}
        // 11: code((maxHp << 16) + (str << 8) + vx),code(((spawnTime % TIME_MODULO) << 9) + spawnY) {15,8,8},{17,9}
        public static const ATTR_STATUS:String = "s";
        // 5: hp
        public static const ATTR_HP:String = "h";
        // 4: spawnX
        public static const ATTR_SPAWN_X:String = "x";
        
        public static function spawn(room:Room, clientID:String, uniqueNumber:int, baseHp:int, baseStr:int, baseVx:int, time:Number):void {
            var id:String = UPCConv.toCode((int(clientID) << 10) + (uniqueNumber & 0x3FF));
            var hp:int = baseHp;
            var str:int = baseStr;
            var vx:int = baseVx;
            if (Math.random() < 0.15) {
                if (Math.random() < 0.5) {
                    // 頑丈タイプ
                    hp *= 5; str *= 0.5; vx *= 0.75;
                } else {
                    // 速攻タイプ
                    hp *= 0.75; str *= 2; vx *= 1.5;
                }
            }
            
            room.setAttribute(id + "." + Enemy.ATTR_HP, hp.toString());
            room.setAttribute(id + "." + Enemy.ATTR_SPAWN_X, int(Const.FIELD_LFET_BOUND - vx).toString());
            room.setAttribute(id + "." + Enemy.ATTR_STATUS,
                UPCConv.toCode(((hp) << 16) + (str << 8) + vx) + "," +
                UPCConv.toCode((int(time % Enemy.TIME_MODULO) << 9) + int(Const.FIELD_SIZE * Math.random()))
            );
        }
        
        public function Enemy() {
            _id = "";
            _hp = _maxHp = _str = 0;
            _currentPosition = new Point();
            _vx = 0;
            _spawnPosition = new Point();
            _spawnTime = 0;
            _bounds = new Rectangle(0, 0, Enemy.BOUNDS_HALF_WIDTH * 2, Enemy.BOUNDS_HEIGHT);
            _body = new BodyAnim(Const.CHARACTER_QB);
            _body.transition(BodyAnim.RUN);
            _worldTrans = new Matrix();
            _effectColorOffset = 0;
        }
        
        public function initialize(id:String, status:String, hp:String, spawnX:String):void {
            var delimiterIndex:int = status.indexOf(",");
            var maxHp_str_vx:int = UPCConv.toInt(status.substring(0, delimiterIndex));
            var spawnTime_spawnY:int = UPCConv.toInt(status.substring(delimiterIndex + 1));
            
            _id = id;
            _hp = (hp) ? int(hp) : int.MAX_VALUE;
            _maxHp = maxHp_str_vx >> 16;
            _str = (maxHp_str_vx >> 8) & 0xFF;
            _currentPosition.x = _spawnPosition.x = int(spawnX);
            _currentPosition.y = _spawnPosition.y = spawnTime_spawnY & 0x1FF;
            _vx = maxHp_str_vx & 0xFF;
            _spawnTime = spawnTime_spawnY >> 9;
            _bounds.x = _currentPosition.x - Enemy.BOUNDS_HALF_WIDTH;
            _bounds.y = _currentPosition.y - Enemy.BOUNDS_HEIGHT;
            _worldTrans.ty = int(_currentPosition.y + Const.FIELD_OFFSET_Y);
            _effectColorOffset = 0;
        }
        
        /** HP変更,ノックバック: プレイヤーが直接ダメージを与える際に呼ぶ */
        public function damaged(room:Room, amount:int, knockback:int):void {
            _effectColorOffset = 300;
            EventManager.instance.dispatchEvent(new EffectEvent(EffectEvent.DAMAGED_ACTOR,
                _currentPosition.x,
                _currentPosition.y,
                { num: amount, color: 0xFFCC44, isEnemy: true }
            ));
            
            _hp -= amount;
            room.setAttribute(_id + "." + Enemy.ATTR_HP, "%v-" + amount, true, false, true);
            
            if (knockback > 0) {
                _spawnPosition.x -= knockback;
                room.setAttribute(_id + "." + Enemy.ATTR_SPAWN_X, "%v-" + knockback, true, false, true);
            }
        }
        
        /** HP変更: サーバーから更新メッセージを受け取った際に呼ぶ */
        public function changeHp(value:int, oldValue:int, bySelf:Boolean):void {
            if (_hp != int.MAX_VALUE && !bySelf) {
                _effectColorOffset = 300;
                
                if (SaveData.instance.popup) {
                    EventManager.instance.dispatchEvent(new EffectEvent(EffectEvent.DAMAGED_ACTOR,
                        _currentPosition.x,
                        _currentPosition.y,
                        { num: oldValue - value, color: 0xFFFFAA, isEnemy: true }
                    ));
                }
            }
            if (value < _hp) { _hp = value; }
        }
        
        /** ノックバック: サーバーからの更新メッセージを受け取った際に呼ぶ */
        public function changeSpawnX(value:int):void {
            if (value < _spawnPosition.x) { _spawnPosition.x = value; }
        }
        
        public function update(serverTime:Number, elapsedTime:int):void {
            var lifeTime:Number = (serverTime - _spawnTime) % Enemy.TIME_MODULO;
            _currentPosition.x = _spawnPosition.x + _vx * lifeTime / 1000;
            _worldTrans.tx = int(_currentPosition.x + Const.FIELD_OFFSET_X);
            _bounds.x = _currentPosition.x - Enemy.BOUNDS_HALF_WIDTH;
            _bounds.y = _currentPosition.y - Enemy.BOUNDS_HEIGHT;
            _body.update(elapsedTime, _worldTrans);
            _effectColorOffset = Math.max(0, _effectColorOffset - 60);
        }
        
        public function draw(target:BitmapData):void {
            var effect:ColorTransform = GeomPool.colorTransform(1, 1, 1, 1, _effectColorOffset, _effectColorOffset, _effectColorOffset);
            target.copyPixels(
                Assets.images["actorShadow"],
                GeomPool.rectangle(0, 0, 465, 465),
                GeomPool.point(_worldTrans.tx - 14, _worldTrans.ty - 4),
                null, null, true
            );
            _body.draw(target, effect);
        }
        
        public function drawOverlay(target:BitmapData):void {
            var hpRate:Number = Math.min(Math.max(0, _hp), _maxHp) / _maxHp;
            target.fillRect(GeomPool.rectangle(_worldTrans.tx - 16, _worldTrans.ty - 28, 32, 1), 0xFFFF0000);
            target.fillRect(GeomPool.rectangle(_worldTrans.tx - 16, _worldTrans.ty - 28, 32 * hpRate, 1), 0xFF00FF00);
        }
        
        public function get id():String { return _id; }
        public function get isAlive():Boolean { return _hp > 0; }
        public function get str():int { return _str; }
        public function get x():Number { return _currentPosition.x; }
        public function get y():Number { return _currentPosition.y; }
        public function get bounds():Rectangle { return _bounds; }
        public function get depth():Number { return _currentPosition.y; }
    }
//}
//package ore.orelib.actors {
    import flash.geom.Rectangle;
    import flash.utils.Dictionary;
    import net.user1.reactor.Attribute;
    import net.user1.reactor.AttributeEvent;
    import net.user1.reactor.Room;
/*    import ore.orelib.commons.EventManager;
    import ore.orelib.data.Const;
    import ore.orelib.events.ActorEvent;
    import ore.orelib.events.EffectEvent;
*/    
    //public 
    class EnemyManager {
        private var _room:Room;
        private var _enemyList:Dictionary;
        private var _enemyPool:Vector.<Enemy>;
        
        public function EnemyManager(room:Room) {
            _room = room;
            _enemyList = new Dictionary();
            _enemyPool = new Vector.<Enemy>();
            
            _room.addEventListener(AttributeEvent.UPDATE, attributeUpdateHandler);
            _room.addEventListener(AttributeEvent.DELETE, attributeDeleteHandler);
        }
        
        private function attributeUpdateHandler(event:AttributeEvent):void {
            var attr:Attribute = event.getChangedAttr();
            var delimiterIndex:int = attr.name.indexOf(".");
            switch(attr.name.substring(delimiterIndex + 1)) {
				case Enemy.ATTR_STATUS: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Enemy_ATTR_STATUS]++; break;}
				case Enemy.ATTR_HP: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Enemy_ATTR_HP]++; break;}
				case Enemy.ATTR_SPAWN_X: { DebugData.instance.count[DebugData.COUNT_AttributeEvent_UPDATE_Enemy_ATTR_SPAWN_X]++; break;}
			}
            var enemyID:String = attr.name.substring(0, delimiterIndex);
            var enemy:Enemy;
            switch(attr.name.substring(delimiterIndex + 1)) {
                // 敵の出現
                case Enemy.ATTR_STATUS:
                {
                    enemy = (_enemyPool.length) ? _enemyPool.pop() : new Enemy();
                    enemy.initialize(
                        enemyID,
                        attr.value,
                        _room.getAttribute(enemyID + "." + Enemy.ATTR_HP),
                        _room.getAttribute(enemyID + "." + Enemy.ATTR_SPAWN_X)
                    );
                    _enemyList[enemyID] = enemy;
                    EventManager.instance.dispatchEvent(new ActorEvent(ActorEvent.ADD, enemy));
                    break;
                }
                
                // HPの変化(HP0でサーバーから削除は、撃破したクライアントのPlayerクラスで行う)
                case Enemy.ATTR_HP:
                {
                    enemy = _enemyList[enemyID];
                    var bySelf:Boolean = (attr.byClient && attr.byClient.isSelf());
                    if (enemy) { enemy.changeHp(int(attr.value), int(attr.oldValue), bySelf); }
                    break;
                }
                
                // ノックバック
                case Enemy.ATTR_SPAWN_X:
                {
                    enemy = _enemyList[enemyID];
                    if (enemy) { enemy.changeSpawnX(int(attr.value)); }
                    break;
                }
                
                default: { break; }
            }
        }
        
        private function attributeDeleteHandler(event:AttributeEvent):void {
			DebugData.instance.count[DebugData.COUNT_AttributeEvent_DELETE]++;
            var name:String = event.getChangedAttr().name;
            var delimiterIndex:int = name.indexOf(".");
            if (name.substring(delimiterIndex + 1) != Enemy.ATTR_STATUS) { return; }
            
            var enemy:Enemy = _enemyList[name.substring(0, delimiterIndex)];
            if (enemy) { deleteEnemy(enemy); }
        }
        
        private function deleteEnemy(enemy:Enemy):void {
            delete _enemyList[enemy.id];
            _enemyPool.push(enemy);
            EventManager.instance.dispatchEvent(new ActorEvent(ActorEvent.REMOVE, enemy));
        }
        
        public function update(serverTime:Number, elapsedTime:int, isHost:Boolean):void {
            for each(var enemy:Enemy in _enemyList) {
                // 撃破されていたら削除して次へ
                if (!enemy.isAlive) {
                    deleteEnemy(enemy);
                    EventManager.instance.dispatchEvent(new EffectEvent(EffectEvent.DEAD_ENEMY, enemy.x, enemy.y));
                    continue;
                }
                
                enemy.update(serverTime, elapsedTime);
                
                // 自分がホストで、敵が画面右端に到達していたらサーバーから削除
                if (isHost && enemy.x > Const.FIELD_RIGHT_BOUND) {
                    deleteEnemy(enemy);
                    _room.deleteAttribute(enemy.id + "." + Enemy.ATTR_STATUS);
                    _room.deleteAttribute(enemy.id + "." + Enemy.ATTR_HP);
                    _room.deleteAttribute(enemy.id + "." + Enemy.ATTR_SPAWN_X);
                }
            }
        }
        
        /** 引数で与えた境界と衝突している敵のリストを取得する */
        public function acquireCollidingEnemies(bounds:Rectangle):Vector.<Enemy> {
            var result:Vector.<Enemy> = new Vector.<Enemy>();
            
            for each(var enemy:Enemy in _enemyList) {
                var enemyBounds:Rectangle = enemy.bounds;
                if (
                    bounds.top < enemyBounds.bottom && 
                    bounds.bottom > enemyBounds.top && 
                    bounds.left < enemyBounds.right &&
                    bounds.right > enemyBounds.left
                ) {
                    result.push(enemy);
                }
            }
            result.sort(compareXOfEnemy);
            
            return result;
        }
        
        private function compareXOfEnemy(a:Enemy, b:Enemy):Number {
            return (a.x < b.x) ? 1 : -1; // xが大きい順に並べる
        }
        
        public function removeEventListeners():void {
            _room.removeEventListener(AttributeEvent.UPDATE, attributeUpdateHandler);
            _room.removeEventListener(AttributeEvent.DELETE, attributeDeleteHandler);
        }
    }
//}
//package ore.orelib.actors {
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.display.GradientType;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.filters.GlowFilter;
    import flash.geom.Matrix;
/*    import ore.orelib.anim.Blood;
    import ore.orelib.anim.Explosion;
    import ore.orelib.anim.PopUp;
    import ore.orelib.assets.PlayingView;
    import ore.orelib.commons.Assets;
    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.events.EffectEvent;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class EffectManager {
        private var _view:PlayingView;
        private var _popUpList:Vector.<PopUp>;
        private var _popUpPool:Vector.<PopUp>;
        private var _explosionList:Vector.<Explosion>;
        private var _explosionPool:Vector.<Explosion>;
        private var _bloodList:Vector.<Blood>;
        private var _bloodPool:Vector.<Blood>;
        
        private var _shape:Shape;
        private var _meleeGradientBox:Matrix;
        
        private static const FILTERS_NONE:Array = [];
        private static const FILTERS_ROSEBOW:Array = [new GlowFilter(0xFF88FF, 1, 2, 2, 4)];
        private static const FILTERS_BLACKBOW:Array = [new GlowFilter(0x8844CC, 1, 2, 2, 4)];
        private static const SHOOTING_ALPHAS:Array = [1, 0];
        private static const EXPLOSIVE_COLORS:Array = [0xFFFFFF, 0xFFFFFF];
        private static const MELEE_COLORS:Array = [0x88CCFF, 0xFFFFFF];
        private static const MELEE_ALPHAS:Array = [0.5, 1];
        private static const RATIOS:Array = [0, 255];
        
        public function EffectManager(view:PlayingView) {
            _view = view;
            _popUpList = new Vector.<PopUp>();
            _popUpPool = new Vector.<PopUp>();
            _explosionList = new Vector.<Explosion>();
            _explosionPool = new Vector.<Explosion>();
            _bloodList = new Vector.<Blood>();
            _bloodPool = new Vector.<Blood>();
            
            _shape = new Shape();
            _meleeGradientBox = new Matrix();
            _meleeGradientBox.createGradientBox(100, 55, Math.PI / 2);
            
            EventManager.instance.addEventListener(EffectEvent.ATTACK_WEAPON, attackWeaponHandler);
            EventManager.instance.addEventListener(EffectEvent.DAMAGED_PLAYER, damagedPlayerHandler);
            EventManager.instance.addEventListener(EffectEvent.DAMAGED_ACTOR, damagedActorHandler);
            EventManager.instance.addEventListener(EffectEvent.DEAD_ENEMY, deadEnemyHandler);
        }
        
        private function attackWeaponHandler(event:EffectEvent):void {
            var attackType:int = WeaponSmith.acquireAttackTypeOf(event.option.id);
            _shape.filters = EffectManager.FILTERS_NONE;
            var g:Graphics = _shape.graphics; g.clear(); 
            var matrix:Matrix;
            
            switch(attackType) {
                case Const.ATTACKTYPE_SHOOTING:
                {
                    var color:uint;
                    switch(event.option.id) {
                        case Const.WEAPON_ROSEBOW:
                        {
                            color = 0xFFFFFF;
                            _shape.filters = EffectManager.FILTERS_ROSEBOW;
                            break;
                        }
                        case Const.WEAPON_BLACKBOW:
                        {
                            color = 0xFF88FF;
                            _shape.filters = EffectManager.FILTERS_BLACKBOW;
                            break;
                        }
                        default:
                        {
                            switch(event.option.id) {
                                case Const.WEAPON_PISTOL: { addMuzzleFlash(event.x, event.y, 20); break; }
                                case Const.WEAPON_MASKET: { addMuzzleFlash(event.x, event.y, 36); break; }
                                case Const.WEAPON_MINIMI: { addMuzzleFlash(event.x, event.y, 38); break; }
                                default: { break; }
                            }
                            color = 0xFFFF00 + uint(0x88 * Math.random());
                            break;
                        }
                    }
                    
                    // 射線表示しないならここで終了
                    if (!(SaveData.instance.fireline || event.option.bySelf)) { break; }
                    
                    matrix = GeomPool.matrix();
                    matrix.createGradientBox(event.option.carry, 1);
                    g.beginGradientFill(
                        GradientType.LINEAR,
                        [color, color],
                        EffectManager.SHOOTING_ALPHAS,
                        EffectManager.RATIOS,
                        matrix
                    );
                    g.drawRect(0, 0, event.option.carry, 1);
                    g.endFill();
                    _view.effect.draw(_shape,
                        GeomPool.matrix(1, 0, 0, 1,
                            int(event.x - 8 - event.option.carry + Const.FIELD_OFFSET_X),
                            int(event.y - 20 + int(9 * Math.random()) + Const.FIELD_OFFSET_Y)
                        ),
                        GeomPool.colorTransform()
                    );
                    break;
                }
                
                case Const.ATTACKTYPE_EXPLOSIVE:
                {
                    if (SaveData.instance.explosion || event.option.bySelf) {
                        var explosion:Explosion = (_explosionPool.length) ? _explosionPool.pop() : new Explosion();
                        explosion.initialize(event.x - 8 - event.option.carry, event.y - 20, event.option.range, colorOffset);
                        _explosionList.push(explosion);
                    }
                    
                    var colorOffset:int = 0;
                    if (event.option.id != Const.WEAPON_EXTINGUISHER) {
                        // ロケランはマズルフラッシュ追加
                        if (event.option.id == Const.WEAPON_RPG7) { addMuzzleFlash(event.x, event.y, 18); }
                        // 射線表示しないならここで終了
                        if (!(SaveData.instance.fireline || event.option.bySelf)) { break; }
                        
                        matrix = GeomPool.matrix();
                        matrix.createGradientBox(event.option.carry, 64);
                        g.beginGradientFill(
                            GradientType.LINEAR,
                            EffectManager.EXPLOSIVE_COLORS,
                            EffectManager.SHOOTING_ALPHAS,
                            EffectManager.RATIOS,
                            matrix
                        );
                        
                        // パイプ爆弾は放物線、ロケランは直線
                        if (event.option.id == Const.WEAPON_PIPEBOMB) {
                            g.moveTo(0, 63);
                            g.curveTo(event.option.carry / 2, 0, event.option.carry, 63);
                            g.lineTo(event.option.carry, 64);
                            g.curveTo(event.option.carry / 2, 1, 0, 64);
                            g.lineTo(0, 63);
                            g.endFill();
                            _view.effect.draw(_shape,
                                GeomPool.matrix(1, 0, 0, 1,
                                    int(event.x - 8 - event.option.carry + Const.FIELD_OFFSET_X),
                                    int(event.y - 18 + int(5 * Math.random()) - 64 + Const.FIELD_OFFSET_Y)
                                ),
                                GeomPool.colorTransform()
                            );
                        } else {
                            g.drawRect(0, 0, event.option.carry, 1);
                            g.endFill();
                            _view.effect.draw(_shape,
                                GeomPool.matrix(1, 0, 0, 1,
                                    int(event.x - 8 - event.option.carry + Const.FIELD_OFFSET_X),
                                    int(event.y - 18 + int(5 * Math.random()) + Const.FIELD_OFFSET_Y)
                                ),
                                GeomPool.colorTransform()
                            );
                        }
                    } else {
                        // 射線表示しないならここで終了
                        if (!(SaveData.instance.fireline || event.option.bySelf)) { break; }
                        
                        var quarterRange:int = event.option.range / 4;
                        var eighthRange:int = event.option.range / 8;
                        
                        matrix = GeomPool.matrix();
                        matrix.createGradientBox(event.option.carry, quarterRange, 0, 0, -eighthRange);
                        g.beginGradientFill(
                            GradientType.LINEAR,
                            EffectManager.EXPLOSIVE_COLORS,
                            EffectManager.SHOOTING_ALPHAS,
                            EffectManager.RATIOS,
                            matrix
                        );
                        g.moveTo(event.option.carry, eighthRange);
                        g.lineTo(0, 0);
                        g.lineTo(0, quarterRange);
                        g.moveTo(event.option.carry, eighthRange);
                        g.endFill();
                        _view.effect.draw(_shape,
                            GeomPool.matrix(1, 0, 0, 1,
                                event.x - 8 - event.option.carry + Const.FIELD_OFFSET_X,
                                event.y - 16 - eighthRange + Const.FIELD_OFFSET_Y
                            ),
                            GeomPool.colorTransform()
                        );
                        colorOffset = 255;
                    }
                    break;
                }
                
                case Const.ATTACKTYPE_MELEE:
                {
                    g.beginGradientFill(
                        GradientType.LINEAR,
                        EffectManager.MELEE_COLORS,
                        EffectManager.MELEE_ALPHAS,
                        EffectManager.RATIOS,
                        _meleeGradientBox
                    );
                    g.moveTo(event.option.carry + 8, 0);
                    g.curveTo(0, 0, 0, 52);
                    g.lineTo(21, 40);
                    g.curveTo(10, 10, event.option.carry + 8, 0);
                    g.endFill();
                    _view.effect.draw(_shape,
                        GeomPool.matrix(1, 0, 0, 1,
                            int(event.x - 8 - event.option.carry + Const.FIELD_OFFSET_X),
                            int(event.y - 40 + Const.FIELD_OFFSET_Y)
                        ),
                        GeomPool.colorTransform()
                    );
                    break;
                }
                
                default: { break; }
            }
        }
        
        private function addMuzzleFlash(x:int, y:int, offsetX:int):void {
            var muzzleFlashes:Vector.<BitmapData> = Assets.images["muzzleFlashes"];
            _view.effect.copyPixels(
                muzzleFlashes[int(muzzleFlashes.length * Math.random())],
                GeomPool.rectangle(0, 0, 32, 32),
                GeomPool.point(
                    int(x - offsetX - 32 + Const.FIELD_OFFSET_X),
                    int(y - 34 + int(5 * Math.random()) + Const.FIELD_OFFSET_Y)
                ),
                null, null, true
            );
        }
        
        private function damagedPlayerHandler(event:EffectEvent):void {
            _view.effect.copyPixels(
                Assets.images["damagedScreen"],
                GeomPool.rectangle(0, 0, 465, 465),
                GeomPool.point(0, 0),
                null, null, true
            );
        }
        
        private function damagedActorHandler(event:EffectEvent):void {
            var popUp:PopUp = (_popUpPool.length) ? _popUpPool.pop() : new PopUp();
            popUp.initialize(event.x, event.y, event.option.num, event.option.color);
            _popUpList.push(popUp);
            _view.overlay.addChild(popUp.overlay);
            
            if (event.option.isEnemy && SaveData.instance.grotesque) {
                var bloods:Vector.<BitmapData> = Assets.images["bloods"];
                _view.ground.draw(
                    bloods[int(bloods.length * Math.random())],
                    GeomPool.matrix(2, 0, 0, 0.5,
                        int(event.x - 16 + Const.FIELD_OFFSET_X),
                        int(event.y - 4 + Const.FIELD_OFFSET_Y)
                    ),
                    GeomPool.colorTransform(0.8, 0.8, 0.8, 0.8),
                    BlendMode.HARDLIGHT,
                    null, true
                );
            }
        }
        
        private function deadEnemyHandler(event:EffectEvent):void {
            var impacts:Vector.<BitmapData> = Assets.images["impacts"];
            _view.effect.copyPixels(
                impacts[int(impacts.length * Math.random())],
                GeomPool.rectangle(0, 0, 64, 64),
                GeomPool.point(
                    int(event.x - 32 + Const.FIELD_OFFSET_X),
                    int(event.y - 44 + Const.FIELD_OFFSET_Y)
                ),
                null, null, true
            );
            
            var blood:Blood = (_bloodPool.length) ? _bloodPool.pop() : new Blood();
            blood.initialize(event.x, event.y);
            _bloodList.push(blood);
            
            if (SaveData.instance.grotesque) {
                _view.ground.draw(
                    impacts[int(impacts.length * Math.random())],
                    GeomPool.matrix(1, 0, 0, 0.25,
                        int(event.x - 32 + Const.FIELD_OFFSET_X),
                        int(event.y - 8 + Const.FIELD_OFFSET_Y)
                    ),
                    GeomPool.colorTransform(1, 1, 1, 0.8),
                    BlendMode.HARDLIGHT,
                    null, true
                );
            }
        }
        
        public function update():void {
            var i:int;
            for (i = _popUpList.length - 1; i >= 0; i--) {
                var popUp:PopUp = _popUpList[i];
                popUp.update();
                
                if (!popUp.exists) {
                    _view.overlay.removeChild(popUp.overlay);
                    _popUpList.splice(_popUpList.indexOf(popUp), 1);
                    _popUpPool.push(popUp);
                }
            }
            
            for (i = _explosionList.length - 1; i >= 0; i--) {
                var explosion:Explosion = _explosionList[i];
                explosion.update(_view.effect);
                
                if (!explosion.exists) {
                    _explosionList.splice(_explosionList.indexOf(explosion), 1);
                    _explosionPool.push(explosion);
                }
            }
            
            for (i = _bloodList.length - 1; i >= 0; i--) {
                var blood:Blood = _bloodList[i];
                blood.update(_view.effect);
                
                if (!blood.exists) {
                    _bloodList.splice(_bloodList.indexOf(blood), 1);
                    _bloodPool.push(blood);
                }
            }
        }
        
        public function removeEventListeners():void {
            EventManager.instance.removeEventListener(EffectEvent.ATTACK_WEAPON, attackWeaponHandler);
            EventManager.instance.removeEventListener(EffectEvent.DAMAGED_PLAYER, damagedPlayerHandler);
            EventManager.instance.removeEventListener(EffectEvent.DAMAGED_ACTOR, damagedActorHandler);
            EventManager.instance.removeEventListener(EffectEvent.DEAD_ENEMY, deadEnemyHandler);
        }
    }
//}
//package ore.orelib.anim {
    import flash.display.BitmapData;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    
    //public 
    interface IAnim {
        function transition(state:int):void;
        function update(elapsedTime:int, parentWorldTrans:Matrix):void;
        function draw(target:BitmapData, effect:ColorTransform = null, blendMode:String = null):void;
        function get worldTrans():Matrix;
    }
//}
//package ore.orelib.anim {
    import flash.display.BitmapData;
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    
    //public 
    class AbstractAnim implements IAnim {
        protected var _image:BitmapData;
        protected var _state:int;
        protected var _frameCount:int;
        protected var _timeCount:int;
        protected var _worldTrans:Matrix;
        
        public function AbstractAnim() {
            _image = null;
            _state = 0;
            _frameCount = _timeCount = 0;
            _worldTrans = new Matrix();
        }
        
        public function transition(state:int):void {
            if (_state != state) {
                _state = state;
                _frameCount = _timeCount = 0;
            }
        }
        
        public function update(elapsedTime:int, parentWorldTrans:Matrix):void {
            _frameCount++;
            _timeCount += elapsedTime;
            _worldTrans.identity();
            _worldTrans.concat(parentWorldTrans);
        }
        
        public function draw(target:BitmapData, effect:ColorTransform = null, blendMode:String = null):void {
            var smoothing:Boolean = (_worldTrans.b != 0 || _worldTrans.c != 0);
            target.draw(_image, _worldTrans, effect, blendMode, null, smoothing);
        }
        
        public final function get worldTrans():Matrix { return _worldTrans; }
    }
//}
//package ore.orelib.anim {
    import flash.geom.Matrix;
/*    import ore.orelib.commons.Assets;
*/    
    //public 
    class BodyAnim extends AbstractAnim implements IAnim {
        private var _imageIndex:int;
        private var _imageOffset:int;
        
        public static const IDLE:int = 0;
        public static const RUN:int = 1;
        public static const RECOVER:int = 2;
        
        public function BodyAnim(characterID:int) {
            _imageIndex = characterID;
            _imageOffset = 0;
        }
        
        public override function update(elapsedTime:int, parentWorldTrans:Matrix):void {
            _frameCount++;
            _worldTrans.identity();
            _worldTrans.translate( -8, -16);
            _worldTrans.scale(2, 2);
            _worldTrans.concat(parentWorldTrans);
            
            switch(_state) {
                case BodyAnim.RUN:
                {
                    _imageOffset = (_frameCount % 10 < 5) ? 1 : 0;
                    break;
                }
                
                case BodyAnim.RECOVER:
                {
                    _imageOffset = 2;
                    break;
                }
                
                default:
                {
                    _imageOffset = 0;
                    break;
                }
            }
            
            _image = Assets.images["characters"][_imageIndex + _imageOffset];
        }
    }
//}
//package ore.orelib.anim {
    import flash.geom.Matrix;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.data.Const;
*/    
    //public 
    class ArmAnim extends AbstractAnim implements IAnim {
        private var _angle:Number;
        
        public static const HOLD:int = 0;
        public static const SWING:int = 1;
        public static const RECOIL:int = 2;
        public static const SWAP:int = 3;
        
        public function ArmAnim() {
            _image = Assets.images["characters"][17];
        }
        
        public override function update(elapsedTime:int, parentWorldTrans:Matrix):void {
            _frameCount++;
            _timeCount += elapsedTime;
            
            switch(_state) {
                case ArmAnim.SWING:
                {
                    _angle = (_frameCount > 2) ? -75 : 75;
                    if (_frameCount > 4) { transition(ArmAnim.HOLD); }
                    break;
                }
                
                case ArmAnim.RECOIL:
                {
                    _angle = 5;
                    if (_frameCount > 1) { transition(ArmAnim.HOLD); }
                    break;
                }
                
                case ArmAnim.SWAP:
                {
                    _angle = 45;
                    if (_timeCount > Const.PLAYER_SWAP_TIME) { transition(ArmAnim.HOLD); }
                    break;
                }
                
                default:
                {
                    _angle = 0;
                    break;
                }
            }
            
            _worldTrans.identity();
            _worldTrans.translate( -8, -8);
            if (_angle != 0) { _worldTrans.rotate(_angle * Const.DEGREES_TO_RADIANS); }
            _worldTrans.translate(6, 10);
            _worldTrans.concat(parentWorldTrans);
        }
    }
//}
//package ore.orelib.anim {
    import flash.geom.Matrix;
/*    import ore.orelib.commons.Assets;
*/    
    //public 
    class WeaponAnim extends AbstractAnim implements IAnim {
        
        public function WeaponAnim(weaponID:int) {
            _state = weaponID;
            _image = Assets.images["weapons"][_state];
        }
        
        public override function update(elapsedTime:int, parentWorldTrans:Matrix):void {
            _timeCount += elapsedTime;
            _worldTrans.identity();
            //_worldTrans.translate( -16, -16);
            _worldTrans.translate( -11, -8);
            //_worldTrans.translate(5, 8);
            _worldTrans.concat(parentWorldTrans);
            
            if (_timeCount > 200) {
                _image = Assets.images["weapons"][_state];
            }
        }
    }
//}
//package ore.orelib.anim {
    import flash.display.DisplayObject;
    import flash.filters.GlowFilter;
    import flash.text.TextField;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
*/    
    //public 
    class PopUp {
        private var _text:TextField;
        private var _frameCount:int;
        
        public function PopUp() {
            _text = 
                new TextBuilder().align(TextBuilder.CENTER)
                .filters([new GlowFilter(0x440000, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontSize(12)
                .size(50, 20).build("0");
            _frameCount = 0;
        }
        
        public function initialize(x:Number, y:Number, num:int, color:uint):void {
            _text.x = x - 25 + Const.FIELD_OFFSET_X;
            _text.y = y - 20 + Const.FIELD_OFFSET_Y;
            _text.text = num.toString();
            _text.textColor = color;
            _text.alpha = 1;
            _frameCount = 0;
        }
        
        public function update():void {
            _frameCount++;
            _text.y -= 3;
            if (_frameCount > 5) {
                _text.alpha -= 0.1;
            }
        }
        
        public function get overlay():DisplayObject { return _text; }
        public function get exists():Boolean { return _frameCount <= 10; }
    }
//}
//package ore.orelib.anim {
    import flash.display.BitmapData;
    import flash.display.BlendMode;
    import flash.geom.Matrix;
    import flash.geom.Point;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.data.Const;
*/    
    //public 
    class Explosion {
        private var _position:Point;
        private var _scale:Number;
        private var _colorOffset:int;
        private var _frameCount:int;
        
        public function Explosion() {
            _position = new Point();
            _scale = 1;
            _frameCount = 0;
        }
        
        public function initialize(x:Number, y:Number, range:int, colorOffset:int = 0):void {
            _position.x = x;
            _position.y = y;
            _scale = range / 100;
            _colorOffset = colorOffset;
            _frameCount = 0;
        }
        
        public function update(target:BitmapData):void {
            _frameCount++;
            
            var matrix:Matrix = GeomPool.matrix(1, 0, 0, 1, -75, -75);
            matrix.scale(_scale, _scale);
            matrix.translate(
                int(_position.x + 16 * Math.random() - 8 + Const.FIELD_OFFSET_X),
                int(_position.y + 16 * Math.random() - 8 + Const.FIELD_OFFSET_Y)
            );
            
            var explosions:Vector.<BitmapData> = Assets.images["explosions"];
            target.draw(
                explosions[int(explosions.length * Math.random())],
                matrix,
                GeomPool.colorTransform(1, 1, 1, 1, _colorOffset, _colorOffset, _colorOffset),
                BlendMode.LIGHTEN, null, true
            );
        }
        
        public function get exists():Boolean { return _frameCount < 5; }
    }
//}
//package ore.orelib.anim {
    import flash.display.BitmapData;
    import flash.geom.Point;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.data.Const;
*/    
    //public 
    class Blood {
        private var _particleStarts:Vector.<Point>;
        private var _particleEnds:Vector.<Point>;
        private var _t:Number;
        private var _frameCount:int;
        
        private static const NUM_PARTICLES:int = 10;
        private static const TOTAL_FRAMES:int = 6;
        
        public function Blood() {
            _particleStarts = new Vector.<Point>();
            _particleEnds = new Vector.<Point>();
            for (var i:int = 0; i < Blood.NUM_PARTICLES; i++) {
                _particleStarts[i] = new Point();
                _particleEnds[i] = new Point();
            }
            _t = _frameCount = 0;
        }
        
        public function initialize(x:Number, y:Number):void {
            for (var i:int = 0; i < Blood.NUM_PARTICLES; i++) {
                _particleStarts[i].x = x - 8;
                _particleStarts[i].y = y - 20;
                _particleEnds[i].x = x - 104 + 128 * Math.random();
                _particleEnds[i].y = y - 100 + 128 * Math.random();
            }
            _t = _frameCount = 0;
        }
        
        public function update(target:BitmapData):void {
            _frameCount++;
            _t = 1 - _frameCount / Blood.TOTAL_FRAMES;
            _t = _t * _t * _t;
            
            var bloods:Vector.<BitmapData> = Assets.images["bloods"];
            for (var i:int = 0; i < Blood.NUM_PARTICLES; i++) {
                var start:Point = _particleStarts[i];
                var end:Point = _particleEnds[i];
                target.copyPixels(
                    bloods[int(bloods.length * Math.random())],
                    GeomPool.rectangle(0, 0, 465, 465),
                    GeomPool.point(
                        int(easeOut(start.x, end.x) + Const.FIELD_OFFSET_X),
                        int(easeOut(start.y, end.y) + Const.FIELD_OFFSET_Y)
                    ),
                    null, null, true
                );
            }
        }
        
        private function easeOut(start:Number, end:Number):Number {
            return end - (end - start) * _t;
        }
        
        public function get exists():Boolean { return _frameCount < Blood.TOTAL_FRAMES; }
    }
//}
//package ore.orelib.events {
    import flash.display.DisplayObject;
    import flash.events.Event;
/*    import ore.orelib.actors.IActor;
*/    
    //public 
    class ActorEvent extends Event {
        private var _actor:IActor;
        private var _overlay:DisplayObject;
        
        public static const ADD:String = "actor_add";
        public static const REMOVE:String = "actor_remove";
        
        public function ActorEvent(type:String, actor:IActor, overlay:DisplayObject = null) {
            super(type);
            _actor = actor;
            _overlay = overlay;
        }
        
        public override function clone():Event { return new ActorEvent(type, _actor, _overlay); }
        public override function toString():String { return formatToString("ActorEvent", "type", "actor", "overlay"); }
        
        public function get actor():IActor { return _actor; }
        public function get overlay():DisplayObject { return _overlay; }
    }
//}
//package ore.orelib.events {
    import flash.events.Event;
    
    //public 
    class EffectEvent extends Event {
        private var _x:int;
        private var _y:int;
        private var _option:Object;
        
        public static const ATTACK_WEAPON:String = "effect_attack_weapon";
        public static const DAMAGED_PLAYER:String = "effect_damaged_player";
        public static const DAMAGED_ACTOR:String = "effect_damaged_actor";
        public static const DEAD_ENEMY:String = "effect_dead_enemy";
        
        public function EffectEvent(type:String, x:int = 0, y:int = 0, option:Object = null) {
            super(type);
            _x = x;
            _y = y;
            _option = option;
        }
        
        public override function clone():Event { return new EffectEvent(type, _x, _y, _option); }
        public override function toString():String { return formatToString("EffectEvent", "type", "x", "y", "option"); }
        
        public function get x():int { return _x; }
        public function get y():int { return _y; }
        public function get option():Object { return _option; }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import com.bit101.components.Style;
    import flash.display.BitmapData;
    import flash.display.BitmapDataChannel;
    import flash.display.GradientType;
    import flash.display.Graphics;
    import flash.display.Sprite;
    import flash.filters.BlurFilter;
    import flash.filters.DisplacementMapFilter;
    import flash.filters.DisplacementMapFilterMode;
    import flash.filters.GlowFilter;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    
    //public 
    class Artist {
        
        public static function createBackground():BitmapData {
            var result:BitmapData = new BitmapData(465, 465, true, 0x00FFFFFF);
            drawSky(result);
            drawBuildings(result);
            drawFog(result);
            drawGround(result);
            return result;
        }
        
        private static function drawSky(target:BitmapData):void {
            var sp:Sprite = new Sprite();
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(865, 400, Math.PI / 2, -200, -200);
            sp.graphics.beginGradientFill(GradientType.RADIAL, [0x000000, 0x707050, 0xFFFFFF], [1, 1, 1], [0, 128, 255], matrix);
            sp.graphics.drawRect(0, 0, 465, 155);
            sp.graphics.endFill();
            var noise:BitmapData = new BitmapData(465, 155, true, 0x00FFFFFF);
            noise.perlinNoise(155, 31, 8, 0, false, false);
            sp.filters = [new DisplacementMapFilter(noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN, 31, 93, DisplacementMapFilterMode.CLAMP)];
            
            target.draw(sp);
        }
        
        private static function drawBuildings(target:BitmapData):void {
            var near:BitmapData = new BitmapData(465, 155, true, 0x00FFFFFF);
            var far:BitmapData = near.clone();
            near.fillRect(new Rectangle(0, 55, 10, 100), 0xFF000000);
            near.fillRect(new Rectangle(100, 75, 50, 80), 0xFF000000);
            near.fillRect(new Rectangle(300, 55, 50, 100), 0xFF000000);
            near.fillRect(new Rectangle(450, 75, 15, 80), 0xFF000000);
            far.fillRect(new Rectangle(0, 140, 465, 15), 0xFF000000);
            far.fillRect(new Rectangle(0, 115, 50, 40), 0xFF000000);
            far.fillRect(new Rectangle(160, 115, 30, 40), 0xFF000000);
            far.fillRect(new Rectangle(250, 125, 30, 30), 0xFF000000);
            far.fillRect(new Rectangle(400, 105, 30, 50), 0xFF000000);
            
            var noise:BitmapData = new BitmapData(465, 155, true, 0x00FFFFFF);
            noise.perlinNoise(20, 50, 8, 0, false, false);
            near.applyFilter(near, near.rect, new Point(), new DisplacementMapFilter(noise, new Point(), 0, BitmapDataChannel.GREEN, 0, 20, DisplacementMapFilterMode.CLAMP));
            near.applyFilter(near, near.rect, new Point(), new BlurFilter(4, 4));
            far.applyFilter(far, far.rect, new Point(), new DisplacementMapFilter(noise, new Point(), 0, BitmapDataChannel.GREEN, 0, 20, DisplacementMapFilterMode.CLAMP));
            far.applyFilter(far, far.rect, new Point(), new BlurFilter(8, 8));
            
            target.draw(far);
            target.draw(near);
        }
        
        private static function drawFog(target:BitmapData):void {
            var sp:Sprite = new Sprite();
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(465, 155, Math.PI / 2, 0, 0);
            sp.graphics.beginGradientFill(GradientType.LINEAR, [0x000000, 0xFFFFFF], [0, 1], [128, 255], matrix);
            sp.graphics.drawRect(0, 0, 465, 155);
            sp.graphics.endFill();
            var noise:BitmapData = new BitmapData(465, 155, true, 0x00FFFFFF);
            noise.perlinNoise(155, 31, 8, 0, false, false);
            sp.filters = [new DisplacementMapFilter(noise, new Point(), 0, BitmapDataChannel.GREEN, 0, 31, DisplacementMapFilterMode.CLAMP)];
            
            target.draw(sp);
        }
        
        private static function drawGround(target:BitmapData):void {
            var sp:Sprite = new Sprite();
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(1465, 620, Math.PI / 2, -500, -310);
            sp.graphics.beginGradientFill(GradientType.RADIAL, [0xF0F0F0, 0x303030], [1, 1], [0, 255], matrix);
            sp.graphics.drawRect(0, 0, 465, 310);
            sp.graphics.endFill();
            
            target.draw(sp, new Matrix(1, 0, 0, 1, 0, 155));
        }
        
        public static function createActorShadow():BitmapData {
            var result:BitmapData = new BitmapData(28, 8, true, 0x00FFFFFF);
            var sp:Sprite = new Sprite();
            sp.graphics.beginFill(0x000000, 0.5);
            sp.graphics.drawEllipse(2, 2, 24, 4);
            sp.graphics.endFill();
            sp.filters = [new BlurFilter(4, 4)];
            result.draw(sp);
            return result;
        }
        
        public static function createMuzzleFlashes(num:int):Vector.<BitmapData> {
            var result:Vector.<BitmapData> = new Vector.<BitmapData>(num, true);
            for (var i:int = 0; i < result.length; i++) {
                result[i] = createMuzzleFlash(i);
            }
            return result;
        }
        
        private static function createMuzzleFlash(seed:int):BitmapData {
            var result:BitmapData = new BitmapData(32, 32, true, 0x00FFFFFF);
            var noise:BitmapData = result.clone();
            noise.perlinNoise(4, 4, 4, seed, false, true, BitmapDataChannel.RED | BitmapDataChannel.GREEN);
            
            var sp:Sprite = new Sprite();
            var g:Graphics = sp.graphics;
            var ellipseHalfWidth:Number = 3 + 2 * Math.random();
            var ellipseCenterX:Number = 30 - ellipseHalfWidth;
            var controlY1:Number = 2 + 4 * Math.random();
            var controlX2:Number = 3 + 5 * Math.random();
            var controlY2:Number = 2 + 3 * Math.random();
            
            g.beginFill(0xFFFFFF);
            g.drawEllipse(30 - 2 * ellipseHalfWidth, 4, 2 * ellipseHalfWidth, 24);
            g.endFill();
            g.beginFill(0xFFFFFF);
            g.moveTo(2, 16);
            g.lineTo(ellipseCenterX, 16 - controlY1); g.lineTo(ellipseCenterX, 16 + controlY1);
            g.lineTo(2, 16);
            g.endFill();
            g.beginFill(0xFFFFFF);
            g.moveTo(16 - controlX2, 16 - 3 * controlY2);
            g.lineTo(ellipseCenterX, 16 - 2 * controlY2); g.lineTo(ellipseCenterX, 16); 
            g.lineTo(16 - controlX2, 16 - 3 * controlY2);
            g.moveTo(16 - controlX2, 16 + 3 * controlY2);
            g.lineTo(ellipseCenterX, 16 + 2 * controlY2); g.lineTo(ellipseCenterX, 16);
            g.lineTo(16 - controlX2, 16 + 3 * controlY2);
            g.endFill();
            
            result.draw(sp);
            result.applyFilter(result, result.rect, new Point(), new DisplacementMapFilter(
                noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN,
                4, 16, DisplacementMapFilterMode.CLAMP
            ));
            result.applyFilter(result, result.rect, new Point(), new GlowFilter(0xFFCC00, 1, 4, 4));
            return result;
        }
        
        public static function createExplosions(num:int):Vector.<BitmapData> {
            var result:Vector.<BitmapData> = new Vector.<BitmapData>(num, true);
            for (var i:int = 0; i < result.length; i++) {
                result[i] = createExplosion(i);
            }
            return result;
        }
        
        private static function createExplosion(seed:int):BitmapData {
            var result:BitmapData = new BitmapData(150, 150, true, 0x00FFFFFF);
            var noise:BitmapData = result.clone();
            noise.perlinNoise(25, 25, 8, seed, false, true, BitmapDataChannel.RED | BitmapDataChannel.GREEN);
            
            var sp:Sprite = new Sprite();
            var g:Graphics = sp.graphics;
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(100, 100, 0, 25, 25);
            g.beginGradientFill(GradientType.RADIAL,
                [0xFFFFFF, 0xFFFF88, 0xFF8844, 0xCC4444, 0x000000],
                [0, 1, 1, 1, 0.5],
                [0, 128, 176, 192, 255],
                matrix
            );
            g.drawCircle(75, 75, 50);
            g.endFill();
            
            result.draw(sp);
            result.applyFilter(result, result.rect, new Point(), new DisplacementMapFilter(
                noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN,
                50, 50, DisplacementMapFilterMode.CLAMP
            ));
            return result;
        }
        
        public static function createImpacts(num:int):Vector.<BitmapData> {
            var result:Vector.<BitmapData> = new Vector.<BitmapData>(num, true);
            for (var i:int = 0; i < result.length; i++) {
                result[i] = createImpact(i);
            }
            return result;
        }
        
        private static function createImpact(seed:int):BitmapData {
            var result:BitmapData = new BitmapData(64, 64, true, 0x00FFFFFF);
            var noise:BitmapData = result.clone();
            noise.perlinNoise(8, 8, 4, seed, false, true, BitmapDataChannel.RED | BitmapDataChannel.GREEN);
            
            var sp:Sprite = new Sprite();
            var g:Graphics = sp.graphics;
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(64, 64);
            g.beginGradientFill(GradientType.RADIAL, [0x000000, 0xFF0000], [1, 1], [0, 255], matrix);
            g.drawCircle(32, 32, 20);
            g.drawCircle(32, 32, 8);
            g.endFill();
            
            result.draw(sp);
            result.applyFilter(result, result.rect, new Point(), new DisplacementMapFilter(
                noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN,
                48, 48, DisplacementMapFilterMode.CLAMP
            ));
            return result;
        }
        
        public static function createBloods(num:int):Vector.<BitmapData> {
            var result:Vector.<BitmapData> = new Vector.<BitmapData>(num, true);
            for (var i:int = 0; i < result.length; i++) {
                result[i] = createBlood(i);
            }
            return result;
        }
        
        private static function createBlood(seed:int):BitmapData {
            var result:BitmapData = new BitmapData(16, 16, true, 0x00FFFFFF);
            var noise:BitmapData = result.clone();
            noise.perlinNoise(8, 8, 4, seed, false, true, BitmapDataChannel.RED | BitmapDataChannel.GREEN);
            
            var sp:Sprite = new Sprite();
            var g:Graphics = sp.graphics;
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(16, 16);
            g.beginGradientFill(GradientType.RADIAL, [0x880000, 0xFF8888], [1, 1], [0, 255], matrix);
            g.drawCircle(8, 8, 2 + int(4 * Math.random()));
            g.endFill();
            
            result.draw(sp);
            result.applyFilter(result, result.rect, new Point(), new DisplacementMapFilter(
                noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN,
                16, 16, DisplacementMapFilterMode.CLAMP
            ));
            return result;
        }
        
        public static function createDamagedScreen():BitmapData {
            var result:BitmapData = new BitmapData(465, 465, true, 0x00FFFFFF);
            var noise:BitmapData = result.clone();
            noise.perlinNoise(31, 31, 4, 0, false, true, BitmapDataChannel.RED | BitmapDataChannel.GREEN);
            
            var sp:Sprite = new Sprite();
            var g:Graphics = sp.graphics;
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(465, 465);
            g.beginGradientFill(GradientType.RADIAL, [0xFF0000, 0xFF0000], [0.2, 0.4], [192, 255], matrix);
            g.drawRect(0, 0, 465, 465);
            g.endFill();
            
            result.draw(sp);
            result.applyFilter(result, result.rect, new Point(), new DisplacementMapFilter(
                noise, new Point(), BitmapDataChannel.RED, BitmapDataChannel.GREEN,
                155, 155, DisplacementMapFilterMode.CLAMP
            ));
            return result;
        }
        
        public static function createPushButtonWithDeviceFont(x:Number, y:Number, label:String = "", handler:Function = null, fontSize:int = 10 ):PushButton {
            var tempEmbedFonts:Boolean = Style.embedFonts;
            var tempFontName:String = Style.fontName;
            var tempFontSize:Number = Style.fontSize;
            Style.embedFonts = false;
            Style.fontName = "_sans";
            Style.fontSize = fontSize;
            
            var result:PushButton = new PushButton(null, x, y, label, handler);
            
            Style.embedFonts = tempEmbedFonts;
            Style.fontName = tempFontName;
            Style.fontSize = tempFontSize;
            
            return result;
        }
        
        public static function drawWindow(graphics:Graphics, x:Number, y:Number, width:Number, height:Number):void {
            var matrix:Matrix = new Matrix();
            matrix.createGradientBox(width, height, Math.PI / 2, x, y);
            graphics.beginGradientFill(GradientType.LINEAR, [0x555577, 0x333344], [1, 1], [0, 255], matrix);
            graphics.drawRect(x, y, width, height);
            graphics.endFill();
        }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.CapsStyle;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.BevelFilter;
    import flash.geom.Matrix;
    import flash.net.SharedObject;
    import flash.text.TextField;
    import flash.text.TextFieldType;
    import flash.text.TextFormat;
    import flash.text.TextFormatAlign;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerData;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.SaveData;
    import ore.orelib.logic.Calculator;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class StatusWindow extends Sprite {
        //private var _selfID:String;
        private var _nameInput:TextField;
        private var _characterView:Bitmap;
        private var _characterNameLabel:TextField;
        private var _levelLabel:TextField;
        private var _nextLabel:TextField;
        private var _statusPointsLabel:TextField;
        private var _strLabel:TextField;
        private var _vitLabel:TextField;
        private var _dexLabel:TextField;
        private var _lucLabel:TextField;
        private var _strButton:PushButton;
        private var _vitButton:PushButton;
        private var _dexButton:PushButton;
        private var _lucButton:PushButton;
        private var _skillLabel:TextField;
		
		private var _reactor:Reactor;
        
        //public function StatusWindow(x:int, y:int, selfID:String) {
        public function StatusWindow(x:int, y:int, reactor:Reactor) {
            drawBackground();
            this.x = x;
            this.y = y;
            
            //_selfID = selfID;
			_reactor = reactor;
            SaveData.instance.player.name ||= "魔法少女" + ((_reactor.isReady()) ? _reactor.self().getClientID() : "0") + "番";
            
            var builder:TextBuilder = new TextBuilder().autoSize().font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(builder.size(200, 20).build("ステータス"));
            
            addChild(_nameInput = createNameInput());
            _nameInput.addEventListener(Event.CHANGE, changeName);
            
            addChild(_characterView = new Bitmap());
            _characterView.x = 5; _characterView.y = 50;
            
            addChild(_levelLabel = builder.pos(60, 52).size(40, 20).build("Lv."));
            addChild(_characterNameLabel = builder.pos(45, 0, true).size(100, 20).build("魔法少女"));
            addChild(builder.pos(60, 76).size(100, 20).build("次のLvまで"));
            addChild(_nextLabel = builder.align(TextBuilder.RIGHT).fontSize(16).size(120, 20).build("0"));
            
            builder.align(TextBuilder.LEFT).fontSize(12).pos(20, 84);
            addChild(builder.pos(0, 25, true).build("残りポイント"));
            addChild(builder.pos(0, 25, true).build("魔力"));
            addChild(builder.pos(0, 25, true).build("精神"));
            addChild(builder.pos(0, 25, true).build("敏捷"));
            addChild(builder.pos(0, 25, true).build("幸運"));
            
            builder.align(TextBuilder.RIGHT).fontSize(16).pos(90, 84).size(50, 20);
            addChild(_statusPointsLabel = builder.pos(0, 25, true).build("0"));
            addChild(_strLabel = builder.pos(0, 25, true).build("100"));
            addChild(_vitLabel = builder.pos(0, 25, true).build("100"));
            addChild(_dexLabel = builder.pos(0, 25, true).build("100"));
            addChild(_lucLabel = builder.pos(0, 25, true).build("100"));
            
            addChild(_strButton = createAddPointButton(133));
            addChild(_vitButton = createAddPointButton(158));
            addChild(_dexButton = createAddPointButton(183));
            addChild(_lucButton = createAddPointButton(208));
            
            builder.autoSize(false).fontSize(12);
            addChild(builder.align(TextBuilder.LEFT).pos(20, 242).size(100, 20).build("スキル"));
            addChild(_skillLabel = builder.align(TextBuilder.CENTER).pos(70, 242).size(120, 30).build("無し"));
            
            update();
        }
        
        private function drawBackground():void {
            Artist.drawWindow(graphics, 0, 20, 200, 255);
            graphics.lineStyle(2, 0xFFFFFF, 1, false, "normal", CapsStyle.NONE);
            graphics.moveTo(5, 104); graphics.lineTo(195, 104);
            graphics.moveTo(5, 236); graphics.lineTo(195, 236);
            graphics.lineStyle();
            Artist.drawWindow(graphics, 0, 280, 200, 48);
        }
        
        private function createNameInput():TextField {
            var result:TextField = new TextField();
            result.x = 10; result.y = 25;
            result.width = 180; result.height = 20;
            result.defaultTextFormat = new TextFormat("_sans", 14, 0x000000, null, null, null, null, null, TextFormatAlign.CENTER);
            result.background = true; result.backgroundColor = 0xFFFFFF;
            result.filters = [new BevelFilter(1, 225, 0xC0C0C0, 1, 0x404040, 1, 1, 1)];
            result.maxChars = 12;
            result.selectable = true;
            result.type = TextFieldType.INPUT;
            result.text = SaveData.instance.player.name;
            return result;
        }
        
        private function changeName(event:Event):void {
			SaveData.instance.changePlayerName(_nameInput.text,(_reactor.isReady()) ? _reactor.self().getClientID() : "0");
        }
        
        private function createAddPointButton(y:int):PushButton {
            var result:PushButton = new PushButton(null, 160, y, "+", addPoint);
            result.width = result.height = 20; result.draw();
            return result;
        }
        
        private function addPoint(event:MouseEvent):void {
            if (SaveData.instance.player.statusPoints > 0) {
                SaveData.instance.player.statusPoints--;
                switch(event.currentTarget) {
                    case _strButton: { SaveData.instance.player.status.str++; break; }
                    case _vitButton: { SaveData.instance.player.status.vit++; break; }
                    case _dexButton: { SaveData.instance.player.status.dex++; break; }
                    case _lucButton: { SaveData.instance.player.status.luc++; break; }
                    default: { break; }
                }
                SaveData.instance.flush();
            }
            
            update();
        }
        
        public function update(event:Event = null):void {
            var playerData:PlayerData = SaveData.instance.player;
            
            var bmd:BitmapData = new BitmapData(48, 48, true, 0x80FFFFFF);
            bmd.draw(Assets.images["characters"][17], new Matrix(3, 0, 0, 3, -6, 6));
            bmd.draw(Assets.images["characters"][playerData.characterID], new Matrix(3, 0, 0, 3));
            _characterView.bitmapData = bmd;
            switch(playerData.characterID) {
                case Const.CHARACTER_MADOKA: { _characterNameLabel.text = Const.CHARACTER_NAME_MADOKA; break; }
                case Const.CHARACTER_HOMURA: { _characterNameLabel.text = Const.CHARACTER_NAME_HOMURA; break; }
                case Const.CHARACTER_SAYAKA: { _characterNameLabel.text = Const.CHARACTER_NAME_SAYAKA; break; }
                case Const.CHARACTER_MAMI: { _characterNameLabel.text = Const.CHARACTER_NAME_MAMI; break; }
                case Const.CHARACTER_KYOKO: { _characterNameLabel.text = Const.CHARACTER_NAME_KYOKO; break; }
                case Const.CHARACTER_MADOGAMI: { _characterNameLabel.text = Const.CHARACTER_NAME_MADOGAMI; break; }
                case Const.CHARACTER_MEGAHOMU: { _characterNameLabel.text = Const.CHARACTER_NAME_MEGAHOMU; break; }
                case Const.CHARACTER_OKTAVIA: { _characterNameLabel.text = Const.CHARACTER_NAME_OKTAVIA; break; }
                case Const.CHARACTER_CHARLOTTE: { _characterNameLabel.text = Const.CHARACTER_NAME_CHARLOTTE; break; }
                case Const.CHARACTER_HITOMI: { _characterNameLabel.text = Const.CHARACTER_NAME_HITOMI; break; }
                default: { break; }
            }
            _levelLabel.text = "Lv." + playerData.level;
            _nextLabel.text = Math.max(0, int(playerData.next)).toString();
            
            _statusPointsLabel.text = playerData.statusPoints.toString();
            var status:PlayerStatus = Calculator.playerStatus(
                playerData.status,
                WeaponSmith.createWeaponFrom(SaveData.instance.inventory[0]),
                WeaponSmith.createWeaponFrom(SaveData.instance.inventory[1])
            );
            _strLabel.text = status.str.toString();
            _vitLabel.text = status.vit.toString();
            _dexLabel.text = status.dex.toString();
            _lucLabel.text = status.luc.toString();
            _strButton.enabled = _vitButton.enabled = _dexButton.enabled = _lucButton.enabled = (playerData.statusPoints > 0);
            _skillLabel.text = Calculator.skillDescription(playerData.characterID);
        }
    }
//}
//package ore.orelib.assets {
    import flash.display.CapsStyle;
    import flash.display.JointStyle;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.filters.GlowFilter;
    import flash.geom.Rectangle;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.data.WeaponData;
*/    
    [Event(name = "change", type = "flash.events.Event")]
    //public 
    class InventoryWindow extends Sprite {
        private var _descriptionBounds:Rectangle;
        private var _descriptionWindow:WeaponDescriptionWindow;
        private var _items:Vector.<InventoryItem>;
        private var _selectedItem:InventoryItem;
        private var _selectBorder:Sprite;
        
        private static const ITEM_Y:Array = [64, 88, 132, 156, 180, 204, 228, 252, 276, 300, 324, 348, 20];
        
        public function InventoryWindow(x:int, y:int, descriptionBounds:Rectangle, gotNewWeapon:Boolean = false) {
            this.x = x;
            this.y = y;
            
            var builder:TextBuilder = new TextBuilder().autoSize()
                .filters([new GlowFilter(0x000000, 1, 2, 2, 8)])
                .font(Const.FONT, 0, 400).fontColor(0xFFFFFF).fontSize(12).size(250, 20);
            if (gotNewWeapon) { addChild(builder.build("入手武器")); }
            addChild(builder.pos(0, 44).build("装備"));
            addChild(builder.pos(0, 112).build("所持品"));
            
            _descriptionBounds = descriptionBounds;
            _descriptionWindow = new WeaponDescriptionWindow();
            _items = new Vector.<InventoryItem>();
            for (var i:int = 0; i < 12; i++) {
                var item:InventoryItem = new InventoryItem(i);
                item.y = InventoryWindow.ITEM_Y[i];
                addChild(item);
                _items[i] = item;
            }
            if (gotNewWeapon) {
                item = new InventoryItem(12);
                item.y = InventoryWindow.ITEM_Y[12];
                addChild(item);
                _items[12] = item;
            } else {
                // 入手武器欄の武器を削除する
                SaveData.instance.inventory[12] = null;
                SaveData.instance.flush();
            }
            _selectedItem = null;
            _selectBorder = createSelectBorder();
            
            addEventListener(MouseEvent.CLICK, clickItemHandler);
            addEventListener(MouseEvent.MOUSE_OVER, showDescriptionWindow);
            addEventListener(MouseEvent.MOUSE_OUT, hideDescriptionWindow);
        }
        
        private function createSelectBorder():Sprite {
            var result:Sprite = new Sprite();
            result.graphics.lineStyle(1, 0xFFFF00, 1, false, "normal", CapsStyle.NONE, JointStyle.MITER);
            result.graphics.drawRect(0, 0, 250, 24);
            addChild(result);
            result.mouseEnabled = result.visible = false;
            return result;
        }
        
        private function clickItemHandler(event:MouseEvent):void {
            var item:InventoryItem = event.target as InventoryItem;
            if (!item) { return; }
            
            // 選択されていなかったら、選択状態にする
            if (!_selectedItem) {
                _selectedItem = item;
                _selectBorder.y = item.y;
                _selectBorder.visible = true;
                return;
            }
            
            // 同じ武器を選択・装備武器がはずれるのでなければ、武器の位置を交換する
            if (!(item == _selectedItem ||
                ((item == _items[0] || item == _items[1]) && !_selectedItem.exists) ||
                ((_selectedItem == _items[0] || _selectedItem == _items[1]) && !item.exists))
            ) {
                var index1:int = _items.indexOf(item);
                var index2:int = _items.indexOf(_selectedItem);
                
                var inventory:Array = SaveData.instance.inventory;
                var tempWeaponData:WeaponData = inventory[index1];
                _items[index1] = _selectedItem;
                inventory[index1] = inventory[index2];
                _items[index2] = item;
                inventory[index2] = tempWeaponData;
                
                var tempItemY:int = item.y;
                item.y = _selectedItem.y;
                _selectedItem.y = tempItemY;
                
                dispatchEvent(new Event(Event.CHANGE));
            }
            
            _selectedItem = null;
            _selectBorder.visible = false;
        }
        
        private function showDescriptionWindow(event:MouseEvent):void {
            var item:InventoryItem = event.target as InventoryItem;
            if (!item || !item.exists) { return; }
            
            _descriptionWindow.update(item.weapon);
            moveDescriptionWindow();
            
            addChild(_descriptionWindow);
            addEventListener(MouseEvent.MOUSE_MOVE, moveDescriptionWindow);
        }
        
        private function hideDescriptionWindow(event:MouseEvent):void {
            var item:InventoryItem = event.target as InventoryItem;
            if (!item) { return; }
            
            removeEventListener(MouseEvent.MOUSE_MOVE, moveDescriptionWindow);
            if (contains(_descriptionWindow)) { removeChild(_descriptionWindow); }
        }
        
        private function moveDescriptionWindow(event:MouseEvent = null):void {
            if (mouseX + _descriptionWindow.bounds.width + 5 > _descriptionBounds.right - 10) {
                _descriptionWindow.x = Math.max(_descriptionBounds.left + 10, mouseX - _descriptionWindow.bounds.right - 5);
            } else {
                _descriptionWindow.x = mouseX - _descriptionWindow.bounds.left + 5;
            }
            
            if (mouseY + _descriptionWindow.bounds.height + 5 > _descriptionBounds.bottom - 10) {
                _descriptionWindow.y = Math.max(_descriptionBounds.top + 10, mouseY - _descriptionWindow.bounds.bottom - 5);
            } else {
                _descriptionWindow.y = mouseY - _descriptionWindow.bounds.top + 5;
            }
        }
    }
//}
//package ore.orelib.assets {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.data.Weapon;
    import ore.orelib.data.WeaponData;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class InventoryItem extends Sprite {
        private var _weapon:Weapon;
        
        private static const ICON_OFFSET_X:Array = [3, 1, 0, 1, 1, 1, 3, 4, 1, 1, 1, 0];
        private static const ICON_OFFSET_Y:Array = [3, 3, 3, 1, 2, 3, 5, 3, 0, 0, 0, 0];
        
        public function InventoryItem(index:int) {
            buttonMode = true;
            draw();
            addEventListener(MouseEvent.ROLL_OVER, draw);
            addEventListener(MouseEvent.ROLL_OUT, draw);
            
            
            var data:WeaponData = SaveData.instance.inventory[index];
            if (!data) { return; }
            _weapon = WeaponSmith.createWeaponFrom(data);
            var icon:BitmapData = new BitmapData(25, 24, true, 0x00FFFFFF);
            icon.draw(
                Assets.images["weapons"][_weapon.id],
                new Matrix(1, 0, 0, 1, -InventoryItem.ICON_OFFSET_X[_weapon.id], -InventoryItem.ICON_OFFSET_Y[_weapon.id])
            );
            addChild(new Bitmap(icon));
            addChild(
                new TextBuilder().autoSize()
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(8)
                .pos(25, 0).size(100, 24).build(_weapon.name)
            );
        }
        
        private function draw(event:MouseEvent = null):void {
            graphics.clear();
            Artist.drawWindow(graphics, 0, 0, 250, 24);
            if (event && event.type == MouseEvent.ROLL_OVER) {
                graphics.beginFill(0xFFFFFF, 0.5);
                graphics.drawRect(0, 0, 250, 24);
                graphics.endFill();
            }
        }
        
        public function get exists():Boolean { return _weapon != null; }
        public function get weapon():Weapon { return _weapon; }
    }
//}
//package ore.orelib.assets {
    import flash.display.CapsStyle;
    import flash.display.Sprite;
    import flash.geom.Rectangle;
    import flash.text.TextField;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.Weapon;
    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class WeaponDescriptionWindow extends Sprite {
        private var _bounds:Rectangle;
        private var _nameLabel:TextField;
        private var _specLabels:Vector.<TextField>;
        
        public function WeaponDescriptionWindow() {
            mouseChildren = mouseEnabled = false;
            
            _bounds = new Rectangle();
            var builder:TextBuilder =
                new TextBuilder().align(TextBuilder.CENTER).autoSize()
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12)
                .pos(0, 0).size(250, 16);
            addChild(_nameLabel = builder.build("name"));
            _specLabels = new Vector.<TextField>(20, true);
            for (var i:int = 0; i < 20; i++) {
                _specLabels[i] = builder.build("mod");
            }
        }
        
        public function update(weapon:Weapon):void {
            var attackType:int = WeaponSmith.acquireAttackTypeOf(weapon.id);
            graphics.clear();
            _nameLabel.text = weapon.name;
            
            var posY:int = 26;
            for (var i:int = 0; i < 20; i++) {
                if (i < weapon.specs.length) {
                    var specLabel:TextField = _specLabels[i];
                    specLabel.y = posY;
                    specLabel.text = weapon.specs[i];
                    specLabel.textColor = weapon.specColors[i];
                    addChild(specLabel);
                    posY += 16;
                } else {
                    if (contains(_specLabels[i])) { removeChild(_specLabels[i]); }
                }
            }
            
            _bounds.x = 125 - 5 - this.width / 2;
            _bounds.y = -5;
            _bounds.width = this.width + 10;
            _bounds.height = this.height + 10;
            
            graphics.beginFill(0x000000, 0.8);
            graphics.drawRect(_bounds.x, _bounds.y, _bounds.width, _bounds.height);
            graphics.endFill();
            graphics.lineStyle(1, 0xFFFFFF, 1, false, "normal", CapsStyle.NONE);
            graphics.moveTo(_bounds.left + 5, 21);
            graphics.lineTo(_bounds.right - 5, 21);
        }
        
        public function get bounds():Rectangle { return _bounds; }
    }
//}
//package ore.orelib.assets {
    import flash.display.Sprite;
    import flash.text.TextField;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
*/    
    //public 
    class InfoWindow extends Sprite {
        
        public function InfoWindow(x:int, y:int) {
            Artist.drawWindow(graphics, 0, 0, 455, 22);
            
            this.x = x;
            this.y = y;
            
            var tf:TextField = new TextBuilder().autoSize()
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12)
                .size(455, 22).build(Const.INFO_MESSAGE);
            tf.mouseEnabled = tf.selectable = true;
            addChild(tf);
        }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.CapsStyle;
    import flash.display.JointStyle;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Matrix;
    import flash.text.TextField;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.PlayerData;
    import ore.orelib.data.PlayerStatus;
    import ore.orelib.data.SaveData;
    import ore.orelib.logic.Calculator;
*/    
    [Event(name = "change", type = "flash.events.Event")]
    //public 
    class CharacterSelectionWindow extends Sprite {
        private var _characterViews:Vector.<Sprite>;
        private var _selectedCharacter:Sprite;
        private var _selectBorder:Sprite;
        private var _profile:Sprite;
        private var _nameLabel:TextField;
        private var _skillLabel:TextField;
        private var _changeButton:PushButton;
        private var _cancelButton:PushButton;
        
        public function CharacterSelectionWindow() {
            drawBackground();
            
            _characterViews = new Vector.<Sprite>();
            _selectedCharacter = null;
            for (var i:int = 0; i < 5; i++) {
                var view:Sprite = createCharacterView(
                    Const.CHARACTER_IDS[i],
                    92 + 58 * (i % 5),
                    150 + 58 * int(i / 5)
                );
                addChild(view);
                _characterViews.push(view);
                
                view.addEventListener(MouseEvent.CLICK, selectCharacter);
                view.addEventListener(MouseEvent.ROLL_OVER, rollOverHandler);
                view.addEventListener(MouseEvent.ROLL_OUT, rollOutHandler);
            }
            _selectBorder = createSelectBorder();
            
            var builder:TextBuilder = new TextBuilder().autoSize().font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(builder.pos(82, 120).size(300, 20).build("キャラクター変更"));
            addChild(_profile = new Sprite());
            _profile.addChild(builder.pos(147, 295).size(100, 20).build("スキル"));
            _profile.addChild(_nameLabel = builder.align(TextBuilder.CENTER).pos(82, 270).size(300, 20).build("名前"));
            _profile.addChild(_skillLabel = builder.autoSize(false).pos(197, 295).size(120, 30).build("無し"));
            addChild(builder.fontColor(0xFF0000).pos(82, 345).size(300, 30).build("キャラクターを変更すると、\nLvが半分になり、ポイントがリセットされます。"));
            _profile.visible = false;
            
            addChild(_changeButton = Artist.createPushButtonWithDeviceFont(102, 380, "変更する", changeCharacter));
            _changeButton.enabled = false;
            addChild(_cancelButton = Artist.createPushButtonWithDeviceFont(262, 380, "キャンセル", backToTitle));
        }
        
        private function drawBackground():void {
            graphics.beginFill(0x000000, 0.8);
            graphics.drawRect(0, 0, 465, 465);
            graphics.endFill();
            Artist.drawWindow(graphics, 82, 140, 300, 270);
            graphics.lineStyle(2, 0xFFFFFF, 1, false, "normal", CapsStyle.NONE);
            graphics.moveTo(87, 336); graphics.lineTo(377, 336);
        }
        
        private function createSelectBorder():Sprite {
            var result:Sprite = new Sprite();
            result.graphics.lineStyle(1, 0xFFFF00, 1, false, "normal", CapsStyle.NONE, JointStyle.MITER);
            result.graphics.drawRect(0, 0, 48, 48);
            addChild(result);
            result.mouseEnabled = result.visible = false;
            return result;
        }
        
        private function createCharacterView(characterID:int, x:int, y:int):Sprite {
            var result:Sprite = new Sprite();
            var bmd:BitmapData = new BitmapData(48, 48, true, 0x80FFFFFF);
            bmd.draw(Assets.images["characters"][17], new Matrix(3, 0, 0, 3, -6, 6));
            bmd.draw(Assets.images["characters"][characterID], new Matrix(3, 0, 0, 3));
            result.addChild(new Bitmap(bmd));
            result.x = x;
            result.y = y;
            result.buttonMode = true;
            return result;
        }
        
        private function selectCharacter(event:MouseEvent):void {
            var character:Sprite = event.currentTarget as Sprite;
            _selectedCharacter = character;
            _selectBorder.x = character.x;
            _selectBorder.y = character.y;
            _selectBorder.visible = true;
            _changeButton.enabled = true;
        }
        
        private function rollOverHandler(event:MouseEvent):void {
            var index:int = _characterViews.indexOf(event.currentTarget as Sprite);
            var characterID:int = Const.CHARACTER_IDS[index];
            updateProfile(characterID);
            _profile.visible = true;
        }
        
        private function rollOutHandler(event:MouseEvent):void {
            if (!_selectedCharacter) { _profile.visible = false; }
            
            var index:int = _characterViews.indexOf(_selectedCharacter);
            var characterID:int = Const.CHARACTER_IDS[index];
            updateProfile(characterID);
        }
        
        private function updateProfile(characterID:int):void {
            switch(characterID) {
                case Const.CHARACTER_MADOKA: { _nameLabel.text = Const.CHARACTER_NAME_MADOKA; break; }
                case Const.CHARACTER_HOMURA: { _nameLabel.text = Const.CHARACTER_NAME_HOMURA; break; }
                case Const.CHARACTER_SAYAKA: { _nameLabel.text = Const.CHARACTER_NAME_SAYAKA; break; }
                case Const.CHARACTER_MAMI: { _nameLabel.text = Const.CHARACTER_NAME_MAMI; break; }
                case Const.CHARACTER_KYOKO: { _nameLabel.text = Const.CHARACTER_NAME_KYOKO; break; }
                case Const.CHARACTER_MADOGAMI: { _nameLabel.text = Const.CHARACTER_NAME_MADOGAMI; break; }
                case Const.CHARACTER_MEGAHOMU: { _nameLabel.text = Const.CHARACTER_NAME_MEGAHOMU; break; }
                case Const.CHARACTER_OKTAVIA: { _nameLabel.text = Const.CHARACTER_NAME_OKTAVIA; break; }
                case Const.CHARACTER_CHARLOTTE: { _nameLabel.text = Const.CHARACTER_NAME_CHARLOTTE; break; }
                case Const.CHARACTER_HITOMI: { _nameLabel.text = Const.CHARACTER_NAME_HITOMI; break; }
                default: { break; }
            }
            _skillLabel.text = Calculator.skillDescription(characterID);
        }
        
        private function changeCharacter(event:MouseEvent):void {
            var index:int = _characterViews.indexOf(_selectedCharacter);
            var characterID:int = Const.CHARACTER_IDS[index];
            
            var playerData:PlayerData = SaveData.instance.player;
            playerData.characterID = characterID;
            playerData.level = Math.ceil(playerData.level / 2);
            playerData.next = Const.EXP_TABLE[playerData.level - 1];
            playerData.statusPoints = playerData.level + 1;
            playerData.status = new PlayerStatus(100, 100, 100, 100);
            SaveData.instance.flush();
            
            backToTitle();
            dispatchEvent(new Event(Event.CHANGE));
        }
        
        private function backToTitle(event:MouseEvent = null):void {
            _selectedCharacter = null;
            _selectBorder.visible = false;
            _profile.visible = false;
            _changeButton.enabled = false;
            parent.removeChild(this);
        }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    import flash.text.TextField;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
*/    
    //public 
    class InstructionWindow extends Sprite {
        private var _titleLabel:TextField;
        private var _body:TextField;
        private var _naviLabel:TextField;
        private var _prevButton:PushButton;
        private var _nextButton:PushButton;
        private var _backToTitleButton:PushButton;
        private var _pageIndex:int = 0;
        
        private static const TEXTS:Array = [
            {
                title: "プレイ開始!",
                body: "魔法少女としてQBを撃退し、世界を守ってください!\n"
                    + "QBが契約ノルマを達成してしまうとゲームオーバーです!\n\n"
                    + "[はじめ方]\n"
                    + "左上の\"世界に参加\"ボタンを押すと、すぐにゲームがはじまります!\n"
                    + "かっこ内の数字は、その世界で戦闘中の魔法少女の人数です。\n"
                    + "参加する世界に迷ったら、10~20人くらいの所が良いと思います。\n\n"
                    + "[操作方法]\n"
                    + "矢印キー: 移動\n"
                    + "Zキー: 武器で攻撃\n"
                    + "Xキー: 射撃武器のリロード(弾補充)\n"
                    + "Cキー: 武器の持ち替え\n\n"
                    + "[ダメージを受けて、HPが0になると?]\n"
                    + "戦闘不能になり、回復するまで一切の行動が出来なくなります。\n\n"
                    + "[契約ノルマが0になると?]\n"
                    + "世界が破滅しますが、新しい武器が手に入ったり、キャラクターがレベルアップしたりします。\n\n"
            },
            {
                title: "よくある質問",
                body: "[Waveって何?]\n"
                    + "ゲームの進行度です。増えるほどQBが大量に出現します。\n\n"
                    + "[無双すぎて永遠に終わらなくね?]\n"
                    + "1プレイ30分以内に終わるような難易度設定にしてます。\n"
                    + "とりあえずやってみて下さい。QBをなめるな。\n\n"
                    + "[すぐタイムアウトになるんだけど?]\n"
                    + "プレイ中にブラウザを最小化したりタブを切り替えて画面を見えなくしたりすると、"
                    + "放置と見なされて強制退出させられてしまいます。"
                    + "別のアプリケーション等を使いながら遊びたい場合は、ブラウザを2窓開くなどして"
                    + "プレイ中の画面が完全に隠れてしまわないように気を付けて下さい。\n\n"
                    + "[セーブデータが消えるんだけど?]\n"
                    + "ブラウザのcookie削除などを行うと、セーブデータも一緒に消えてしまいます。"
                    + "ブラウザの履歴の自動削除などを設定している人は、"
                    + "セーブデータもまとめて削除されてしまわないよう十分に注意して下さい。"
            },
            {
                title: "ステータスについて",
                body: "ステータス画面で、キャラクターの能力を確認することができます。\n\n"
                    + "[詳細]\n"
                    + "名前: あなたのニックネームを入力してください。\n"
                    + "Lv.: レベルです。高くなると良い武器が手に入るようになります。\n"
                    + "次のLvまで: この数以上のQBを撃退するとレベルアップします。\n\n"
                    + "残りポイント: 能力に割り振ることでキャラクターが強くなります。ポイントはレベルアップで1ずつ増えます。"
                    + "割り振りをリセットしたい場合は、キャラクターの変更を行ってください。\n\n"
                    + "魔力: 与えるダメージ、ノックバックに影響します。\n"
                    + "精神: 最大HP、戦闘不能からの回復時間に影響します。\n"
                    + "敏捷: 移動速度、リロード速度、近接武器の攻撃速度に影響します。\n"
                    + "幸運: 入手武器の質、クリティカル率に影響します。\n\n"
                    + "スキル: キャラクター固有の特殊能力です。\n\n"
                    + "[キャラクター変更]\n"
                    + "\"キャラクター変更\"ボタンで好きなキャラクターに変更できます。"
            },
            {
                title: "武器について",
                body: "武器は2つ装備でき、プレイ中に自由に持ち替えることができます。状況に応じて使い分けましょう!\n\n"
                    + "[攻撃タイプ]\n"
                    + "射撃: ピストル、ローズボウなど。遠距離から攻撃する基本的な武器です。"
                    + "弾は射程外の敵にも当たりますが、その際は大きく威力が落ちます。貫通して複数の敵に当たるものがあります。\n\n"
                    + "爆発: 消火器、パイプ爆弾など。当たった敵を中心に広範囲の爆発が発生する武器です。"
                    + "強力な反面それぞれにクセがあり、使いこなすのが難しいかもしれません。\n\n"
                    + "近接: サーベル、スピアなど。他のタイプに比べて射程は短いですが、範囲が広くリロード無しで攻撃ができる武器です。"
                    + "敵に近づかなければいけないので、ダメージを受けないように注意しましょう。\n\n"
                    + "[特殊効果]\n"
                    + "クリティカル: 発生すると、与えるダメージが5倍になります。\n"
                    + "ノックバック: 当たった敵を後ろへ押し戻します。"
            },
            {
                title: "ヒント",
                body: "[難易度]\n"
                    + "難易度は固定なので、単純に人数が多ければ多いほど有利です。"
                    + "友達とかを誘って大人数でプレイしよう!\n\n"
                    + "[特殊な敵]\n"
                    + "敵の一部には、移動速度・攻撃力が高い速攻タイプ、移動速度は低いがHPが多い頑丈タイプが紛れ込んでいることがあります。"
                    + "他と移動速度が違う敵を見つけたら、やっかいなことになる前に早めに倒すようにしましょう!\n\n"
                    + "[入手武器の質]\n"
                    + "ゲームオーバー後に手に入る武器は、キャラクターのレベル、幸運、到達Wave、QB撃退数によって大きく変わります。"
                    + "特に到達Waveは重要なので、仲間と協力して高いWaveを目指しレア武器をゲットしよう!\n\n"
                    + "[武器のステータス補正]\n"
                    + "魔力・精神・敏捷・幸運の値は、キャラクターの基礎値と、装備中の2つの武器の補正の合計で決まります。"
                    + "武器としての性能は低いけれどステータス補正は高いような武器をあえて装備してみるのも面白いかもしれません。\n\n"
            }
        ];
        
        public function InstructionWindow() {
            drawBackground();
            
            var builder:TextBuilder = new TextBuilder().font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(_titleLabel = builder.pos(32, 120).size(400, 20).build("タイトル"));
            builder.font(Const.FONT, 0, 0);
            addChild(_body = builder.pos(42, 150).size(380, 280).build("本文"));
            _body.mouseEnabled = _body.selectable = _body.wordWrap = true;
            addChild(_naviLabel = builder.align(TextBuilder.CENTER).pos(152, 410).size(50, 20).build("1 / 1"));
            
            addChild(_prevButton = Artist.createPushButtonWithDeviceFont(52, 410, "前の説明へ", prevButtonHandler));
            addChild(_nextButton = Artist.createPushButtonWithDeviceFont(202, 410, "次の説明へ", nextButtonHandler));
            addChild(_backToTitleButton = Artist.createPushButtonWithDeviceFont(312, 410, "タイトル画面に戻る", backToTitle));
            
            update();
        }
        
        private function drawBackground():void {
            graphics.beginFill(0x000000, 0.8);
            graphics.drawRect(0, 0, 465, 465);
            graphics.endFill();
            Artist.drawWindow(graphics, 32, 140, 400, 300);
        }
        
        private function prevButtonHandler(event:MouseEvent):void {
            _pageIndex--;
            update();
        }
        
        private function nextButtonHandler(event:MouseEvent):void {
            _pageIndex++;
            update();
        }
        
        private function update():void {
            _titleLabel.text = InstructionWindow.TEXTS[_pageIndex].title;
            _body.text = InstructionWindow.TEXTS[_pageIndex].body;
            _naviLabel.text = (_pageIndex + 1) + " / " + InstructionWindow.TEXTS.length;
            
            _prevButton.enabled = (_pageIndex > 0) ? true : false;
            _nextButton.enabled = (_pageIndex < InstructionWindow.TEXTS.length - 1) ? true : false; 
        }
        
        private function backToTitle(event:MouseEvent):void {
            _pageIndex = 0;
            update();
            parent.removeChild(this);
        }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.MouseEvent;
    import flash.text.TextField;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
*/    
    //public 
    class SettingsWindow extends Sprite {
        private var _qualityValueLabel:TextField;
        private var _highlightValueLabel:TextField;
        private var _popupValueLabel:TextField;
        private var _firelineValueLabel:TextField;
        private var _explosionValueLabel:TextField;
        private var _grotesqueValueLabel:TextField;
        
        private var _qualityButton:PushButton;
        private var _highlightButton:PushButton;
        private var _popupButton:PushButton;
        private var _firelineButton:PushButton;
        private var _explosionButton:PushButton;
        private var _grotesqueButton:PushButton;
        private var _backToTitleButton:PushButton;
        
        public function SettingsWindow() {
            drawBackground();
            
            var builder:TextBuilder = new TextBuilder().autoSize().font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(builder.pos(82, 120).size(300, 20).build("オプション"));
            builder.align(TextBuilder.CENTER).size(180, 40);
            addChild(builder.pos(92, 150).build("画質"));
            addChild(builder.pos(92, 190).build("自分のキャラクターを強調"));
            addChild(builder.pos(92, 230).build("他プレイヤーの与ダメージ表示"));
            addChild(builder.pos(92, 270).build("他プレイヤーの射線表示"));
            addChild(builder.pos(92, 310).build("他プレイヤーの爆発エフェクト"));
            addChild(builder.pos(92, 350).build("血だまりスケッチ"));
            
            builder.size(30, 40);
            addChild(_qualityValueLabel = builder.pos(282, 150).build(getQualityValueLabelText()));
            addChild(_highlightValueLabel = builder.pos(282, 190).build(getBooleanValueText(SaveData.instance.highlight)));
            addChild(_popupValueLabel = builder.pos(282, 230).build(getBooleanValueText(SaveData.instance.popup)));
            addChild(_firelineValueLabel = builder.pos(282, 270).build(getBooleanValueText(SaveData.instance.fireline)));
            addChild(_explosionValueLabel = builder.pos(282, 310).build(getBooleanValueText(SaveData.instance.explosion)));
            addChild(_grotesqueValueLabel = builder.pos(282, 350).build(getBooleanValueText(SaveData.instance.grotesque)));
            
            addChild(_qualityButton = Artist.createPushButtonWithDeviceFont(322, 160, "変更", changeQuality));
            addChild(_highlightButton = Artist.createPushButtonWithDeviceFont(322, 200, "変更", changeHighlight));
            addChild(_popupButton = Artist.createPushButtonWithDeviceFont(322, 240, "変更", changePopup));
            addChild(_firelineButton = Artist.createPushButtonWithDeviceFont(322, 280, "変更", changeFireline));
            addChild(_explosionButton = Artist.createPushButtonWithDeviceFont(322, 320, "変更", changeExplosion));
            addChild(_grotesqueButton = Artist.createPushButtonWithDeviceFont(322, 360, "変更", changeGrotesque));
            _qualityButton.width = _highlightButton.width = _popupButton.width = 
                _firelineButton.width = _explosionButton.width = _grotesqueButton.width = 50;
            _qualityButton.draw(); _highlightButton.draw(); _popupButton.draw();
            _firelineButton.draw(); _explosionButton.draw(); _grotesqueButton.draw();
            
            addChild(_backToTitleButton = Artist.createPushButtonWithDeviceFont(182, 400, "タイトル画面に戻る", backToTitle));
            
        }
        
        private function drawBackground():void {
            graphics.beginFill(0x000000, 0.8);
            graphics.drawRect(0, 0, 465, 465);
            graphics.endFill();
            Artist.drawWindow(graphics, 82, 140, 300, 300);
        }
        
        private function getQualityValueLabelText():String {
            switch(SaveData.instance.quality) {
                case StageQuality.MEDIUM: { return "中"; }
                case StageQuality.LOW: { return "低"; }
                case StageQuality.HIGH:
                default: { return "高"; }
            }
        }
        
        private function getBooleanValueText(value:Boolean):String {
            return (value) ? "ON" : "OFF";
        }
        
        private function changeQuality(event:MouseEvent):void {
            var value:String = SaveData.instance.quality;
            switch(value) {
                case StageQuality.HIGH: { SaveData.instance.quality = StageQuality.MEDIUM; break; }
                case StageQuality.MEDIUM: { SaveData.instance.quality = StageQuality.LOW; break; }
                case StageQuality.LOW:
                default: { SaveData.instance.quality = StageQuality.HIGH; break; }
            }
            _qualityValueLabel.text = getQualityValueLabelText();
            
            stage.quality = SaveData.instance.quality;
        }
        
        private function changeHighlight(event:MouseEvent):void {
            SaveData.instance.highlight = !SaveData.instance.highlight;
            _highlightValueLabel.text = getBooleanValueText(SaveData.instance.highlight);
        }
        
        private function changePopup(event:MouseEvent):void {
            SaveData.instance.popup = !SaveData.instance.popup;
            _popupValueLabel.text = getBooleanValueText(SaveData.instance.popup);
        }
        
        private function changeFireline(event:MouseEvent):void {
            SaveData.instance.fireline = !SaveData.instance.fireline;
            _firelineValueLabel.text = getBooleanValueText(SaveData.instance.fireline);
        }
        
        private function changeExplosion(event:MouseEvent):void {
            SaveData.instance.explosion = !SaveData.instance.explosion;
            _explosionValueLabel.text = getBooleanValueText(SaveData.instance.explosion);
        }
        
        private function changeGrotesque(event:MouseEvent):void {
            SaveData.instance.grotesque = !SaveData.instance.grotesque;
            _grotesqueValueLabel.text = getBooleanValueText(SaveData.instance.grotesque);
        }
        
        private function backToTitle(event:MouseEvent):void {
            parent.removeChild(this);
        }
    }
//}
//package ore.orelib.assets {
    import com.bit101.components.PushButton;
    import flash.display.Sprite;
    import flash.display.StageQuality;
    import flash.events.MouseEvent;
    import flash.text.TextField;
    import net.user1.reactor.ConnectionManagerEvent;
    import net.user1.reactor.ConnectionMonitor;
/*    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
*/    
    //public 
    class ServerWindow extends Sprite {
        private var _serverAddrInput:TextField;
        private var _serverPortInput:TextField;
        
        private var _serverButton:PushButton;
        private var _backToTitleButton:PushButton;
		
		private var _msgText:TextField;
		private var _isConnecting:Boolean = false;

		private var _reactor:Reactor;
		
		public static const SERVER_RESTRICTED:Array = ["tryunion.com", "182.48.46.95"];
		
		public static function isRestricted(server:String):Boolean {
			for (var i:int; i < SERVER_RESTRICTED.length; i++) {
				if (server == SERVER_RESTRICTED[i]) return true;
			}
			return false;
		}
        
        public function ServerWindow(reactor:Reactor) {
			_reactor = reactor;
			_isConnecting = _reactor.isReady();
            drawBackground();
            
            var builder:TextBuilder = new TextBuilder().autoSize().font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(builder.pos(82, 120).size(300, 20).build("サーバー"));
            builder.align(TextBuilder.LEFT).size(180, 40);
            addChild(builder.pos(92, 150).build("アドレス"));
            addChild(builder.pos(290, 150).build("ポート"));

            builder.align(TextBuilder.CENTER).size(180, 40);
	        addChild(_msgText = builder.pos(140, 240).build(""));
			
            addChild(_serverAddrInput = createServerAddrInput());
            addChild(_serverPortInput = createServerPortInput());
            
            addChild(_serverButton = Artist.createPushButtonWithDeviceFont(322, 220, "接続", connectServer));
            _serverButton.width = 50;
            _serverButton.draw();
			
            addChild(_backToTitleButton = Artist.createPushButtonWithDeviceFont(182, 400, "タイトル画面に戻る", backToTitle));

            _reactor.getConnectionManager().addEventListener(ConnectionManagerEvent.BEGIN_CONNECT, onConnectBegin);
            _reactor.getConnectionManager().addEventListener(ConnectionManagerEvent.CONNECT_FAILURE, onConnectFailed);            
            _reactor.getConnectionManager().addEventListener(ConnectionManagerEvent.READY, onConnectSucceeded);            
            //_reactor.getConnectionManager().addEventListener(ConnectionManagerEvent.DISCONNECT, onConnectEnded);            
        }
        
        private function drawBackground():void {
            graphics.beginFill(0x000000, 0.8);
            graphics.drawRect(0, 0, 465, 465);
            graphics.endFill();
            Artist.drawWindow(graphics, 82, 140, 300, 300);
        }

        private function createServerAddrInput():TextField {
            var result:TextField = new TextField();
            result.x = 92; result.y = 190;
            result.width = 194; result.height = 20;
            result.defaultTextFormat = new TextFormat("_sans", 14, 0x000000, null, null, null, null, null, TextFormatAlign.LEFT);
            result.background = true; result.backgroundColor = 0xFFFFFF;
            result.filters = [new BevelFilter(1, 225, 0xC0C0C0, 1, 0x404040, 1, 1, 1)];
            result.maxChars = 50;
            result.selectable = true;
            result.type = TextFieldType.INPUT;
            result.text = SaveData.instance.serveraddr;
            return result;
        }

        private function createServerPortInput():TextField {
            var result:TextField = new TextField();
            result.x = 290; result.y = 190;
            result.width = 80; result.height = 20;
            result.defaultTextFormat = new TextFormat("_sans", 14, 0x000000, null, null, null, null, null, TextFormatAlign.RIGHT);
            result.background = true; result.backgroundColor = 0xFFFFFF;
            result.filters = [new BevelFilter(1, 225, 0xC0C0C0, 1, 0x404040, 1, 1, 1)];
            result.maxChars = 5;
            result.selectable = true;
            result.type = TextFieldType.INPUT;
            result.text = String(SaveData.instance.serverport);
            return result;
        }

        private function connectServer(event:MouseEvent):void {
			SaveData.instance.serveraddr = _serverAddrInput.text;
			SaveData.instance.serverport = int(_serverPortInput.text);
			if (isRestricted(SaveData.instance.serveraddr)) {
				_msgText.text = "Connection to the official is restricted now.";
			} else {
				_isConnecting = false;
				_reactor.connect(SaveData.instance.serveraddr, SaveData.instance.serverport);
			}
        }
		private	function onConnectBegin(event:ConnectionManagerEvent):void {
			_msgText.text = "Connecting...";
		}
		private	function onConnectSucceeded(event:ConnectionManagerEvent):void {
			_msgText.text = "Connection Succeeded.";
			_isConnecting = true;
            _reactor.getConnectionMonitor().setAutoReconnectFrequency(5000);
			SaveData.instance.changePlayerName(SaveData.instance.player.name,_reactor.self().getClientID());
		}
		private	function onConnectFailed(event:ConnectionManagerEvent):void {
			_msgText.text = "Connection Failed.";
			if (!_isConnecting) {
				_reactor.getConnectionMonitor().setAutoReconnectFrequency(ConnectionMonitor.DEFAULT_AUTORECONNECT_FREQUENCY);
			}
		}
		//private	function onConnectEnded(event:ConnectionManagerEvent):void {
		//	_msgText.text = "Connection Disconnected.";
		//}

        private function backToTitle(event:MouseEvent):void {
            parent.removeChild(this);
        }
		
		public function uninitialize():void {
            _reactor.getConnectionManager().removeEventListener(ConnectionManagerEvent.BEGIN_CONNECT, onConnectBegin);
            _reactor.getConnectionManager().removeEventListener(ConnectionManagerEvent.CONNECT_FAILURE, onConnectFailed);            
            _reactor.getConnectionManager().removeEventListener(ConnectionManagerEvent.READY, onConnectSucceeded);            
            //_reactor.getConnectionManager().removeEventListener(ConnectionManagerEvent.DISCONNECT, onConnectEnded);            
		}
    }
//}
//package ore.orelib.assets {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Sprite;
/*    import ore.orelib.actors.IActor;
    import ore.orelib.commons.EventManager;
    import ore.orelib.commons.GeomPool;
    import ore.orelib.events.ActorEvent;
    import ore.orelib.logic.Host;
    import ore.orelib.logic.Player;
*/    
    //public 
    class PlayingView extends Sprite {
        private var _actorList:Vector.<IActor>;
        private var _ground:BitmapData;
        private var _screen:BitmapData;
        private var _effect:BitmapData;
        private var _overlay:Sprite;
        private var _hud:HUD;
        
        public function PlayingView() {
            _actorList = new Vector.<IActor>();
            
            addChild(new Bitmap(_ground = Artist.createBackground()));
            addChild(new Bitmap(_screen = new BitmapData(465, 465, true, 0x00FFFFFF)));
            addChild(new Bitmap(_effect = new BitmapData(465, 465, true, 0x00FFFFFF)));
            addChild(_overlay = new Sprite());
            
            EventManager.instance.addEventListener(ActorEvent.ADD, addActorHandler);
            EventManager.instance.addEventListener(ActorEvent.REMOVE, removeActorHandler);
        }
        
        public function setupHUD(player:Player, roomNo:int):void {
            addChild(_hud = new HUD(player, roomNo));
        }
        
        private function addActorHandler(event:ActorEvent):void {
            _actorList.push(event.actor);
            if (event.overlay) { _overlay.addChild(event.overlay); }
        }
        
        private function removeActorHandler(event:ActorEvent):void {
            if (event.overlay) { _overlay.removeChild(event.overlay); }
            _actorList.splice(_actorList.indexOf(event.actor), 1);
        }
        
        public function update(player:Player, host:Host):void {
            var actor:IActor;
            _actorList.sort(compareDepthOfActor);
            _screen.lock();
            _screen.fillRect(GeomPool.rectangle(0, 0, 465, 465), 0x00FFFFFF);
            for each(actor in _actorList) { actor.draw(_screen); }
            player.drawHighlight(_screen);
            for each(actor in _actorList) { actor.drawOverlay(_screen); }
            _screen.unlock();
            _effect.colorTransform(GeomPool.rectangle(0, 0, 465, 465), GeomPool.colorTransform(1, 1, 1, 0.8));
            _hud.update(player, host);
        }
        
        private function compareDepthOfActor(a:IActor, b:IActor):Number {
            return (a.depth > b.depth) ? 1 : -1; // depthが小さい順に並べる
        }
        
        public function removeEventListeners():void {
            EventManager.instance.removeEventListener(ActorEvent.ADD, addActorHandler);
            EventManager.instance.removeEventListener(ActorEvent.REMOVE, removeActorHandler);
        }
        
        public function get ground():BitmapData { return _ground; }
        public function get effect():BitmapData { return _effect; }
        public function get overlay():Sprite { return _overlay; }
    }
//}
//package ore.orelib.assets {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.GradientType;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.filters.GlowFilter;
    import flash.geom.Matrix;
    import flash.text.TextField;
/*    import ore.orelib.commons.Assets;
    import ore.orelib.commons.TextBuilder;
    import ore.orelib.data.Const;
    import ore.orelib.data.SaveData;
    import ore.orelib.logic.Host;
    import ore.orelib.logic.Player;
*/    
    //public 
    class HUD extends Sprite {
        private var _characterFace:Bitmap;
        private var _borders:Shape;
        private var _nameLabel:TextField;
        private var _hpSlashLabel:TextField;
        private var _ammoSlashLabel:TextField;
        private var _hpLabel:TextField;
        private var _maxHpLabel:TextField;
        private var _ammoLabel:TextField;
        private var _maxAmmoLabel:TextField;
        private var _waveLabel:TextField;
        private var _quotaLabel:TextField;
        private var _gaugeGradientBox:Matrix;
        
        public function HUD(player:Player, roomNo:int) {
            var bmd:BitmapData = new BitmapData(48, 48, true, 0xFF404040);
            bmd.draw(Assets.images["characters"][player.characterID + 1], new Matrix(4, 0, 0, 4, -4, 4));
            _characterFace = new Bitmap(bmd);
            _characterFace.x = 13;
            _characterFace.y = 6;
            addChild(_characterFace);
            addChild(_borders = new Shape());
            
            var builder:TextBuilder = new TextBuilder()
                .filters([new GlowFilter(0x000000, 1, 2, 2, 8)])
                .font(Const.FONT, -400, 400).fontColor(0xFFFFFF).fontSize(12);
            addChild(_nameLabel = builder.autoSize()
                .pos(70, 5).size(150, 25)
                .build(SaveData.instance.player.name + " @" + (roomNo + 1))
            );
            builder.autoSize(false);
            
            builder.align(TextBuilder.CENTER);
            addChild(_hpSlashLabel = builder.pos(178, 24).size(10, 16).build("/"));
            addChild(_ammoSlashLabel = builder.pos(178, 39).size(10, 16).build("/"));
            
            builder.align(TextBuilder.RIGHT);
            addChild(_hpLabel = builder.pos(153, 24).size(25, 16).build(player.hp.toString()));
            addChild(_ammoLabel = builder.pos(153, 39).size(25, 16).build(player.ammo.toString()));
            
            builder.align(TextBuilder.LEFT);
            addChild(_maxHpLabel = builder.pos(188, 24).size(25, 16).build(player.maxHp.toString()));
            addChild(_maxAmmoLabel = builder.pos(188, 39).size(25, 16).build(player.maxAmmo.toString()));
            
            builder.autoSize();
            addChild(builder.pos(24, 60).size(74, 30).build("Wave:"));
            addChild(builder.pos(110, 60).size(98, 30).build("契約ノルマ:"));
            
            builder.align(TextBuilder.RIGHT).fontSize(18);
            addChild(_waveLabel = builder.pos(24, 60).size(74, 30).build("1"));
            addChild(_quotaLabel = builder.pos(110, 60).size(98, 30).build(Const.FIELD_QB_QUOTA.toString()));
            
            _gaugeGradientBox = new Matrix();
            _gaugeGradientBox.createGradientBox(150, 8);
            
            drawGauge(1, 1);
            drawBorders(0xFFFFFF);
        }
        
        private function drawGauge(hpRate:Number, ammoRate:Number):void {
            var g:Graphics = graphics;
            g.clear();
            
            g.beginFill(0xC00000);
            g.drawRoundRect(69, 31, 150, 8, 8, 8);
            g.endFill();
            g.beginGradientFill(GradientType.LINEAR, [0x004000, 0x00FF00], [1, 1], [0, 255], _gaugeGradientBox);
            g.drawRoundRect(69, 31, 150 * hpRate, 8, 8, 8);
            g.endFill();
            
            g.beginFill(0x000000);
            g.drawRoundRect(69, 46, 150, 8, 8, 8);
            g.endFill();
            g.beginGradientFill(GradientType.LINEAR, [0x800000, 0xFFC000], [1, 1], [0, 255], _gaugeGradientBox);
            g.drawRoundRect(69, 46, 150 * ammoRate, 8, 8, 8);
            g.endFill();
        }
        
        private function drawBorders(color:uint):void {
            var g:Graphics = _borders.graphics;
            g.clear();
            
            g.lineStyle(2, color);
            g.drawRoundRect(13, 6, 48, 48, 8, 8);
            g.drawRoundRect(69, 31, 150, 8, 8, 8);
            g.drawRoundRect(69, 46, 150, 8, 8, 8);
        }
        
        public function update(player:Player, host:Host):void {
            var borderColor:uint = (player.hpRate <= 0) ? 0xFF0000 : (player.hpRate < 0.3) ? 0xFFFF00 : 0xFFFFFF;
            
            _hpLabel.text = player.hp.toString();
            _ammoLabel.text = player.ammo.toString();
            _maxAmmoLabel.text = player.maxAmmo.toString();
            _waveLabel.text = host.wave.toString();
            _quotaLabel.text = Math.max(0, (Const.FIELD_QB_QUOTA - host.numContracts)).toString();
            
            drawGauge(player.hpGaugeRate, player.ammoGaugeRate);
            drawBorders(borderColor);
            
            _nameLabel.textColor = borderColor;
            _hpSlashLabel.textColor = borderColor;
            _ammoSlashLabel.textColor = borderColor;
            _hpLabel.textColor = borderColor;
            _ammoLabel.textColor = borderColor;
            _maxHpLabel.textColor = borderColor;
            _maxAmmoLabel.textColor = borderColor;
        }
    }
//}
//package ore.orelib.commons {
    import com.bit101.components.ProgressBar;
    import flash.display.DisplayObjectContainer;
    import flash.display.Loader;
    import flash.events.Event;
    import flash.events.EventDispatcher;
    import flash.net.URLRequest;
    import flash.system.LoaderContext;
    import flash.utils.Dictionary;
    import net.user1.reactor.Reactor;
    import net.user1.reactor.ReactorEvent;
    import net.wonderfl.utils.FontLoader;
    
    [Event(name = "complete", type = "flash.events.Event")]
    //public 
    class Preloader extends EventDispatcher {
        private var _progressBar:ProgressBar;
        private var _reactor:Reactor;
        private var _loaders:Dictionary;
        private var _fonts:Vector.<String>;
        
        public function Preloader(parent:DisplayObjectContainer) {
            _progressBar = new ProgressBar(parent, 182, 227);
            _progressBar.maximum = 0;
            
            _reactor = null;
            _loaders = new Dictionary();
            _fonts = new Vector.<String>();
        }
        
        public function addReactorConnectionRequest(reactor:Reactor):void {
            _reactor = reactor;
        }
        
        public function addLoaderRequest(...urls):void {
            for each(var url:String in urls) {
                _loaders[url] = new Loader();
            }
        }
        
        public function addFontLoaderRequest(...fontNames):void {
            for each(var fontName:String in fontNames) {
                _fonts.push(fontName);
            }
        }
        
        public function load():void {
            if (_reactor) {
				if (!ServerWindow.isRestricted(SaveData.instance.serveraddr)) {
					//_reactor.addEventListener(ReactorEvent.READY, onLoaded);
					_reactor.connect(SaveData.instance.serveraddr, SaveData.instance.serverport);
					//_progressBar.maximum++;
				}
            }
            
            for (var url:String in _loaders) {
                var loader:Loader = _loaders[url];
                loader.contentLoaderInfo.addEventListener(Event.INIT, onLoaded);
                loader.load(new URLRequest(url), new LoaderContext(true));
                _progressBar.maximum++;
            }
            
            for each(var fontName:String in _fonts) {
                var fontLoader:FontLoader = new FontLoader();
                fontLoader.addEventListener(Event.COMPLETE, onLoaded);
                fontLoader.load(fontName);
                _progressBar.maximum++;
            }
            
            if (_progressBar.maximum == 0) { onLoaded(); }
            
            function onLoaded(event:Event = null):void {
                if (event) { event.currentTarget.removeEventListener(event.type, arguments.callee); }
                if (++_progressBar.value >= _progressBar.maximum) {
                    _progressBar.parent.removeChild(_progressBar);
                    dispatchEvent(new Event(Event.COMPLETE));
                }
            }
        }
        
        public function get loaders():Dictionary { return _loaders; }
    }
//}
//package ore.orelib.commons {
    import flash.utils.Dictionary;
    
    //public 
    class Assets {
        public static var images:Dictionary = new Dictionary();
    }
//}
//package ore.orelib.commons {
    import flash.display.Bitmap;
    import flash.display.BitmapData;
    import flash.display.Loader;
    import flash.geom.Matrix;
    import flash.geom.Rectangle;
    
    /** 読み込んだ画像をクリッピングして、新しい BitmapData クラスを作成します。 */
    //public 
    class TileSheet {
        private var _source:BitmapData;
        
        public function TileSheet(loader:Loader) {
            _source = Bitmap(loader.content).bitmapData;
        }
        
        public function clip(rect:Rectangle):BitmapData {
            var result:BitmapData = new BitmapData(rect.width, rect.height, true, 0x00FFFFFF);
            var matrix:Matrix = new Matrix();
            matrix.translate( -rect.x, -rect.y);
            result.draw(_source, matrix);
            return result;
        }
        
        public function blit(first:Rectangle, cols:int, rows:int):Vector.<BitmapData> {
            var result:Vector.<BitmapData> = new Vector.<BitmapData>();
            for (var row:int = 0; row < rows; row++) {
                for (var col:int = 0; col < cols; col++) {
                    var left:Number = col * first.width + first.x;
                    var top:Number = row * first.height + first.y;
                    result.push(clip(new Rectangle(left, top, first.width, first.height)));
                }
            }
            result.fixed = true;
            return result;
        }
    }
//}
//package ore.orelib.commons {
    import flash.display.Stage;
    
    /** 入力状態を取得するクラスです。 */
    //public 
    class Input {
        private static var _key:KeyWatcher;
        private static var _mouse:MouseWatcher;
        
        public static function setup(stage:Stage):void {
            _key = new KeyWatcher(stage);
            _mouse = new MouseWatcher(stage);
            
            stage.addEventListener(Event.ACTIVATE, function(event:Event):void {
                Input.clear();
            });
        }
        
        public static function record():void {
            _key.record();
            _mouse.record();
        }
        
        public static function clear():void {
            _key.clear();
            _mouse.clear();
        }
        
        public static function get key():KeyWatcher { return _key; }
        public static function get mouse():MouseWatcher { return _mouse; }
        
        public static const NUM_0:uint = 48; public static const NUM_1:uint = 49;
        public static const NUM_2:uint = 50; public static const NUM_3:uint = 51;
        public static const NUM_4:uint = 52; public static const NUM_5:uint = 53;
        public static const NUM_6:uint = 54; public static const NUM_7:uint = 55;
        public static const NUM_8:uint = 56; public static const NUM_9:uint = 57; 
        public static const A:uint = 65; public static const B:uint = 66; public static const C:uint = 67;
        public static const D:uint = 68; public static const E:uint = 69; public static const F:uint = 70;
        public static const G:uint = 71; public static const H:uint = 72; public static const I:uint = 73;
        public static const J:uint = 74; public static const K:uint = 75; public static const L:uint = 76;
        public static const M:uint = 77; public static const N:uint = 78; public static const O:uint = 79;
        public static const P:uint = 80; public static const Q:uint = 81; public static const R:uint = 82;
        public static const S:uint = 83; public static const T:uint = 84; public static const U:uint = 85;
        public static const V:uint = 86; public static const W:uint = 87; public static const X:uint = 88;
        public static const Y:uint = 89; public static const Z:uint = 90;
    }
//}
//package ore.orelib.commons {
    import flash.display.Stage;
    import flash.events.KeyboardEvent;
    
    /** キーボード入力状態を監視します。 */
    //public 
    class KeyWatcher {
        private var _currentStates:Vector.<Boolean>;
        private var _previousStates:Vector.<Boolean>;
        
        public function KeyWatcher(stage:Stage) {
            _currentStates = new Vector.<Boolean>(256, true);
            _previousStates = new Vector.<Boolean>(256, true);
            
            stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);
            stage.addEventListener(KeyboardEvent.KEY_UP, keyUpHandler);
        }
        
        private function keyDownHandler(event:KeyboardEvent):void { _currentStates[event.keyCode] = true; }
        private function keyUpHandler(event:KeyboardEvent):void { _currentStates[event.keyCode] = false; }        
        
        public function record():void {
            for (var i:int = 0; i < 256; i++) {
                _previousStates[i] = _currentStates[i];
            }
        }
        
        public function clear():void {
            for (var i:int = 0; i < 256; i++) {
                _currentStates[i] = false;
            }
        }
        
        public function isDown(keycode:uint):Boolean { return _currentStates[keycode]; }
        public function isPressed(keycode:uint):Boolean { return !_previousStates[keycode] && _currentStates[keycode]; }
    }
//}
//package ore.orelib.commons {
    import flash.display.Stage;
    import flash.events.MouseEvent;
    
    /** マウス左ボタン入力状態を監視します。 */
    //public 
    class MouseWatcher {
        private var _currentState:Boolean;
        private var _previousState:Boolean;
        
        public function MouseWatcher(stage:Stage) {
            _currentState = false;
            _previousState = false;
            
            stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);
            stage.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler);
        }
        
        private function mouseDownHandler(event:MouseEvent):void { _currentState = true; }
        private function mouseUpHandler(event:MouseEvent):void { _currentState = false; }
        
        public function record():void {
            _previousState = _currentState;
        }
        
        public function clear():void {
            _currentState = false;
        }
        
        public function isDown():Boolean { return _currentState; }
        public function isPressed():Boolean { return !_previousState && _currentState; }
    }
//}
//package ore.orelib.commons {
    import flash.errors.IllegalOperationError;
    import flash.events.EventDispatcher;
    
    /** グローバルなイベント処理を行うためのクラスです。 */
    //public 
    class EventManager extends EventDispatcher {
        private static var _instance:EventManager;
        private static var _allowsInstantiation:Boolean;
        
        public static function get instance():EventManager {
            if (!_instance) {
                _allowsInstantiation = true;
                _instance = new EventManager();
                _allowsInstantiation = false;
            }
            
            return _instance;
        }
        
        public function EventManager() {
            if (!_allowsInstantiation) { throw new IllegalOperationError("EventManager class is a Singleton!"); }
        }
    }
//}
//package ore.orelib.commons {
    import flash.geom.Point;
    import flash.text.AntiAliasType;
    import flash.text.GridFitType;
    import flash.text.TextField;
    import flash.text.TextFieldAutoSize;
    import flash.text.TextFormat;
    import flash.text.TextFormatAlign;
    
    /** 複雑な設定の flash.text.TextField クラスの生成を単純化します。 */
    //public 
    class TextBuilder {
        private var _align:String;
        private var _autoSize:Boolean;
        private var _bold:Boolean;
        private var _filters:Array;
        private var _fontName:String;
        private var _sharpness:Number;
        private var _thickness:Number;
        private var _fontColor:uint;
        private var _fontSize:int;
        private var _position:Point;
        private var _size:Point;
        
        public static const LEFT:String = "left";
        public static const RIGHT:String = "right";
        public static const CENTER:String = "center";
        
        public function TextBuilder() {
            _align = TextBuilder.LEFT;
            _autoSize = _bold = false;
            _filters = [];
            _fontName = null;
            _sharpness = _thickness = 0;
            _fontColor = 0x000000;
            _fontSize = 12;
            _position = new Point(0, 0);
            _size = new Point(100, 100);
        }
        
        public function align(value:String):TextBuilder { _align = value; return this; }        
        public function autoSize(enabled:Boolean = true):TextBuilder { _autoSize = enabled; return this; }
        public function bold(enabled:Boolean = true):TextBuilder { _bold = enabled; return this; }
        public function filters(value:Array):TextBuilder { _filters = value; return this; }
        public function font(name:String, sharpness:Number = 0, thickness:Number = 0):TextBuilder {
            _fontName = name;
            _sharpness = sharpness; _thickness = thickness;
            return this;
        }
        public function fontColor(value:uint):TextBuilder { _fontColor = value; return this; }
        public function fontSize(value:int):TextBuilder { _fontSize = value; return this; }
        public function pos(x:Number, y:Number, relative:Boolean = false):TextBuilder {
            _position.x = ((relative) ? _position.x : 0) + x;
            _position.y = ((relative) ? _position.y : 0) + y;
            return this;
        }
        public function size(width:Number, height:Number):TextBuilder {
            _size.x = width;
            _size.y = height;
            return this;
        }
        
        public function build(text:String):TextField {
            var tf:TextField = new TextField();
            var format:TextFormat = new TextFormat(_fontName, _fontSize, _fontColor, _bold);
            if (_fontName) {
                tf.embedFonts = true;
                tf.antiAliasType = AntiAliasType.ADVANCED;
                tf.gridFitType = (_align == TextBuilder.LEFT) ? GridFitType.PIXEL : GridFitType.SUBPIXEL;
                tf.sharpness = _sharpness;
                tf.thickness = _thickness;
            }
            
            tf.x = _position.x;
            tf.width = _size.x;
            tf.height = _size.y;
            if (_autoSize) {
                switch(_align) {
                    case TextBuilder.LEFT: { tf.autoSize = TextFieldAutoSize.LEFT; break; }
                    case TextBuilder.RIGHT: { tf.autoSize = TextFieldAutoSize.RIGHT; break; }
                    case TextBuilder.CENTER: { tf.autoSize = TextFieldAutoSize.CENTER; break; }
                }
            }else {
                switch(_align) {
                    case TextBuilder.LEFT: { format.align = TextFormatAlign.LEFT; break; }
                    case TextBuilder.RIGHT: { format.align = TextFormatAlign.RIGHT; break; }
                    case TextBuilder.CENTER: { format.align = TextFormatAlign.CENTER; break; }
                }
            }
            
            tf.defaultTextFormat = format;
            tf.text = text;
            tf.y = _position.y + ((_autoSize) ? Math.max(0, int((_size.y - (tf.textHeight + 4)) / 2)) : 0);
            tf.filters = _filters.concat();
            tf.mouseEnabled = tf.selectable = false;
            
            return tf;
        }
        
        public function clone():TextBuilder {
            return new TextBuilder().align(_align).autoSize(_autoSize).bold(_bold).filters(_filters)
            .font(_fontName, _sharpness, _thickness).fontColor(_fontColor).fontSize(_fontSize)
            .pos(_position.x, _position.y).size(_size.x, _size.y);
        }
    }
//}
//package ore.orelib.commons {
    import flash.geom.ColorTransform;
    import flash.geom.Matrix;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    
    /** flash.geom パッケージ内クラスのインスタンスを再利用するためのクラスです。 */
    //public 
    class GeomPool {
        private static var _colorTransforms:Vector.<ColorTransform>;
        private static var _matrices:Vector.<Matrix>;
        private static var _points:Vector.<Point>;
        private static var _rectangles:Vector.<Rectangle>;
        
        private static var _colorTransformsIndex:int;
        private static var _matricesIndex:int;
        private static var _pointsIndex:int;
        private static var _rectanglesIndex:int;
        
        public static function setup(capacity:int):void {
            capacity = Math.max(1, capacity);
            
            _colorTransforms = new Vector.<ColorTransform>(capacity, true);
            _matrices = new Vector.<Matrix>(capacity, true);
            _points = new Vector.<Point>(capacity, true);
            _rectangles = new Vector.<Rectangle>(capacity, true);
            
            for (var i:int = 0; i < capacity; i++) {
                _colorTransforms[i] = new ColorTransform();
                _matrices[i] = new Matrix();
                _points[i] = new Point();
                _rectangles[i] = new Rectangle();
            }
            
            _colorTransformsIndex = _matricesIndex = _pointsIndex = _rectanglesIndex = 0;
        }
        
        public static function colorTransform(
            redMultiplier:Number = 1, greenMultiplier:Number = 1, blueMultiplier:Number = 1, alphaMultiplier:Number = 1,
            redOffset:Number = 0, greenOffset:Number = 0, blueOffset:Number = 0, alphaOffset:Number = 0
        ):ColorTransform {
            var result:ColorTransform = _colorTransforms[_colorTransformsIndex++];
            if (_colorTransformsIndex >= _colorTransforms.length) { _colorTransformsIndex = 0; }
            
            result.redMultiplier = redMultiplier;
            result.greenMultiplier = greenMultiplier;
            result.blueMultiplier = blueMultiplier;
            result.alphaMultiplier = alphaMultiplier;
            result.redOffset = redOffset;
            result.greenOffset = greenOffset;
            result.blueOffset = blueOffset;
            result.alphaOffset = alphaOffset;
            
            return result;
        }
        
        public static function matrix(a:Number = 1, b:Number = 0, c:Number = 0, d:Number = 1, tx:Number = 0, ty:Number = 0):Matrix {
            var result:Matrix = _matrices[_matricesIndex++];
            if (_matricesIndex >= _matrices.length) { _matricesIndex = 0; }
            
            result.a = a;
            result.b = b;
            result.c = c;
            result.d = d;
            result.tx = tx;
            result.ty = ty;
            
            return result;
        }
        
        public static function point(x:Number = 0, y:Number = 0):Point {
            var result:Point = _points[_pointsIndex++];
            if (_pointsIndex >= _points.length) { _pointsIndex = 0; }
            
            result.x = x;
            result.y = y;
            
            return result;
        }
        
        public static function rectangle(x:Number = 0, y:Number = 0, width:Number = 0, height:Number = 0):Rectangle {
            var result:Rectangle = _rectangles[_rectanglesIndex++];
            if (_rectanglesIndex >= _rectangles.length) { _rectanglesIndex = 0; }
            
            result.x = x;
            result.y = y;
            result.width = width;
            result.height = height;
            
            return result;
        }
    }
//}
//package ore.orelib.commons {
    /** Unionのメッセージ・属性値用の圧縮変換アルゴリズム */
    //public 
    class UPCConv {
        // "*|.,-<>"を除くASCII印字可能文字
        private static const CHARS_LENGTH:int = 88;
        private static const CHARS:String =
            "0123456789"
            + "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
            + "abcdefghijklmnopqrstuvwxyz"
            + " !\"#$%&\'()+/:;=?@[\\]^_`{}~";
        
        /** 整数値を符号に変換する */
        public static function toCode(value:int):String {
            if (value == 0) { return "0"; }
            
            var result:String = (value < 0) ? (value = -(value), "-") : "";
            while (value) {
                result += UPCConv.CHARS.charAt(value % UPCConv.CHARS_LENGTH);
                value /= UPCConv.CHARS_LENGTH;
            }
            return result;
        }
        
        /** 符号を整数値に変換する */
        public static function toInt(code:String):int {
            var result:uint = 0;
            while (code) {
                var lastChar:String = code.substr(-1);
                if (lastChar == "-") {
                    result = -(result);
                } else {
                    result *= UPCConv.CHARS_LENGTH;
                    result += UPCConv.CHARS.indexOf(lastChar);
                }
                code = code.slice(0, code.length - 1);
            }
            return result;
        }
    }
//}
//package ore.orelib.commons {
    import com.bit101.components.PushButton;
    import com.bit101.components.Style;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.KeyboardEvent;
    import flash.events.MouseEvent;
    import flash.filters.BevelFilter;
    import flash.filters.DropShadowFilter;
    import flash.filters.GlowFilter;
    import flash.net.SharedObject;
    import flash.text.TextField;
    import flash.text.TextFieldType;
    import flash.text.TextFormat;
    import flash.text.TextFormatAlign;
    import flash.ui.Keyboard;
    import net.user1.logger.Logger;
    import net.user1.reactor.IClient;
    import net.user1.reactor.Reactor;
    import net.user1.reactor.ReactorEvent;
    import net.user1.reactor.Room;
    import net.user1.reactor.RoomEvent;
    import net.user1.reactor.UpdateLevels;
    
    //public 
    class MiniChat extends Sprite {
        private var _so:SharedObject;
        private var _isReactorShared:Boolean;
        private var _reactor:Reactor;
        private var _roomID:String;
        private var _room:Room;
        private var _messageLogSize:int;
        private var _messages:Vector.<String>;
        // ステータスバー
        private var _title:String;
        private var _statusBar:TextField;
        private var _minimizeButton:PushButton;
        // ウインドウ
        private var _window:Sprite;
        private var _messageDisplay:TextField;
        private var _nameInput:TextField;
        private var _messageInput:TextField;
        
        /**
         * ミニチャットウインドウを作成します。表示リストに追加されているかどうかで、自動的に接続・切断を行います。
         * @param    roomID チャットルームのIDです。他と被らないような名前を設定して下さい。
         * @param    args   任意で指定する引数です。
         *      "logSize"            表示するメッセージの数を指定します。初期値は5です。指定数に応じて、ウインドウの高さが調整されます。
         *      "title"              上部ステータスバーの文字を指定します。初期値は"現在の閲覧者数"です。
         *      "textColor"          上部ステータスバーの文字の色を指定します。
         *      "backgroundColor"    上部ステータスバーの背景の色を指定します。
         *      "defaultUserName"    デフォルトの参加者の名前を指定します。指定しない場合、"名無し"または前回参加時の名前になります。
         *      "initiallyMinimized" 最初に最小化された状態にするかどうかを指定します。初期値はfalseです。
         *      "draggable"          ドラッグ可能にするかどうかを指定します。初期値はtrueです。
         *      "minimizable"        最小化可能にするかどうかを指定します。初期値はtrueです。falseの場合、最小化ボタンは表示されません。
         *      "renamable"          名前変更可能にするかどうかを指定します。初期値はtrueです。falseの場合、名前入力欄は表示されません。
         *      "reactor"            メッセージ通信に、指定したReactorを使用するようにします。指定した場合、自動的な接続・切断は無効になります。
         */
        public function MiniChat(roomID:String, args:Object = null) {
            _so = SharedObject.getLocal("MiniChat");
            if (!_so.data.name) { _so.data.name = "名無し"; }
            _so.data.roomNo = "";

            if ("defaultUserName" in args) { _so.data.name = args["defaultUserName"]; }
            
            if (!args) { args = { }; }
            var logSize:int = ("logSize" in args) ? args["logSize"] : 5;
            var textColor:uint = ("textColor" in args) ? args["textColor"] : 0xFFFFFF;
            var backgroundColor:uint = ("backgroundColor" in args) ? args["backgroundColor"] : 0x404040;
            var initiallyMinimized:Boolean = ("initiallyMinimized" in args) ? args["initiallyMinimized"] : false;
            var draggable:Boolean = ("draggable" in args) ? args["draggable"] : true;
            var minimizable:Boolean = ("minimizable" in args) ? args["minimizable"] : true;
            var renamable:Boolean = ("renamable" in args) ? args["renamable"] : true;
            
            _isReactorShared = ("reactor" in args) ? true : false;
            _reactor = (_isReactorShared) ? args["reactor"] : new Reactor();
            _roomID = roomID;
            _messageLogSize = Math.max(1, logSize);
            _messages = new Vector.<String>();
            _title = ("title" in args) ? args["title"] : "現在の閲覧者数";
            
            // MinimalcompsのStyleを一時保存してから変更する
            var tempEmbedFonts:Boolean = Style.embedFonts;
            var tempFontName:String = Style.fontName;
            var tempFontSize:Number = Style.fontSize;
            Style.embedFonts = false;
            Style.fontName = "_sans";
            Style.fontSize = 10;
            // UIの作成
            addChild(_statusBar = createStatusBar(draggable, textColor, backgroundColor));
            if (minimizable) { addChild(_minimizeButton = createMinimizeButton()); }
            _messageDisplay = createMessageDisplay(logSize);
            _window = createWindow(_messageDisplay.height);
            addChild(_window);
            _window.addChild(_messageDisplay);
            if (renamable) {
                _window.addChild(_nameInput = createInputText(1, _window.height - 19, 60, 8, _so.data.name));
                _window.addChild(_messageInput = createInputText(61, _window.height - 19, 170, 50, ""));
            }else {
                _window.addChild(createSayLabel(_window.height - 19));
                _window.addChild(_messageInput = createInputText(31, _window.height - 19, 200, 50, ""));
            }
            _messageInput.addEventListener(KeyboardEvent.KEY_DOWN, sendMessage);
            // MinimalcompsのStyleを元に戻す
            Style.embedFonts = tempEmbedFonts;
            Style.fontName = tempFontName;
            Style.fontSize = tempFontSize;
            
            if (initiallyMinimized) { minimize(); }
            addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
            addEventListener(Event.REMOVED_FROM_STAGE, removedFromStageHandler);
        }
        
        private function createStatusBar(draggable:Boolean, textColor:uint, backgroundColor:uint):TextField {
            var result:TextField = new TextField();
            result.width = 232; result.height = 20;
            var format:TextFormat = new TextFormat("_sans", 10, textColor);
            format.align = TextFormatAlign.CENTER;
            result.defaultTextFormat = format;
            result.background = true; result.backgroundColor = backgroundColor;
            result.filters = [new BevelFilter(1, 45, 0xFFFFFF, 0.8, 0x000000, 0.8, 1, 1)];
            result.mouseEnabled = result.selectable = false;
            if (draggable) {
                result.mouseEnabled = true;
                result.addEventListener(MouseEvent.MOUSE_DOWN, startDragHandler);
                result.addEventListener(MouseEvent.MOUSE_UP, stopDragHandler);
            }
            result.text = "サーバーに接続中...";
            return result;
        }
        private function startDragHandler(event:MouseEvent):void { startDrag(); }
        private function stopDragHandler(event:MouseEvent):void { stopDrag(); }
        
        private function createMinimizeButton():PushButton {
            var result:PushButton = new PushButton(null, 215, 3, "-", minimize);
            result.width = result.height = 14; result.draw();
            return result;
        }
        
        private function createWindow(messageDisplayHeight:int):Sprite {
            var result:Sprite = new Sprite();
            result.y = 20;
            result.graphics.beginFill(0x808080, 0.5);
            result.graphics.drawRect(0, 0, 232, messageDisplayHeight + 20);
            result.graphics.endFill();
            return result;
        }
        
        private function createMessageDisplay(logSize:int):TextField {
            var result:TextField = new TextField();
            result.width = 232;
            result.defaultTextFormat = new TextFormat("_sans", 10, 0xFFFFFF);
            result.filters = [new DropShadowFilter(1, 45, 0x404040, 1, 1, 1)];
            
            for (var i:int = 0; i < logSize; i++) { result.appendText(i + "\n"); }
            result.height = result.textHeight + 4; result.text = "";
            return result;
        }
        
        private function createInputText(x:int, y:int, width:int, maxChars:int, text:String):TextField {
            var result:TextField = new TextField();
            result.x = x; result.y = y;
            result.width = width; result.height = 18;
            result.defaultTextFormat = new TextFormat("_sans", 10, 0x000000);
            result.background = true; result.backgroundColor = 0xFFFFFF;
            result.filters = [new BevelFilter(1, 225, 0xC0C0C0, 1, 0x404040, 1, 1, 1)];
            result.maxChars = maxChars;
            result.selectable = true;
            result.type = TextFieldType.INPUT;
            result.text = text;
            return result;
        }
        
        private function createSayLabel(y:int):TextField {
            var result:TextField = new TextField();
            result.x = 1; result.y = y;
            result.width = 30; result.height = 18;
            result.defaultTextFormat = new TextFormat("_sans", 10, 0xFFFFFF, null, null, null, null, null, TextFormatAlign.CENTER);
            result.filters = [new GlowFilter(0x000000, 1, 2, 2)];
            result.mouseEnabled = result.selectable = false;
            result.text = "発言:";
            return result;
        }
        
        private function addedToStageHandler(event:Event):void {
            _reactor.addEventListener(ReactorEvent.READY, joinRoom);
            _reactor.addEventListener(ReactorEvent.CLOSE, leaveRoom);
            
            if (_isReactorShared) {
                if (_reactor.isReady()) { joinRoom(); }
            } else {
                _reactor.getConnectionMonitor().setAutoReconnectFrequency(5000);
                _reactor.getLog().setLevel(Logger.FATAL);
                _reactor.connect(SaveData.instance.serveraddr, SaveData.instance.serverport);
            }
        }
        
        private function removedFromStageHandler(event:Event):void {
            _reactor.removeEventListener(ReactorEvent.READY, joinRoom);
            _reactor.removeEventListener(ReactorEvent.CLOSE, leaveRoom);
            
            if (!_isReactorShared) { _reactor.disconnect(); }
        }
        
        private function joinRoom(event:ReactorEvent = null):void {
            var updateLevels:UpdateLevels = new UpdateLevels();
            updateLevels.clearAll();
            updateLevels.occupantCount = updateLevels.roomMessages = true;
            
            _room = _reactor.getRoomManager().createRoom(_roomID);
            roomOccupantCountHandler();
            _room.addEventListener(RoomEvent.OCCUPANT_COUNT, roomOccupantCountHandler);
            _room.addMessageListener("CHAT_MESSAGE", receiveMessage);
            _room.join(null, updateLevels);
        }
        
        private function roomOccupantCountHandler(event:RoomEvent = null):void {
            _statusBar.text = _title + " " + _room.getNumOccupants() + "人";
        }
        
        private function leaveRoom(event:ReactorEvent):void {
            _room.removeEventListener(RoomEvent.OCCUPANT_COUNT, roomOccupantCountHandler);
            _room.removeMessageListener("CHAT_MESSAGE", receiveMessage);
            _room.leave();
            
            _statusBar.text = "サーバーに接続中...";
        }
        
        private function sendMessage(event:KeyboardEvent):void {
            if (!_reactor.isReady() || event.keyCode != Keyboard.ENTER || _messageInput.text == "") { return; }
            
			if (_messageInput.text == "/debug") {
				DebugData.instance.SwitchActivate();
				_messageInput.text = "";
				return;
			}
            if (_nameInput) { _so.data.name = _nameInput.text; }
            _room.sendMessage("CHAT_MESSAGE", true, null, _so.data.name + _so.data.roomNo, _messageInput.text);
            _messageInput.text = "";
        }
        
        private function receiveMessage(from:IClient, senderName:String, messageText:String):void {
            _messages.push(senderName + ": " + messageText);
            if (_messages.length > _messageLogSize) { _messages.shift(); }
            
            _messageDisplay.text = "";
            var messagesLength:int = _messages.length;
            for (var i:int = 0; i < messagesLength; i++) {
                _messageDisplay.appendText(_messages[i] + "\n");
            }
        }
        
        private function minimize(event:MouseEvent = null):void {
            _window.visible = !_window.visible;
            if (_minimizeButton) { _minimizeButton.label = (_window.visible) ? "-" : "+"; }
            if (stage) { stage.focus = null; }
        }
    }
//}
//package ore.orelib.data {
    import flash.display.StageQuality;
    import flash.errors.IllegalOperationError;
    import flash.net.registerClassAlias;
    import flash.net.SharedObject;
/*    import ore.orelib.logic.WeaponSmith;
*/    
    //public 
    class SaveData {
        private var _so:SharedObject;
        
        private static var _instance:SaveData;
        private static var _allowsInstantiation:Boolean;
        
        public static function get instance():SaveData {
            if (!_instance) {
                _allowsInstantiation = true;
                _instance = new SaveData();
                _allowsInstantiation = false;
            }
            return _instance;
        }
        
        public function SaveData() {
            if (!_allowsInstantiation) { throw new IllegalOperationError("SaveData class is a Singleton!"); }
            
            registerClassAlias("ore.orelib.data.PlayerData", PlayerData);
            registerClassAlias("ore.orelib.data.PlayerStatus", PlayerStatus);
            registerClassAlias("ore.orelib.data.WeaponData", WeaponData);
            _so = SharedObject.getLocal("SaveData");
            if (!(_so.data.player && isPlayerDataValid())) {
                _so.data.player = new PlayerData();
                _so.data.inventory = WeaponSmith.createInitialEquipment(_so.data.player.characterID);
            }
            
            if (_so.data.quality == null) { _so.data.quality = StageQuality.HIGH; }
            if (_so.data.highlight == null) { _so.data.highlight = true; }
            if (_so.data.popup == null) { _so.data.popup = true; }
            if (_so.data.fireline == null) { _so.data.fireline = true; }
            if (_so.data.explosion == null) { _so.data.explosion = true; }
            if (_so.data.grotesque == null) { _so.data.grotesque = false; }
            if (_so.data.serveraddr == null) { _so.data.serveraddr = "tryunion.com"; }
            if (_so.data.serverport == null) { _so.data.serverport = 9100; }
        }
        
        private function isPlayerDataValid():Boolean {
            var playerData:PlayerData = _so.data.player;
            var playerStatus:PlayerStatus = playerData.status;
            
            return (playerData.characterID != Const.CHARACTER_QB
                && (playerStatus.str + playerStatus.vit + playerStatus.dex + playerStatus.luc + playerData.statusPoints) <= 500);
        }
		
		public function changePlayerName(name:String, number:String):void {
			if (!name || name == "魔法少女0番") {
				name = "魔法少女" + number + "番";
			}
			_so.data.player.name = name;
            var soMiniChat:SharedObject = SharedObject.getLocal("MiniChat");
            soMiniChat.data.name = _so.data.player.name;
		}

        public function flush():void { _so.flush(); }
        
        public function get player():PlayerData { return _so.data.player; }
        public function get inventory():Array { return _so.data.inventory; }
        
        public function get quality():String { return _so.data.quality; }
        public function set quality(value:String):void { _so.data.quality = value; }
        public function get highlight():Boolean { return _so.data.highlight; }
        public function set highlight(value:Boolean):void { _so.data.highlight = value; }
        public function get popup():Boolean { return _so.data.popup; }
        public function set popup(value:Boolean):void { _so.data.popup = value; }
        public function get fireline():Boolean { return _so.data.fireline; }
        public function set fireline(value:Boolean):void { _so.data.fireline = value; }
        public function get explosion():Boolean { return _so.data.explosion; }
        public function set explosion(value:Boolean):void { _so.data.explosion = value; }
        public function get grotesque():Boolean { return _so.data.grotesque; }
        public function set grotesque(value:Boolean):void { _so.data.grotesque = value; }
        public function get serveraddr():String { return _so.data.serveraddr; }
        public function set serveraddr(value:String):void { _so.data.serveraddr = value; }
        public function get serverport():int { return _so.data.serverport; }
        public function set serverport(value:int):void { _so.data.serverport = value; }
    }
//}
//package ore.orelib.data {
    
    //public 
    class PlayerData {
        public var name:String = "";
        public var characterID:int = 3 * int(5 * Math.random());
        public var level:int = 1;
        public var next:int = Const.EXP_TABLE[0];
        public var statusPoints:int = 2;
        public var status:PlayerStatus = new PlayerStatus(100, 100, 100, 100);
    }
//}
//package ore.orelib.data {
    
    //public 
    class PlayerStatus {
        public var str:int;
        public var vit:int;
        public var dex:int;
        public var luc:int;
        
        public function PlayerStatus(str:int = 0, vit:int = 0, dex:int = 0, luc:int = 0) {
            this.str = str;
            this.vit = vit;
            this.dex = dex;
            this.luc = luc;
        }
    }
//}
//package ore.orelib.data {
    
    //public 
    class WeaponData {
        public var id:int = Const.WEAPON_PISTOL;
        public var baseLevel:int = 0;
        public var quality:String = "normal";
        public var qualityLevel:int = 0;
        public var prefix:String = "none";
        public var prefixLevel:int = 0;
    }
//}
//package ore.orelib.data {
    
    //public 
    class Weapon {
        private var _id:int;
        private var _name:String;
        private var _specs:Vector.<String>;
        private var _specColors:Vector.<uint>;
        
        private var _minDamage:int;
        private var _randDamage:int;
        private var _range:int;
        private var _attackRate:int;
        private var _reloadRate:int;
        private var _maxAmmo:int;
        private var _bonus:PlayerStatus;
        private var _criticalRate:int;
        private var _knockback:int;
        private var _penetration:int;
        
        public function Weapon(
            id:int, name:String, specs:Vector.<String>, specColors:Vector.<uint>,
            minDamage:int, randDamage:int, range:int,
            attackRate:int, reloadRate:int, maxAmmo:int,
            bonus:PlayerStatus,
            criticalRate:int, knockback:int, penetration:int
        ) {
            _id = id;
            _name = name;
            _specs = specs;
            _specColors = specColors;
            _minDamage = minDamage;
            _randDamage = randDamage;
            _range = range;
            _attackRate = attackRate;
            _reloadRate = reloadRate;
            _maxAmmo = maxAmmo;
            _bonus = bonus;
            _criticalRate = criticalRate;
            _knockback = knockback;
            _penetration = penetration;
        }
        
        public function get id():int { return _id; }
        public function get name():String { return _name; }
        public function get specs():Vector.<String> { return _specs; }
        public function get specColors():Vector.<uint> { return _specColors; }
        public function get minDamage():int { return _minDamage; }
        public function get randDamage():int { return _randDamage; }
        public function get range():int { return _range; }
        public function get attackRate():int { return _attackRate; }
        public function get reloadRate():int { return _reloadRate; }
        public function get maxAmmo():int { return _maxAmmo; }
        public function get strBonus():int { return _bonus.str; }
        public function get vitBonus():int { return _bonus.vit; }
        public function get dexBonus():int { return _bonus.dex; }
        public function get lucBonus():int { return _bonus.luc; }
        public function get criticalRate():int { return _criticalRate; }
        public function get knockback():int { return _knockback; }
        public function get penetration():int { return _penetration; }
    }
//}
//package ore.orelib.data {
    
    //public 
    class Const {
        // プレイフィールドの設定
        public static const FIELD_SIZE:int = 300;
        public static const FIELD_OFFSET_X:int = 100;
        public static const FIELD_OFFSET_Y:int = 165;
        public static const FIELD_LFET_BOUND:int = -120;
        public static const FIELD_RIGHT_BOUND:int = 370;
        public static const FIELD_WAVE_TIME:int = 30000; //(ms)
        public static const FIELD_WAVE_SPAWN_TIME:int = 25000; //(ms)
        public static const FIELD_QB_QUOTA:int = 20;
        // プレイヤーの基礎値
        public static const PLAYER_SPEED:Number = 60; //(px/s)
        public static const PLAYER_SWAP_TIME:int = 500; //(ms)
        public static const PLAYER_INVINCIBLE_TIME_ON_DAMAGED:int = 250; //(ms)
        public static const PLAYER_INVINCIBLE_TIME_ON_RECOVER:int = 3000; //(ms)
        public static const PLAYER_RECOVER_TIME:int = 20000; //(ms)
        //public static const PLAYER_SEND_INTERVAL:int = 1000; //(ms)
        //public static const PLAYER_SEND_MOVE_LEAST:int = 16;
        public static const PLAYER_SEND_INTERVAL:int = 500; //(ms)
        public static const PLAYER_SEND_MOVE_LEAST:int = 8;
        // キャラクターのID
        public static const CHARACTER_MADOKA:int = 0;
        public static const CHARACTER_HOMURA:int = 3;
        public static const CHARACTER_SAYAKA:int = 6;
        public static const CHARACTER_MAMI:int = 9;
        public static const CHARACTER_KYOKO:int = 12;
        public static const CHARACTER_QB:int = 15;
        public static const CHARACTER_MADOGAMI:int = 18;
        public static const CHARACTER_MEGAHOMU:int = 21;
        public static const CHARACTER_OKTAVIA:int = 24;
        public static const CHARACTER_CHARLOTTE:int = 27;
        public static const CHARACTER_HITOMI:int = 30;
        public static const CHARACTER_IDS:Array = [
            Const.CHARACTER_MADOKA,
            Const.CHARACTER_HOMURA,
            Const.CHARACTER_SAYAKA,
            Const.CHARACTER_MAMI,
            Const.CHARACTER_KYOKO,
            Const.CHARACTER_MADOGAMI,
            Const.CHARACTER_MEGAHOMU,
            Const.CHARACTER_OKTAVIA,
            Const.CHARACTER_CHARLOTTE,
            Const.CHARACTER_HITOMI
        ];
        // キャラクターの名前
        public static const CHARACTER_NAME_MADOKA:String = "まどっち";
        public static const CHARACTER_NAME_HOMURA:String = "ほむほむ";
        public static const CHARACTER_NAME_SAYAKA:String = "さやかちゃん";
        public static const CHARACTER_NAME_MAMI:String = "マミさん";
        public static const CHARACTER_NAME_KYOKO:String = "あんこ";
        public static const CHARACTER_NAME_MADOGAMI:String = "まど神様";
        public static const CHARACTER_NAME_MEGAHOMU:String = "メガほむ";
        public static const CHARACTER_NAME_OKTAVIA:String = "Oktaviaちゃん";
        public static const CHARACTER_NAME_CHARLOTTE:String = "シャルロッテ";
        public static const CHARACTER_NAME_HITOMI:String = "腹パン";
        // 武器のID
        public static const WEAPON_PISTOL:int = 0;
        public static const WEAPON_MASKET:int = 1;
        public static const WEAPON_MINIMI:int = 2;
        public static const WEAPON_ROSEBOW:int = 3;
        public static const WEAPON_BLACKBOW:int = 4;
        public static const WEAPON_EXTINGUISHER:int = 5;
        public static const WEAPON_PIPEBOMB:int = 6;
        public static const WEAPON_RPG7:int = 7;
        public static const WEAPON_GOLFCLUB:int = 8;
        public static const WEAPON_METALBAT:int = 9;
        public static const WEAPON_SABER:int = 10;
        public static const WEAPON_SPEAR:int = 11;
        // 武器攻撃タイプのID
        public static const ATTACKTYPE_SHOOTING:int = 0;
        public static const ATTACKTYPE_EXPLOSIVE:int = 1;
        public static const ATTACKTYPE_MELEE:int = 2;
        
        public static const DEGREES_TO_RADIANS:Number = Math.PI / 180;
        
        public static const IMAGE_URL:String = "http://assets.wonderfl.net/images/related_images/2/25/254f/254f80e0e624453eb301e9ac682271758303c507";
        public static const FONT:String = "Azuki";
        public static const INFO_MESSAGE:String = "本家大復活稼働中です。";
        
        public static const EXP_TABLE:Array = [
              50,   70,  100,  120,  140,  170,  210,  250,  300,
             350,  410,  470,  530,  600,  670,  740,  820,  900,
            1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800,
            2000, 2200, 2400, 2600, 2800, 3000, 3200, 3400, 3600,
            3900, 4200, 4500, 4800, 5100, 5400, 5700, 6000, 6300,
            7000, 7400, 7800, 8200, 8600, 9000, 9400, 9800, 9999,
            9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999,
            9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999,
            9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999,
            9999, 9999, 9999, 9999, 9999, 9999, 9999, 9999
        ];
        
        public static const ENEMY_TABLE:XML =
        <root>
            <wave num= "1" amount= "15" hp="100" str= "5" vx="40" />
            <wave num= "2" amount= "18" hp="100" str= "5" vx="40" />
            <wave num= "3" amount= "20" hp="100" str= "5" vx="40" />
            <wave num= "4" amount= "22" hp="100" str= "6" vx="40" />
            <wave num= "5" amount= "25" hp="100" str= "6" vx="40" />
            <wave num= "6" amount= "30" hp="102" str= "6" vx="40" />
            <wave num= "7" amount= "35" hp="104" str= "7" vx="40" />
            <wave num= "8" amount= "40" hp="106" str= "7" vx="40" />
            <wave num= "9" amount= "45" hp="108" str= "7" vx="40" />
            <wave num="10" amount= "50" hp="110" str= "8" vx="40" />
            <wave num="11" amount= "55" hp="112" str= "8" vx="41" />
            <wave num="12" amount= "60" hp="114" str= "8" vx="41" />
            <wave num="13" amount= "65" hp="116" str= "8" vx="41" />
            <wave num="14" amount= "70" hp="118" str= "8" vx="41" />
            <wave num="15" amount= "75" hp="120" str= "8" vx="42" />
            <wave num="16" amount= "80" hp="122" str= "9" vx="42" />
            <wave num="17" amount= "85" hp="124" str= "9" vx="42" />
            <wave num="18" amount= "90" hp="126" str= "9" vx="42" />
            <wave num="19" amount= "95" hp="128" str= "9" vx="43" />
            <wave num="20" amount="100" hp="130" str="10" vx="43" />
            <wave num="21" amount="110" hp="132" str="10" vx="43" />
            <wave num="22" amount="120" hp="134" str="10" vx="44" />
            <wave num="23" amount="130" hp="136" str="10" vx="44" />
            <wave num="24" amount="140" hp="138" str="10" vx="44" />
            <wave num="25" amount="150" hp="140" str="11" vx="45" />
            <wave num="26" amount="160" hp="142" str="11" vx="45" />
            <wave num="27" amount="170" hp="144" str="11" vx="45" />
            <wave num="28" amount="180" hp="146" str="11" vx="46" />
            <wave num="29" amount="190" hp="148" str="11" vx="46" />
            <wave num="30" amount="200" hp="150" str="12" vx="46" />
            <wave num="31" amount="210" hp="155" str="12" vx="47" />
            <wave num="32" amount="220" hp="160" str="12" vx="47" />
            <wave num="33" amount="230" hp="165" str="12" vx="47" />
            <wave num="34" amount="240" hp="170" str="13" vx="48" />
            <wave num="35" amount="250" hp="175" str="13" vx="48" />
            <wave num="36" amount="260" hp="180" str="13" vx="48" />
            <wave num="37" amount="270" hp="185" str="14" vx="49" />
            <wave num="38" amount="280" hp="190" str="14" vx="49" />
            <wave num="39" amount="290" hp="195" str="14" vx="49" />
            <wave num="40" amount="300" hp="200" str="15" vx="50" />
            <wave num="41" amount="320" hp="210" str="15" vx="51" />
            <wave num="42" amount="340" hp="220" str="16" vx="52" />
            <wave num="43" amount="360" hp="230" str="16" vx="53" />
            <wave num="44" amount="380" hp="240" str="17" vx="54" />
            <wave num="45" amount="400" hp="250" str="17" vx="55" />
            <wave num="46" amount="420" hp="260" str="18" vx="56" />
            <wave num="47" amount="440" hp="270" str="18" vx="57" />
            <wave num="48" amount="460" hp="280" str="19" vx="58" />
            <wave num="49" amount="480" hp="290" str="19" vx="59" />
            <wave num="50" amount="500" hp="300" str="20" vx="60" />
            <wave num="51" amount="530" hp="320" str="20" vx="62" />
            <wave num="52" amount="560" hp="340" str="21" vx="64" />
            <wave num="53" amount="590" hp="360" str="21" vx="66" />
            <wave num="54" amount="620" hp="380" str="22" vx="68" />
            <wave num="55" amount="650" hp="400" str="22" vx="70" />
            <wave num="56" amount="680" hp="420" str="23" vx="72" />
            <wave num="57" amount="710" hp="440" str="23" vx="74" />
            <wave num="58" amount="740" hp="460" str="24" vx="76" />
            <wave num="59" amount="770" hp="480" str="24" vx="78" />
            <wave num="60" amount="800" hp="500" str="25" vx="80" />
            <wave num="61" amount="990" hp="990" str="50" vx="120" />
        </root>;
        
        public static const WEAPON_QUALITY_TABLE:XML =
        <root>
            <quality id="bonecrash" name="ボンクラ" lv="1" wave="1" score="0">
                <level num="0" score="0" dmg="-20" />
                <level num="1" score="30" dmg="-5" crit="3" />
                <level num="2" score="70" dmg="10" crit="5" pene="1" />
            </quality>
            <quality id="normal" name="" lv="1" wave="1" score="50">
                <level num="0" score="0" />
                <level num="1" score="50" dmg="12" crit="3" />
                <level num="2" score="100" dmg="24" crit="5" pene="1" />
            </quality>
            <quality id="irregular" name="イレギュラー" lv="10" wave="10" score="200">
                <level num="0" score="0" dmg="35" />
                <level num="1" score="80" dmg="48" crit="3" />
                <level num="2" score="150" dmg="60" crit="5" pene="1" />
            </quality>
            <quality id="magical" name="マジカル" lv="20" wave="25" score="400">
                <level num="0" score="0" dmg="75" crit="3" pene="1" />
                <level num="1" score="150" dmg="90" crit="5" pene="1" />
                <level num="2" score="300" dmg="100" crit="7" pene="2" />
            </quality>
            <quality id="ultimate" name="アルティメット" lv="30" wave="35" score="700">
                <level num="0" score="0" dmg="125" crit="6" pene="1" />
                <level num="1" score="200" dmg="160" crit="8" pene="2" />
                <level num="2" score="400" dmg="200" crit="10" pene="3" />
            </quality>
        </root>;
        
        public static const WEAPON_BASE_TABLE:XML =
        <root>
            <base id={Const.WEAPON_PISTOL.toString()} name="ピストル" bmin="15" brand="25" brange="100" battack="400" breload="1000" bammo="12">
                <level num="0" score="0" />
                <level num="1" score="100" range="20" attack="10" str="2" vit="2" dex="2" luc="2" />
                <level num="2" score="300" range="40" attacK="20" str="6" vit="6" dex="6" luc="6" />
                <level num="3" score="900" range="100" attack="40" str="15" vit="15" dex="15" luc="15" />
            </base>
            <base id={Const.WEAPON_MASKET.toString()} name="マスケット銃" bmin="55" brand="40" brange="180" battack="600" breload="2400" bammo="8">
                <level num="0" score="0" crit="15" />
                <level num="1" score="100" range="10" crit="20" />
                <level num="2" score="300" range="20" ammo="25" crit="25" />
                <level num="3" score="900" range="50" ammo="50" crit="30" />
            </base>
            <base id={Const.WEAPON_MINIMI.toString()} name="ミニミ" bmin="5" brand="25" brange="150" battack="150" breload="4000" bammo="50">
                <level num="0" score="0" dex="-2" />
                <level num="1" score="100" attack="10" ammo="10" dex="-4" />
                <level num="2" score="300" min="5" attack="20" ammo="20" dex="-6" />
                <level num="3" score="900" min="15" attack="30" ammo="50" dex="-8" />
            </base>
            <base id={Const.WEAPON_ROSEBOW.toString()} name="ローズボウ" bmin="10" brand="15" brange="120" battack="200" breload="2500" bammo="24">
                <level num="0" score="0" pene="3" />
                <level num="1" score="100" range="10" luc="3" pene="4" />
                <level num="2" score="300" range="20" luc="9" pene="5" />
                <level num="3" score="900" range="50" luc="20" pene="10" />
            </base>
            <base id={Const.WEAPON_BLACKBOW.toString()} name="ブラックボウ" bmin="10" brand="40" brange="130" battack="300" breload="2600" bammo="18">
                <level num="0" score="0" pene="1" />
                <level num="1" score="100" range="10" dex="3" crit="3" pene="1" />
                <level num="2" score="300" range="20" dex="9" crit="5" pene="2" />
                <level num="3" score="900" range="50" dex="20" crit="10" pene="5" />
            </base>
            <base id={Const.WEAPON_EXTINGUISHER.toString()} name="消火器" bmin="5" brand="15" brange="40" battack="500" breload="2500" bammo="10">
                <level num="0" score="0" kb="14" />
                <level num="1" score="100" crit="3" kb="17" />
                <level num="2" score="300" crit="5" kb="20" />
                <level num="3" score="900" crit="10" kb="30" />
            </base>
            <base id={Const.WEAPON_PIPEBOMB.toString()} name="パイプ爆弾" bmin="20" brand="30" brange="48" battack="350" breload="2700" bammo="15">
                <level num="0" score="0" kb="2" />
                <level num="1" score="100" attack="5" reload="5" kb="3" />
                <level num="2" score="300" attack="10" reload="10" kb="4" />
                <level num="3" score="900" attack="30" reload="30" kb="5" />
            </base>
            <base id={Const.WEAPON_RPG7.toString()} name="ロケットランチャー" bmin="40" brand="100" brange="56" battack="1000" breload="3500" bammo="4">
                <level num="0" score="0" dex="-3" kb="10" />
                <level num="1" score="100" range="5" dex="-6" kb="12" />
                <level num="2" score="300" range="10" ammo="25" dex="-9" kb="14" />
                <level num="3" score="900" range="30" ammo="50" dex="-12" kb="20" />
            </base>
            <base id={Const.WEAPON_GOLFCLUB.toString()} name="ゴルフクラブ" bmin="25" brand="20" brange="38" battack="150" breload="450" bammo="1">
                <level num="0" score="0" />
                <level num="1" score="100" reload="10" crit="5" />
                <level num="2" score="300" reload="20" crit="10" />
                <level num="3" score="900" reload="40" crit="20" />
            </base>
            <base id={Const.WEAPON_METALBAT.toString()} name="金属バット" bmin="0" brand="89" brange="38" battack="150" breload="600" bammo="1">
                <level num="0" score="0" crit="10" kb="4" />
                <level num="1" score="100" rand="10" crit="15" kb="6" />
                <level num="2" score="300" rand="30" crit="20" kb="8" />
                <level num="3" score="900" rand="100" crit="25" kb="10" />
            </base>
            <base id={Const.WEAPON_SABER.toString()} name="サーベル" bmin="45" brand="10" brange="38" battack="150" breload="600" bammo="1">
                <level num="0" score="0" />
                <level num="1" score="100" dmg="10" reload="5" vit="3" />
                <level num="2" score="300" dmg="30" reload="10" vit="9" />
                <level num="3" score="900" dmg="50" reload="20" vit="20" />
            </base>
            <base id={Const.WEAPON_SPEAR.toString()} name="スピア" bmin="40" brand="40" brange="48" battack="150" breload="900" bammo="1">
                <level num="0" score="0" />
                <level num="1" score="100" range="10" str="3" kb="3" />
                <level num="2" score="300" range="20" str="9" kb="6" />
                <level num="3" score="900" range="40" str="20" kb="9" />
            </base>
        </root>;
        
        public static const WEAPON_PREFIX_TABLE:XML =
        <root>
            <prefix id="none" name="" lv="1" wave="1" score="0" base="111111111111">
                <level num="0" score="0" />
            </prefix>
            <prefix id="syosinsya" name="初心者用" lv="1" wave="1" score="20" base="111111111111">
                <level num="0" score="0" dmg="4" />
                <level num="1" score="10" dmg="8" />
                <level num="2" score="20" dmg="12" />
                <level num="3" score="30" dmg="16" />
                <level num="4" score="40" dmg="20" />
            </prefix>
            <prefix id="syobokure" name="しょぼくれた" lv="1" wave="1" score="20" base="111111111111">
                <level num="0" score="0" dmg="-20" str="1" vit="1" dex="1" luc="1" />
                <level num="1" score="10" dmg="-40" str="2" vit="2" dex="2" luc="2" />
                <level num="2" score="20" dmg="-60" str="3" vit="3" dex="3" luc="3" />
                <level num="3" score="30" dmg="-80" str="4" vit="4" dex="4" luc="4" />
                <level num="4" score="40" dmg="-100" str="5" vit="5" dex="5" luc="5" />
            </prefix>
            <prefix id="kegare" name="穢れた" lv="1" wave="1" score="20" base="111111111111">
                <level num="0" score="0" min="2" rand="-4" />
                <level num="1" score="10" min="4" rand="-8" />
                <level num="2" score="20" min="6" rand="-12" />
                <level num="3" score="30" min="8" rand="-16" />
                <level num="4" score="40" min="10" rand="-20" />
            </prefix>
            <prefix id="horobinageki" name="滅びと嘆きの" lv="1" wave="1" score="20" base="111111111111">
                <level num="0" score="0" min="-2" rand="4" />
                <level num="1" score="10" min="-4" rand="8" />
                <level num="2" score="20" min="-6" rand="12" />
                <level num="3" score="30" min="-8" rand="16" />
                <level num="4" score="40" min="-10" rand="20" />
            </prefix>
            <prefix id="yurusarenai" name="許されない" lv="1" wave="1" score="20" base="111110001111">
                <level num="0" score="0" range="4" />
                <level num="1" score="10" range="8" />
                <level num="2" score="20" range="12" />
                <level num="3" score="30" range="16" />
                <level num="4" score="40" range="20" />
            </prefix>
            <prefix id="inga" name="因果の" lv="1" wave="1" score="20" base="111111111111">
                <level num="0" score="0" dmg="-8" min="-4" attack="3" reload="2" />
                <level num="1" score="10" dmg="-9" min="-4" attack="6" reload="4" />
                <level num="2" score="20" dmg="-10" min="-4" attack="9" reload="6" />
                <level num="3" score="30" dmg="-11" min="-4" attack="12" reload="8" />
                <level num="4" score="40" dmg="-12" min="-4" attack="15" reload="10" />
            </prefix>
            <prefix id="hidosugi" name="ひどすぎる" lv="1" wave="1" score="20" base="111111110000">
                <level num="0" score="0" attack="5" ammo="-10" />
                <level num="1" score="10" attack="10" ammo="-20" />
                <level num="2" score="20" attack="15" ammo="-30" />
                <level num="3" score="30" attack="20" ammo="-40" />
                <level num="4" score="40" attack="25" ammo="-50" />
            </prefix>
            <prefix id="hituyounai" name="必要のない" lv="1" wave="1" score="20" base="111111110000">
                <level num="0" score="0" attack="-3" reload="4" />
                <level num="1" score="10" attack="-6" reload="8" />
                <level num="2" score="20" attack="-9" reload="12" />
                <level num="3" score="30" attack="-12" reload="16" />
                <level num="4" score="40" attack="-15" reload="20" />
            </prefix>
            <prefix id="sagi" name="詐欺の" lv="1" wave="1" score="20" base="111111110000">
                <level num="0" score="0" range="-8" ammo="4" />
                <level num="1" score="10" range="-16" ammo="8" />
                <level num="2" score="20" range="-24" ammo="12" />
                <level num="3" score="30" range="-32" ammo="16" />
                <level num="4" score="40" range="-40" ammo="20" />
            </prefix>
            <prefix id="zettaiokasi" name="絶対おかしい" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" min="1" rand="1" />
                <level num="1" score="15" min="2" rand="2" />
                <level num="2" score="30" min="3" rand="3" />
                <level num="3" score="45" min="4" rand="4" />
                <level num="4" score="60" min="5" rand="5" />
            </prefix>
            <prefix id="gusya" name="愚者の" lv="2" wave="3" score="60" base="000000001111">
                <level num="0" score="0" reload="3" />
                <level num="1" score="15" reload="6" />
                <level num="2" score="30" reload="9" />
                <level num="3" score="45" reload="12" />
                <level num="4" score="60" reload="15" />
            </prefix>
            <prefix id="mubousugi" name="無謀すぎる" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" str="2" />
                <level num="1" score="15" str="3" />
                <level num="2" score="30" str="4" />
                <level num="3" score="45" str="5" />
                <level num="4" score="60" str="6" />
            </prefix>
            <prefix id="hakanaiasita" name="儚い明日の" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" vit="2" />
                <level num="1" score="15" vit="3" />
                <level num="2" score="30" vit="4" />
                <level num="3" score="45" vit="5" />
                <level num="4" score="60" vit="6" />
            </prefix>
            <prefix id="mienai" name="人には見えない" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" dex="2" />
                <level num="1" score="15" dex="3" />
                <level num="2" score="30" dex="4" />
                <level num="3" score="45" dex="5" />
                <level num="4" score="60" dex="6" />
            </prefix>
            <prefix id="hadesugi" name="派手すぎる" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" luc="2" />
                <level num="1" score="15" luc="3" />
                <level num="2" score="30" luc="4" />
                <level num="3" score="45" luc="5" />
                <level num="4" score="60" luc="6" />
            </prefix>
            <prefix id="wakewakaran" name="わけがわからない" lv="2" wave="3" score="60" base="111111111111">
                <level num="0" score="0" crit="1" pene="1" />
                <level num="1" score="15" crit="2" pene="1" />
                <level num="2" score="30" crit="3" pene="1" />
                <level num="3" score="45" crit="4" pene="1" />
                <level num="4" score="60" crit="5" pene="1" />
            </prefix>
            <prefix id="benri" name="便利な" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" str="1" vit="1" />
                <level num="1" score="25" str="2" vit="2" />
                <level num="2" score="50" str="3" vit="3" />
                <level num="3" score="75" str="4" vit="4" />
                <level num="4" score="100" str="5" vit="5" />
            </prefix>
            <prefix id="jiman" name="自慢の" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" str="1" dex="1" />
                <level num="1" score="25" str="2" dex="2" />
                <level num="2" score="50" str="3" dex="3" />
                <level num="3" score="75" str="4" dex="4" />
                <level num="4" score="100" str="5" dex="5" />
            </prefix>
            <prefix id="yuuki" name="勇気の" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" str="1" luc="1" />
                <level num="1" score="25" str="2" luc="2" />
                <level num="2" score="50" str="3" luc="3" />
                <level num="3" score="75" str="4" luc="4" />
                <level num="4" score="100" str="5" luc="5" />
            </prefix>
            <prefix id="yakudati" name="役に立つ" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" vit="1" dex="1" />
                <level num="1" score="25" vit="2" dex="2" />
                <level num="2" score="50" vit="3" dex="3" />
                <level num="3" score="75" vit="4" dex="4" />
                <level num="4" score="100" vit="5" dex="5" />
            </prefix>
            <prefix id="omosiromi" name="面白みのある" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" vit="1" luc="1" />
                <level num="1" score="25" vit="2" luc="2" />
                <level num="2" score="50" vit="3" luc="3" />
                <level num="3" score="75" vit="4" luc="4" />
                <level num="4" score="100" vit="5" luc="5" />
            </prefix>
            <prefix id="suteki" name="素敵な" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" dex="1" luc="1" />
                <level num="1" score="25" dex="2" luc="2" />
                <level num="2" score="50" dex="3" luc="3" />
                <level num="3" score="75" dex="4" luc="4" />
                <level num="4" score="100" dex="5" luc="5" />
            </prefix>
            <prefix id="jihi" name="慈悲の" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" dmg="-50" vit="10" />
                <level num="1" score="25" dmg="-50" vit="12" />
                <level num="2" score="50" dmg="-50" vit="14" />
                <level num="3" score="75" dmg="-50" vit="16" />
                <level num="4" score="100" dmg="-50" vit="18" />
            </prefix>
            <prefix id="nazonosiroi" name="謎の白い" lv="4" wave="6" score="100" base="111111111111">
                <level num="0" score="0" dmg="-50" luc="10" />
                <level num="1" score="25" dmg="-50" luc="12" />
                <level num="2" score="50" dmg="-50" luc="14" />
                <level num="3" score="75" dmg="-50" luc="16" />
                <level num="4" score="100" dmg="-50" luc="18" />
            </prefix>
            <prefix id="gouyoku" name="強欲の" lv="4" wave="6" score="100" base="110110111111">
                <level num="0" score="0" crit="1" kb="1" />
                <level num="1" score="25" crit="2" kb="2" />
                <level num="2" score="50" crit="3" kb="3" />
                <level num="3" score="75" crit="4" kb="4" />
                <level num="4" score="100" crit="5" kb="5" />
            </prefix>
            <prefix id="minnaninaisyo" name="みんなには内緒の" lv="4" wave="6" score="100" base="111110000000">
                <level num="0" score="0" pene="2" />
                <level num="1" score="25" pene="3" />
                <level num="2" score="50" pene="4" />
                <level num="3" score="75" pene="5" />
                <level num="4" score="100" pene="6" />
            </prefix>
            <prefix id="tokubetu" name="特別な" lv="8" wave="10" score="160" base="111111111111">
                <level num="0" score="0" dmg="25" />
                <level num="1" score="40" dmg="30" />
                <level num="2" score="80" dmg="35" />
                <level num="3" score="120" dmg="40" />
                <level num="4" score="160" dmg="45" />
            </prefix>
            <prefix id="zankoku" name="残酷な" lv="8" wave="10" score="160" base="111111111111">
                <level num="0" score="0" dmg="50" vit="-6" dex="-6" luc="-6" />
                <level num="1" score="40" dmg="60" vit="-7" dex="-7" luc="-7" />
                <level num="2" score="80" dmg="70" vit="-8" dex="-8" luc="-8" />
                <level num="3" score="120" dmg="80" vit="-9" dex="-9" luc="-9" />
                <level num="4" score="160" dmg="90" vit="-10" dex="-10" luc="-10" />
            </prefix>
            <prefix id="burai" name="無頼の" lv="8" wave="10" score="160" base="111111111111">
                <level num="0" score="0" min="2" />
                <level num="1" score="40" min="4" />
                <level num="2" score="80" min="6" />
                <level num="3" score="120" min="8" />
                <level num="4" score="160" min="10" />
            </prefix>
            <prefix id="futeki" name="不敵の" lv="8" wave="10" score="160" base="111111111111">
                <level num="0" score="0" rand="5" />
                <level num="1" score="40" rand="10" />
                <level num="2" score="80" rand="15" />
                <level num="3" score="120" rand="20" />
                <level num="4" score="160" rand="25" />
            </prefix>
            <prefix id="kagayaki" name="輝きの" lv="8" wave="10" score="160" base="111111110000">
                <level num="0" score="0" attack="4" />
                <level num="1" score="40" attack="8" />
                <level num="2" score="80" attack="12" />
                <level num="3" score="120" attack="16" />
                <level num="4" score="160" attack="20" />
            </prefix>
            <prefix id="seigi" name="正義の" lv="8" wave="10" score="160" base="111111111111">
                <level num="0" score="0" crit="5" kb="2" />
                <level num="1" score="40" crit="6" kb="2" />
                <level num="2" score="80" crit="7" kb="2" />
                <level num="3" score="120" crit="8" kb="2" />
                <level num="4" score="160" crit="9" kb="2" />
            </prefix>
            <prefix id="kindan" name="禁断の" lv="10" wave="12" score="180" base="000000001111">
                <level num="0" score="0" dmg="100" reload="-60" />
                <level num="1" score="50" dmg="110" reload="-60" />
                <level num="2" score="100" dmg="120" reload="-60" />
                <level num="3" score="150" dmg="130" reload="-60" />
                <level num="4" score="200" dmg="140" reload="-60" />
            </prefix>
            <prefix id="risou" name="理想の" lv="10" wave="12" score="180" base="111111110000">
                <level num="0" score="0" reload="3" ammo="4" />
                <level num="1" score="50" reload="6" ammo="8" />
                <level num="2" score="100" reload="9" ammo="12" />
                <level num="3" score="150" reload="12" ammo="16" />
                <level num="4" score="200" reload="15" ammo="20" />
            </prefix>
            <prefix id="kakugo" name="覚悟の" lv="10" wave="12" score="180" base="111111111111">
                <level num="0" score="0" dmg="2" str="8" vit="-2" />
                <level num="1" score="50" dmg="4" str="9" vit="-2"  />
                <level num="2" score="100" dmg="6" str="10" vit="-2" />
                <level num="3" score="150" dmg="8" str="11" vit="-2" />
                <level num="4" score="200" dmg="10" str="12" vit="-2" />
            </prefix>
            <prefix id="fukutu" name="不屈の" lv="10" wave="12" score="180" base="111111111111">
                <level num="0" score="0" dmg="2" str="-2" vit="8" />
                <level num="1" score="50" dmg="4" str="-2" vit="9" />
                <level num="2" score="100" dmg="6" str="-2" vit="10" />
                <level num="3" score="150" dmg="8" str="-2" vit="11" />
                <level num="4" score="200" dmg="10" str="-2" vit="12" />
            </prefix>
            <prefix id="kareina" name="華麗なる" lv="10" wave="12" score="180" base="111111111111">
                <level num="0" score="0" dmg="2" dex="8" luc="-2" />
                <level num="1" score="50" dmg="4" dex="9" luc="-2" />
                <level num="2" score="100" dmg="6" dex="10" luc="-2" />
                <level num="3" score="150" dmg="8" dex="11" luc="-2" />
                <level num="4" score="200" dmg="10" dex="12" luc="-2" />
            </prefix>
            <prefix id="kakkoii" name="かっこいい" lv="10" wave="12" score="180" base="111111111111">
                <level num="0" score="0" dmg="2" dex="-2" luc="8" />
                <level num="1" score="50" dmg="4" dex="-2" luc="9" />
                <level num="2" score="100" dmg="6" dex="-2" luc="10" />
                <level num="3" score="150" dmg="8" dex="-2" luc="11" />
                <level num="4" score="200" dmg="10" dex="-2" luc="12" />
            </prefix>
            <prefix id="yakusoku" name="約束の" lv="10" wave="12" score="180" base="111110000000">
                <level num="0" score="0" min="1" rand="2" pene="2" />
                <level num="1" score="50" min="2" rand="4" pene="2" />
                <level num="2" score="100" min="3" rand="6" pene="2" />
                <level num="3" score="150" min="4" rand="8" pene="2" />
                <level num="4" score="200" min="5" rand="10" pene="2" />
            </prefix>
            <prefix id="tottemouresi" name="とっても嬉しい" lv="12" wave="15" score="200" base="111111111111">
                <level num="0" score="0" str="1" vit="1" dex="1" luc="1" />
                <level num="1" score="50" str="2" vit="2" dex="2" luc="2" />
                <level num="2" score="100" str="3" vit="3" dex="3" luc="3" />
                <level num="3" score="150" str="4" vit="4" dex="4" luc="4" />
                <level num="4" score="200" str="5" vit="5" dex="5" luc="5" />
            </prefix>
            <prefix id="erabaresi" name="選ばれし" lv="12" wave="15" score="200" base="111111111111">
                <level num="0" score="0" rand="2" str="6" luc="6" />
                <level num="1" score="50" rand="4" str="7" luc="7" />
                <level num="2" score="100" rand="6" str="8" luc="8" />
                <level num="3" score="150" rand="8" str="9" luc="9" />
                <level num="4" score="200" rand="10" str="10" luc="10" />
            </prefix>
            <prefix id="syugo" name="守護の" lv="12" wave="15" score="200" base="111111111111">
                <level num="0" score="0" min="1" vit="6" dex="6" />
                <level num="1" score="50" min="2" vit="7" dex="7" />
                <level num="2" score="100" min="3" vit="8" dex="8" />
                <level num="3" score="150" min="4" vit="9" dex="9" />
                <level num="4" score="200" min="5" vit="10" dex="10" />
            </prefix>
            <prefix id="tokiwokoe" name="時を越えた" lv="12" wave="15" score="200" base="111111111111">
                <level num="0" score="0" dmg="3" reload="8" crit="5" />
                <level num="1" score="50" dmg="6" reload="9" crit="5" />
                <level num="2" score="100" dmg="9" reload="10" crit="5" />
                <level num="3" score="150" dmg="12" reload="11" crit="5" />
                <level num="4" score="200" dmg="15" reload="12" crit="5" />
            </prefix>
            <prefix id="kokoroduyo" name="心強い" lv="12" wave="15" score="200" base="111111111111">
                <level num="0" score="0" dmg="3" range="8" kb="2" />
                <level num="1" score="50" dmg="6" range="9" kb="2" />
                <level num="2" score="100" dmg="9" range="10" kb="2" />
                <level num="3" score="150" dmg="12" range="11" kb="2" />
                <level num="4" score="200" dmg="15" range="12" kb="2" />
            </prefix>
            <prefix id="kansya" name="感謝の" lv="12" wave="15" score="200" base="111111110000">
                <level num="0" score="0" attack="5" ammo="30" dex="2" />
                <level num="1" score="50" attack="5" ammo="35" dex="2" />
                <level num="2" score="100" attack="5" ammo="40" dex="2" />
                <level num="3" score="150" attack="5" ammo="45" dex="2" />
                <level num="4" score="200" attack="5" ammo="50" dex="2" />
            </prefix>
            <prefix id="inori" name="祈りの" lv="12" wave="15" score="200" base="000000001111">
                <level num="0" score="0" dmg="8" range="10" reload="6" />
                <level num="1" score="50" dmg="8" range="12" reload="8" />
                <level num="2" score="100" dmg="8" range="14" reload="10" />
                <level num="3" score="150" dmg="8" range="16" reload="12" />
                <level num="4" score="200" dmg="8" range="18" reload="14" />
            </prefix>
            <prefix id="subarasi" name="素晴らしい" lv="15" wave="18" score="250" base="111111111111">
                <level num="0" score="0" dmg="32" min="4" rand="8" />
                <level num="1" score="60" dmg="35" min="5" rand="10" />
                <level num="2" score="120" dmg="38" min="6" rand="12" />
                <level num="3" score="180" dmg="41" min="7" rand="14" />
                <level num="4" score="240" dmg="44" min="8" rand="16" />
            </prefix>
            <prefix id="miryokuteki" name="魅力的な" lv="15" wave="18" score="250" base="111111111111">
                <level num="0" score="0" rand="20" str="10" crit="4" />
                <level num="1" score="60" rand="25" str="10" crit="4" />
                <level num="2" score="120" rand="30" str="10" crit="4" />
                <level num="3" score="180" rand="35" str="10" crit="4" />
                <level num="4" score="240" rand="40" str="10" crit="4" />
            </prefix>
            <prefix id="gisei" name="犠牲の" lv="15" wave="18" score="250" base="111111111111">
                <level num="0" score="0" dmg="-22" str="-6" vit="6" dex="6" luc="6" />
                <level num="1" score="60" dmg="-24" str="-7" vit="7" dex="7" luc="7" />
                <level num="2" score="120" dmg="-26" str="-8" vit="8" dex="8" luc="8" />
                <level num="3" score="180" dmg="-28" str="-9" vit="9" dex="9" luc="9" />
                <level num="4" score="240" dmg="-30" str="-10" vit="10" dex="10" luc="10" />
            </prefix>
            <prefix id="negai" name="願いの" lv="15" wave="18" score="250" base="110000111111">
                <level num="0" score="0" attack="8" reload="10" kb="6" />
                <level num="1" score="60" attack="10" reload="10" kb="7" />
                <level num="2" score="120" attack="12" reload="10" kb="8" />
                <level num="3" score="180" attack="14" reload="10" kb="9" />
                <level num="4" score="240" attack="16" reload="10" kb="10" />
            </prefix>
            <prefix id="aino" name="愛の" lv="15" wave="18" score="250" base="111110000000">
                <level num="0" score="0" dmg="20" ammo="20" pene="1" />
                <level num="1" score="60" dmg="25" ammo="20" pene="1" />
                <level num="2" score="120" dmg="30" ammo="20" pene="1" />
                <level num="3" score="180" dmg="35" ammo="20" pene="1" />
                <level num="4" score="240" dmg="40" ammo="20" pene="1" />
            </prefix>
            <prefix id="sinjitu" name="真実の" lv="15" wave="18" score="250" base="000001110000">
                <level num="0" score="0" min="8" range="30" reload="-16" />
                <level num="1" score="60" min="9" range="35" reload="-18" />
                <level num="2" score="120" min="10" range="40" reload="-20" />
                <level num="3" score="180" min="11" range="45" reload="-22" />
                <level num="4" score="240" min="12" range="50" reload="-24" />
            </prefix>
            <prefix id="daisyou" name="代償の" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" dmg="160" min="8" rand="16" vit="-11" dex="-11" luc="-11" />
                <level num="0" score="75" dmg="170" min="9" rand="18" vit="-12" dex="-12" luc="-12" />
                <level num="0" score="150" dmg="180" min="10" rand="20" vit="-13" dex="-13" luc="-13" />
                <level num="0" score="225" dmg="190" min="11" rand="22" vit="-14" dex="-14" luc="-14" />
                <level num="4" score="300" dmg="200" min="12" rand="24" vit="-15" dex="-15" luc="-15" />
            </prefix>
            <prefix id="syuuen" name="終焉の" lv="20" wave="24" score="300" base="111110000000">
                <level num="0" score="0" rand="80" range="-90" pene="3" />
                <level num="1" score="75" rand="85" range="-90" pene="3" />
                <level num="2" score="150" rand="90" range="-90" pene="3" />
                <level num="3" score="225" rand="95" range="-90" pene="3" />
                <level num="4" score="300" rand="100" range="-90" pene="3" />
            </prefix>
            <prefix id="yamifuriharau" name="闇をふり払う" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" reload="28" str="12" crit="5" pene="1" />
                <level num="1" score="75" reload="31" str="14" crit="5" pene="1" />
                <level num="2" score="150" reload="34" str="16" crit="5" pene="1" />
                <level num="3" score="225" reload="37" str="18" crit="5" pene="1" />
                <level num="4" score="300" reload="40" str="20" crit="5" pene="1" />
            </prefix>
            <prefix id="kensin" name="献身の" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" dmg="28" vit="12" crit="5" kb="3" />
                <level num="1" score="75" dmg="31" vit="14" crit="5" kb="3" />
                <level num="2" score="150" dmg="34" vit="16" crit="5" kb="3" />
                <level num="3" score="225" dmg="37" vit="18" crit="5" kb="3" />
                <level num="4" score="300" dmg="40" vit="20" crit="5" kb="3" />
            </prefix>
            <prefix id="kakusei" name="覚醒の" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" rand="24" dex="12" crit="5" pene="1" />
                <level num="1" score="75" rand="26" dex="14" crit="5" pene="1" />
                <level num="2" score="150" rand="28" dex="16" crit="5" pene="1" />
                <level num="3" score="225" rand="30" dex="18" crit="5" pene="1" />
                <level num="4" score="300" rand="32" dex="20" crit="5" pene="1" />
            </prefix>
            <prefix id="saikonisiawase" name="最高に幸せな" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" min="12" luc="12" kb="3" pene="1" />
                <level num="1" score="75" min="13" luc="14" kb="3" pene="1" />
                <level num="2" score="150" min="14" luc="16" kb="3" pene="1" />
                <level num="3" score="225" min="15" luc="18" kb="3" pene="1" />
                <level num="4" score="300" min="16" luc="20" kb="3" pene="1" />
            </prefix>
            <prefix id="bannou" name="万能の" lv="20" wave="24" score="300" base="111111111111">
                <level num="0" score="0" dmg="22" str="6" vit="6" dex="6" luc="6" />
                <level num="1" score="75" dmg="24" str="7" vit="7" dex="7" luc="7" />
                <level num="2" score="150" dmg="26" str="8" vit="8" dex="8" luc="8" />
                <level num="3" score="225" dmg="28" str="9" vit="9" dex="9" luc="9" />
                <level num="4" score="300" dmg="30" str="10" vit="10" dex="10" luc="10" />
            </prefix>
            <prefix id="inisie" name="古の" lv="20" wave="24" score="300" base="000000001111">
                <level num="0" score="0" dmg="18" range="18" str="17" dex="-7" />
                <level num="1" score="75" dmg="20" range="21" str="19" dex="-7" />
                <level num="2" score="150" dmg="22" range="24" str="21" dex="-7" />
                <level num="3" score="225" dmg="24" range="27" str="23" dex="-7" />
                <level num="4" score="300" dmg="26" range="30" str="25" dex="-7" />
            </prefix>
            <prefix id="zetubouaragau" name="絶望に抗う" lv="20" wave="24" score="300" base="000000001111">
                <level num="0" score="0" dmg="30" range="11" vit="17" luc="-7" />
                <level num="1" score="75" dmg="35" range="12" vit="19" luc="-7" />
                <level num="2" score="150" dmg="40" range="13" vit="21" luc="-7" />
                <level num="3" score="225" dmg="45" range="14" vit="23" luc="-7" />
                <level num="4" score="300" dmg="50" range="15" vit="25" luc="-7" />
            </prefix>
            <prefix id="hikariyobisamasu" name="光を呼び覚ます" lv="20" wave="24" score="300" base="000000001111">
                <level num="0" score="0" dmg="30" range="11" str="-7" dex="17" />
                <level num="1" score="75" dmg="35" range="12" str="-7" dex="19" />
                <level num="2" score="150" dmg="40" range="13" str="-7" dex="21" />
                <level num="3" score="225" dmg="45" range="14" str="-7" dex="23" />
                <level num="4" score="300" dmg="50" range="15" str="-7" dex="25" />
            </prefix>
            <prefix id="unmei" name="運命の" lv="20" wave="24" score="300" base="000000001111">
                <level num="0" score="0" dmg="18" range="18" vit="-7" luc="17" />
                <level num="1" score="75" dmg="20" range="21" vit="-7" luc="19" />
                <level num="2" score="150" dmg="22" range="24" vit="-7" luc="21" />
                <level num="3" score="225" dmg="24" range="27" vit="-7" luc="23" />
                <level num="4" score="300" dmg="26" range="30" vit="-7" luc="25" />
            </prefix>
            <prefix id="kuukai" name="空海の" lv="25" wave="28" score="350" base="111111111111">
                <level num="0" score="0" range="36" ammo="20" />
                <level num="1" score="80" range="37" ammo="21" />
                <level num="2" score="160" range="38" ammo="22" />
                <level num="3" score="240" range="39" ammo="23" />
                <level num="4" score="320" range="40" ammo="24" />
            </prefix>
            <prefix id="majogorosi" name="魔女殺しの" lv="25" wave="28" score="350" base="111111110000">
                <level num="0" score="0" attack="80" reload="-42" crit="6" kb="2" pene="3" />
                <level num="1" score="80" attack="85" reload="-44" crit="7" kb="2" pene="3" />
                <level num="2" score="160" attack="90" reload="-46" crit="8" kb="2" pene="3" />
                <level num="3" score="240" attack="95" reload="-48" crit="9" kb="2" pene="3" />
                <level num="4" score="320" attack="100" reload="-50" crit="10" kb="2" pene="3" />
            </prefix>
            <prefix id="wasuresarare" name="忘れ去られた" lv="25" wave="28" score="350" base="111111110000">
                <level num="0" score="0" attack="11" reload="13" ammo="24" str="16" dex="-6" />
                <level num="1" score="80" attack="12" reload="16" ammo="28" str="17" dex="-6" />
                <level num="2" score="160" attack="13" reload="19" ammo="32" str="18" dex="-6" />
                <level num="3" score="240" attack="14" reload="22" ammo="36" str="19" dex="-6" />
                <level num="4" score="320" attack="15" reload="25" ammo="40" str="20" dex="-6" />
            </prefix>
            <prefix id="syokuzai" name="贖罪の" lv="25" wave="28" score="350" base="111111110000">
                <level num="0" score="0" attack="12" reload="13" ammo="18" vit="16" luc="-6" />
                <level num="1" score="80" attack="14" reload="16" ammo="21" vit="17" luc="-6" />
                <level num="2" score="160" attack="16" reload="19" ammo="24" vit="18" luc="-6" />
                <level num="3" score="240" attack="18" reload="22" ammo="27" vit="19" luc="-6" />
                <level num="4" score="320" attack="20" reload="25" ammo="30" vit="20" luc="-6" />
            </prefix>
            <prefix id="kyoufu" name="恐怖の" lv="25" wave="28" score="350" base="111111110000">
                <level num="0" score="0" attack="13" reload="11" ammo="24" str="-6" dex="16" />
                <level num="1" score="80" attack="16" reload="12" ammo="28" str="-6" dex="17" />
                <level num="2" score="160" attack="19" reload="13" ammo="32" str="-6" dex="18" />
                <level num="3" score="240" attack="22" reload="14" ammo="36" str="-6" dex="19" />
                <level num="4" score="320" attack="25" reload="15" ammo="40" str="-6" dex="20" />
            </prefix>
            <prefix id="hangyaku" name="反逆の" lv="25" wave="28" score="350" base="111111110000">
                <level num="0" score="0" attack="13" reload="12" ammo="18" vit="-6" luc="16" />
                <level num="1" score="80" attack="16" reload="14" ammo="21" vit="-6" luc="17" />
                <level num="2" score="160" attack="19" reload="16" ammo="24" vit="-6" luc="18" />
                <level num="3" score="240" attack="22" reload="18" ammo="27" vit="-6" luc="19" />
                <level num="4" score="320" attack="25" reload="20" ammo="30" vit="-6" luc="20" />
            </prefix>
            <prefix id="yumekibou" name="夢と希望の" lv="25" wave="28" score="350" base="111111111111">
                <level num="0" score="0" dmg="-100" luc="30" />
                <level num="1" score="80" dmg="-100" luc="35" />
                <level num="2" score="160" dmg="-100" luc="40" />
                <level num="3" score="240" dmg="-100" luc="45" />
                <level num="4" score="320" dmg="-100" luc="50" />
            </prefix>
            <prefix id="jouka" name="浄化の" lv="25" wave="28" score="350" base="111111111111">
                <level num="0" score="0" crit="18" />
                <level num="1" score="80" crit="21" />
                <level num="2" score="160" crit="24" />
                <level num="3" score="240" crit="27" />
                <level num="4" score="320" crit="30" />
            </prefix>
            <prefix id="kiseki" name="奇跡の" lv="30" wave="35" score="500" base="111111111111">
                <level num="0" score="0" str="30" attack="16" reload="42" ammo="50" pene="2" />
                <level num="1" score="100" str="35" attack="17" reload="44" ammo="50" pene="2" />
                <level num="2" score="200" str="40" attack="18" reload="46" ammo="50" pene="2" />
                <level num="3" score="300" str="45" attack="19" reload="48" ammo="50" pene="2" />
                <level num="4" score="400" str="50" attack="20" reload="50" ammo="50" pene="2" />
            </prefix>
            <prefix id="enkan" name="円環の" lv="30" wave="35" score="500" base="111111111111">
                <level num="0" score="0" rand="60" range="26" vit="30" crit="6" kb="5" pene="2" />
                <level num="1" score="100" rand="70" range="27" vit="35" crit="7" kb="5" pene="2" />
                <level num="2" score="200" rand="80" range="28" vit="40" crit="8" kb="5" pene="2" />
                <level num="3" score="300" rand="90" range="29" vit="45" crit="9" kb="5" pene="2" />
                <level num="4" score="400" rand="100" range="30" vit="50" crit="10" kb="5" pene="2" />
            </prefix>
            <prefix id="kyuusai" name="救済の" lv="30" wave="35" score="500" base="111111111111">
                <level num="0" score="0" dmg="42" min="11" rand="22" dex="30" crit="8" pene="2" />
                <level num="1" score="100" dmg="44" min="12" rand="24" dex="35" crit="8" pene="2" />
                <level num="2" score="200" dmg="46" min="13" rand="26" dex="40" crit="8" pene="2" />
                <level num="3" score="300" dmg="48" min="14" rand="28" dex="45" crit="8" pene="2" />
                <level num="4" score="400" dmg="50" min="15" rand="30" dex="50" crit="8" pene="2" />
            </prefix>
            <prefix id="vswarupuru" name="対ワルプルギス" lv="30" wave="35" score="500" base="111111111111">
                <level num="0" score="0" dmg="80" str="12" luc="12" crit="8" />
                <level num="1" score="100" dmg="85" str="13" luc="13" crit="8" />
                <level num="2" score="200" dmg="90" str="14" luc="14" crit="8" />
                <level num="3" score="300" dmg="95" str="15" luc="15" crit="8" />
                <level num="4" score="400" dmg="100" str="16" luc="16" crit="8" />
            </prefix>
            <prefix id="eien" name="永遠の" lv="30" wave="35" score="500" base="111111110000">
                <level num="0" score="0" reload="80" ammo="80" vit="12" dex="12" />
                <level num="1" score="100" reload="85" ammo="90" vit="13" dex="13" />
                <level num="2" score="200" reload="90" ammo="90" vit="14" dex="14" />
                <level num="3" score="300" reload="95" ammo="95" vit="15" dex="15" />
                <level num="4" score="400" reload="100" ammo="100" vit="16" dex="16" />
            </prefix>
            <prefix id="madan" name="魔弾の" lv="30" wave="35" score="500" base="111110000000">
                <level num="0" score="0" dmg="46" attack="26" reload="30" ammo="60" pene="3" />
                <level num="1" score="100" dmg="47" attack="27" reload="35" ammo="70" pene="3" />
                <level num="2" score="200" dmg="48" attack="28" reload="40" ammo="80" pene="3" />
                <level num="3" score="300" dmg="49" attack="29" reload="45" ammo="90" pene="3" />
                <level num="4" score="400" dmg="50" attack="30" reload="50" ammo="100" pene="3" />
            </prefix>
            <prefix id="megami" name="女神の" lv="30" wave="35" score="500" base="111110000000">
                <level num="0" score="0" min="26" rand="52" range="60" attack="30" kb="2" pene="4" />
                <level num="1" score="100" min="27" rand="54" range="70" attack="35" kb="3" pene="5" />
                <level num="2" score="200" min="28" rand="56" range="80" attack="40" kb="4" pene="6" />
                <level num="3" score="300" min="29" rand="58" range="90" attack="45" kb="5" pene="7" />
                <level num="4" score="400" min="30" rand="60" range="100" attack="50" kb="6" pene="8" />
            </prefix>
            <prefix id="tyoudokyu" name="超弩級の" lv="30" wave="35" score="500" base="000001110000">
                <level num="0" score="0" dmg="72" reload="30" ammo="100" crit="6" />
                <level num="1" score="100" dmg="74" reload="35" ammo="100" crit="7" />
                <level num="2" score="200" dmg="76" reload="40" ammo="100" crit="8" />
                <level num="3" score="300" dmg="78" reload="45" ammo="100" crit="9" />
                <level num="4" score="400" dmg="80" reload="50" ammo="100" crit="10" />
            </prefix>
            <prefix id="watasinosaikyou" name="わたしの最高の" lv="30" wave="35" score="500" base="000001110000">
                <level num="0" score="0" min="36" range="20" reload="80" dex="12" />
                <level num="1" score="100" min="37" range="25" reload="85" dex="14" />
                <level num="2" score="200" min="38" range="30" reload="90" dex="16" />
                <level num="3" score="300" min="39" range="35" reload="95" dex="18" />
                <level num="4" score="400" min="40" range="40" reload="100" dex="20" />
            </prefix>
            <prefix id="syunsatu" name="瞬殺の" lv="30" wave="35" score="500" base="000000001111">
                <level num="0" score="0" dmg="46" range="16" reload="30" kb="6" />
                <level num="1" score="100" dmg="47" range="18" reload="35" kb="7" />
                <level num="2" score="200" dmg="48" range="20" reload="40" kb="8" />
                <level num="3" score="300" dmg="49" range="22" reload="45" kb="9" />
                <level num="4" score="400" dmg="50" range="24" reload="50" kb="10" />
            </prefix>
            <prefix id="saigoninokotta" name="最後に残った" lv="30" wave="35" score="500" base="000000001111">
                <level num="0" score="0" reload="80" vit="12" dex="12" crit="6"  />
                <level num="1" score="100" reload="90" vit="14" dex="14" crit="7"  />
                <level num="2" score="200" reload="100" vit="16" dex="16" crit="8"  />
                <level num="3" score="300" reload="110" vit="18" dex="18" crit="9"  />
                <level num="4" score="400" reload="120" vit="20" dex="20" crit="10"  />
            </prefix>
            <prefix id="gainen" name="概念の" lv="30" wave="35" score="500" base="111111111111">
                <level num="0" score="0" dmg="-200" str="17" vit="17" dex="16" luc="17" />
                <level num="1" score="100" dmg="-200" str="19" vit="19" dex="17" luc="19" />
                <level num="2" score="200" dmg="-200" str="21" vit="21" dex="18" luc="21" />
                <level num="3" score="300" dmg="-200" str="23" vit="23" dex="23" luc="23" />
                <level num="4" score="400" dmg="-200" str="25" vit="25" dex="25" luc="25" />
            </prefix>
            <prefix id="eigaka" name="映画化決定の" lv="35" wave="50" score="1500" base="111111111111">
                <level num="4" score="0" dmg="200" range="50" attack="50" ammo="100" vit="-120" dex="120" luc="-120" kb="5" pene="5" />
            </prefix>
        </root>;
    }
//}

Forked