FREESLOT
SPR2_HUG_
SPR2_HUG
SPR2_ADBT
SPR2_ADB2
SPR2_ADB3
SPR2_ADB4
SPR2_ADB5
SPR2_ADB6
S_ADVANCEVICTORY1
S_ADVANCEVICTORY1_1
S_ADVANCEVICTORY1_2
S_ADVANCEVICTORY1_3
S_ADVANCEVICTORY1_4
S_ADVANCEVICTORY1_5
S_ADVANCEVICTORY1_6
S_ADVANCEVICTORY1_7
S_ADVANCEVICTORY1_8
S_ADVANCEVICTORY1_9
S_ADVANCEVICTORY1_10
S_ADVANCEVICTORY1_11
S_ADVANCEVICTORY2_1
S_ADVANCEVICTORY2_2
S_ADVANCEVICTORY2_3
S_ADVANCEVICTORY2_4
S_ADVANCEVICTORY2_5
S_ADVANCEVICTORY2_6
S_ADVANCEVICTORY2_7
S_ADVANCEVICTORY2_8
S_ADVANCEVICTORY2_9
S_ADVANCEVICTORY2_10
S_ADVANCEVICTORY2_11
S_ADVANCEVICTORY2_12
S_ADVANCEVICTORY2_13
S_ADVANCEVICTORY2_14
S_ADVANCEVICTORY2_15
S_ADVANCEVICTORY2_16
S_ADVANCEVICTORY2_17
S_ADVANCEVICTORY3_1
S_ADVANCEVICTORY3_2
S_ADVANCEVICTORY3_3
S_ADVANCEVICTORY3_4
S_ADVANCEVICTORY3_5
S_ADVANCEVICTORY3_6
S_ADVANCEVICTORY3_7
S_ADVANCEVICTORY3_8
S_ADVANCEVICTORY3_9
S_ADVANCEVICTORY3_10
S_ADVANCEVICTORY3_11
S_ADVANCEVICTORY3_12
S_ADVANCEVICTORY3_13
S_ADVANCEVICTORY3_14
S_ADVANCEVICTORY3_15
S_ADVANCEVICTORY3_16
S_ADVANCEVICTORY3_17
S_ADVANCEVICTORY2
S_ADVANCEVICTORY3
S_ADVANCEVICTORY4
S_ADVANCEVICTORY4_1
S_ADVANCEVICTORY4_2
S_ADVANCEVICTORY4_3
S_ADVANCESLIDE
S_ADVANCE_HUG
S_ADVANCETWIN_BATTLE1
S_ADVANCETWIN_BATTLE2
S_ADVANCETWIN_BATTLE3
S_ADVANCETWIN_BATTLE4
S_ADVANCETWIN_BATTLE5
S_ADVANCETWIN_BATTLE6
S_ADVANCE_KICKDAMAGE1
S_ADVANCE_KICKDAMAGE2
S_ADVANCE_KICKDAMAGE3
S_ADVANCE_KICKDAMAGE4
S_ADVANCE_KICKDAMAGE5
S_ADVANCE_KICKDAMAGE6
S_ADVANCE_KICKDAMAGE7
S_ADVANCE_KICKDAMAGE8
S_PLAY_ADVANCE_SPRING
S_PLAY_ADVANCE_JUMP
S_PLAY_ADVANCE_FALL
S_PLAY_ADVANCE_FALL1
S_PLAY_ADVANCE_FALL2
S_PLAY_ADVANCE_FALL3
S_PLAY_ADVANCE_UPPERKICK1
S_PLAY_ADVANCE_UPPERKICK2
S_PLAY_ADVANCE_UPPERKICK3
S_PLAY_ADVANCE_UPPERKICK4
S_PLAY_ADVANCE_UPPERKICK5
S_PLAY_ADVANCE_UPPERKICK6
S_PLAY_ADVANCE_UPPERKICK7
S_PLAY_ADVANCE_UPPERKICK8

State S_PLAY_ADVANCE_UPPERKICK1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK2
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK3
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK4
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK5
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK6
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK7
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK7
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK8
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_UPPERKICK8
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB5
Next = S_PLAY_ADVANCE_UPPERKICK1
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_SPRING
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB3|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL
Duration = 15
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_JUMP
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB6|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL
Duration = 5
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_FALL
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB4|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL1
Duration = 3
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_FALL1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB4|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL2
Duration = 2
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_FALL2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB4|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL3
Duration = 1
Var1 = 0
Var2 = 0

State S_PLAY_ADVANCE_FALL3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB4|FF_ANIMATE
Next = S_PLAY_ADVANCE_FALL3
Duration = -1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE2
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE3
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE4
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE5
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE6
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE7
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE7
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_ADVANCE_KICKDAMAGE8
Duration = 1
Var1 = 0
Var2 = 0

State S_ADVANCE_KICKDAMAGE8
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADB2
Next = S_PLAY_FALL
Duration = 10
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_ADVANCETWIN_BATTLE2
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_ADVANCETWIN_BATTLE3
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_ADVANCETWIN_BATTLE4
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_ADVANCETWIN_BATTLE5
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_ADVANCETWIN_BATTLE6
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCETWIN_BATTLE6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_ADBT
Next = S_PLAY_FALL
Duration = 7
Var1 = 0
Var2 = 0

State S_ADVANCE_HUG
SpriteName = SPR_PLAY
SpriteFrame = SPR2_HUG_
Next = S_PLAY_STND
Duration = 5
Var1 = 0
Var2 = 0

State S_ADVANCESLIDE
SpriteName = SPR_PLAY
SpriteFrame = SPR2_LAND|FF_ANIMATE
Next = S_PLAY_FALL
Duration = 5
Var1 = 4
Var2 = 2

State S_ADVANCEVICTORY1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_1
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_2
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_3
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_4
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_5
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_6
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_7
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_7
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_8
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_8
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_9
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_9
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_10
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_10
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_11
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY1_11
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY1_11
Duration = -1
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY2_1
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_2
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_3
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_4
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_5
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_6
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_7
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_7
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_8
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_8
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_9
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_9
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_10
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_10
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_11
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_11
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_12
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_12
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_13
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_13
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_14
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_14
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_15
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_15
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_16
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_16
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_17
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY2_17
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FIRE
Next = S_ADVANCEVICTORY2_17
Duration = -1
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY3_1
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_2
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_3
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_4
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_5
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_5
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_6
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_6
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_7
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_7
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_8
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_8
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_9
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_9
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_10
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_10
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_11
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_11
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_12
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_12
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_13
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_13
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_14
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_14
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_15
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_15
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_16
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_16
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_17
Duration = 2
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY3_17
SpriteName = SPR_PLAY
SpriteFrame = SPR2_MLEE
Next = S_ADVANCEVICTORY3_17
Duration = -1
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_BNCE
Next = S_ADVANCEVICTORY4_1
Duration = 6
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY4_1
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FLY_
Next = S_ADVANCEVICTORY4_2
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY4_2
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FLY_
Next = S_ADVANCEVICTORY4_3
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY4_3
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FLY_
Next = S_ADVANCEVICTORY4_4
Duration = 3
Var1 = 0
Var2 = 0

State S_ADVANCEVICTORY4_4
SpriteName = SPR_PLAY
SpriteFrame = SPR2_FLY_
Next = S_ADVANCEVICTORY4_4
Duration = -1
Var1 = 0
Var2 = 0