<?xml version="1.0" encoding="shift-jis"?>
<exbulletml>

<!-- ********************************************************************* -->
<!-- *** 中ボス戦                                                      *** -->
<!-- ***                                                               *** -->

<!-- 暫定 -->
<!-- ボススコア、タイマー -->
<!-- ボスの周りのリング -->
<!-- start boss bullet -->

<action label="stage_middle_boss_action">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">3</global>

	<!-- *** boss バリアフラグ初期化 *** -->
	<global name="boss_barrier">0</global>

	<!-- *** boss パーツフラグ初期化 *** -->
	<global name="boss_parts">0</global>

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_middle_boss">
		<p>400</p>
		<p>-12</p>
		<p>11700</p>
<!--		<p>12700</p> -->

		<!-- 位は千 -->
		<p>9000</p>
		<p>50000</p>
		<p>500000</p>
	</createRef>
	<wait>1</wait>

	<!-- *** ボスのライフ表示オブジェクト作成 *** -->
	<createRef label="boss_life_create"></createRef>

	<!-- *** ボス戦が終わるまで待機                  *** -->	
	<!-- *** 最終形態が終わると Lock 10 が開放される *** -->
	<setLock><num>10</num></setLock>
	<waitLock><num>10</num></waitLock>

</action>
<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_middle_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>$6</prate>
	<flag>128</flag>
	<enemyRef label="enemy_middle_boss"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト                                            *** -->
<enemy label="enemy_middle_boss">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>

	<rep><ts>$__boss_state-lt4</ts>
		<presentRef label="stage_middle_boss_present_01"></presentRef>
	</rep>
	<rep><ts>$__boss_state-eq4</ts>
		<presentRef label="stage_middle_boss_present_last"></presentRef>
	</rep>

	<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>

	<!-- *** 画面下のボス表示を作成 *** -->
	<createRef label="boss_underbar_create"></createRef>

	<!-- *** ダミーボス作成（第１形態以外） *** -->
	<createRef label="enemy_create_boss_dummy"></createRef>

	<!-- タイマー差分初期化 -->
	<global name="end_flag">0</global>
	<!-- *** タイマー開始 *** -->
	<global name="boss_timer_start">0</global>
	<!-- *** ダミータイマー *** -->
	<cRef label="stage_boss_timer_create0"/>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">3480</eval>
		<revengeRef label="stage_middle_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1,2はスコア -->
		<actionRef  label="stage_middle_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

<!--第２形態なし
	<repeat><times>$__boss_state-eq2</times>
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3200</eval>
		<revengeRef label="stage_middle_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef>
		<actionRef  label="stage_middle_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>
-->

	<repeat><times>$__boss_state-eq2</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3200</eval>
		<revengeRef label="stage_middle_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1,2はスコア -->
		<actionRef  label="stage_middle_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3180</eval>
		<revengeRef label="stage_middle_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1,2はスコア -->
		<actionRef  label="stage_middle_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">5400</eval>
		<revengeRef label="stage_middle_boss_05_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1,2はスコア -->
		<actionRef  label="stage_middle_boss_05_action"><p>$boss_time</p></actionRef> 
	</repeat>


</enemy>

<!-- ********************************************************************* -->
<!-- *** 中ボスのアクション　第１形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_middle_boss_01_action">
	<changeSpeed>
		<speed>5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>15</wait>


	<changeSpeed>
		<speed>0</speed><tm>40</tm>
	</changeSpeed>
	<wait>45</wait>
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>


<repeat><times>4</times>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>


	<!-- 中弾　流れ -->

	<eval name="t_sp">5.6+$__temp_grank*0.2</eval>
	<eval name="t_move">(1-2*($_player_cy%2))</eval>
	<eval name="t_dir">0.9*$t_move</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_mb01_org"><p>-45</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	<repeat><times>5</times>
	<cRef l="enemy_fire_mb01_orgs"><p>90+9.5</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
	<cRef l="enemy_fire_mb01_orgs"><p>90+9.5</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	</repeat>

	<chD><dir type="abs">88*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>10</w>

	<global name="temp_grank">$__grank</global>

	<!-- 小弾　ばらまき -->
	<eval name="t_sp1">2.1+$__temp_grank*0.05</eval>
	<eval name="t_sp2">2.9+$__temp_grank*0.05</eval>
	<eval name="t_sp3">3.5+$__temp_grank*0.1</eval>
	<eval name="t_sp4">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">($_player_cx+$_player_cy)%7</eval>

	<eval name="t_sp5">5.4+$__temp_grank*0.1</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<evaladd name="t_dir">2</evaladd>
		<fRef l="enemy_fire_mb01_2ab"><p>$t_dir</p><p>$t_sp1</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp1</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>53+$t_dir</p><p>$t_sp2</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_dir">5</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>52+$t_dir</p><p>$t_sp3</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>55+$t_dir</p><p>$t_sp4</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp4</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<repeat><times>5</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<evaladd name="t_dir">1.5</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>$t_dir</p><p>$t_sp1</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp1</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>53+$t_dir</p><p>$t_sp2</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_dir">8</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>52+$t_dir</p><p>$t_sp3</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>55+$t_dir</p><p>$t_sp4</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp4</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	</repeat>

	<chD><dir type="abs">-90*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01_3"><p>-60</p><p>$t_sp5</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_3s"><p>20</p><p>$t_sp5</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_3"><p>-60</p><p>$t_sp5</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_3s"><p>20</p><p>$t_sp5</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>

	<chS><sp>0</sp><tm>15</tm></chS>
	<w>60</w>

	<eval name="t_dir">0.7*$t_move</eval>
	<eval name="t_sp">5.7+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_4"><p>-90</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
	</repeat>

	<w>1</w>
	<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<evaladd name="t_sp">-0.3</evaladd>
	<w>1</w>

	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01_4s"><p>-180-20+$t_dir</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
		</repeat>

		<w>1</w>
		<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_sp">-0.3</evaladd>
		<w>1</w>
	</repeat>

	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_4s"><p>-180-20+$t_dir</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>

			<w>1</w>
			<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<evaladd name="t_sp">0.3</evaladd>
			<w>1</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_4s"><p>-180-20+$t_dir</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>

			<w>1</w>
			<fRef l="enemy_fire_mb01_4s"><p>-180+10</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb01_4s"><p>30</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<evaladd name="t_sp">-0.3</evaladd>
			<w>1</w>
		</repeat>
	</repeat>


	<chD><dir type="abs">92*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>75</w>
	<global name="temp_grank">$__grank</global>
	<w>5</w>

</repeat>



	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>


	<!-- 中弾　流れ -->

	<eval name="t_sp">5.6+$__temp_grank*0.2</eval>
	<eval name="t_move">(1-2*($_player_cy%2))</eval>
	<eval name="t_dir">0.9*$t_move</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_mb01_org"><p>-45</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	<repeat><times>5</times>
	<cRef l="enemy_fire_mb01_orgs"><p>90+9.5</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
	<cRef l="enemy_fire_mb01_orgs"><p>90+9.5</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_mb01_orgs"><p>90</p><p>$t_sp</p><p>$t_dir</p></cRef>
	<w>4</w>
	</repeat>

	<chD><dir type="abs">88*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>10</w>

	<global name="temp_grank">$__grank</global>

	<!-- 小弾　ばらまき -->
	<eval name="t_sp1">2.1+$__temp_grank*0.05</eval>
	<eval name="t_sp2">2.9+$__temp_grank*0.05</eval>
	<eval name="t_sp3">3.5+$__temp_grank*0.1</eval>
	<eval name="t_sp4">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">($_player_cx+$_player_cy)%7</eval>

	<eval name="t_sp5">5.4+$__temp_grank*0.1</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<evaladd name="t_dir">2</evaladd>
		<fRef l="enemy_fire_mb01_2ab"><p>$t_dir</p><p>$t_sp1</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp1</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>53+$t_dir</p><p>$t_sp2</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_dir">5</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>52+$t_dir</p><p>$t_sp3</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>55+$t_dir</p><p>$t_sp4</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp4</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<repeat><times>4</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<evaladd name="t_dir">1.5</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>$t_dir</p><p>$t_sp1</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp1</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>53+$t_dir</p><p>$t_sp2</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_dir">8</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>52+$t_dir</p><p>$t_sp3</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01_2s"><p>55+$t_dir</p><p>$t_sp4</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_2s"><p>60</p><p>$t_sp4</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	</repeat>

</action>





<!-- ********************************************************************* -->
<!-- *** 中ボスのアクション　第２形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_middle_boss_02_action">

<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>160</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>

	<w>1</w>

	<eval name="t_sp2">1.5+$__temp_grank*0.1</eval>

	<w>1</w>
	

	<cRef label="enemy_create_mb02_child_obj"><p>150+32</p><p>40</p><p>180</p><p>100</p><p>$t_sp2</p></cRef>
	<w>1</w>
	<cRef label="enemy_create_mb02_child_obj"><p>650-32</p><p>280</p><p>180</p><p>-100</p><p>$t_sp2</p></cRef>
	<w>3</w>
	<cRef label="enemy_create_mb02_child_obj"><p>150+32</p><p>280</p><p>0</p><p>100</p><p>$t_sp2</p></cRef>
	<w>1</w>
	<cRef label="enemy_create_mb02_child_obj"><p>650-32</p><p>40</p><p>0</p><p>-100</p><p>$t_sp2</p></cRef>
	<w>3</w>
	<w>60</w>

<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1"><p>-57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>



		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1"><p>57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>-3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>-3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1ab"><p>180-57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>



		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1ab"><p>180+57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>-3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>-3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>






	<w>30</w>

	<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02_1"><p>-63</p><p>$t_sp3</p></fRef>
	<w>2</w>
	<repeat><times>9</times>
		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1s"><p>14</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<global name="temp_grank">$__grank</global>


	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>
</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1"><p>-57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>



		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1"><p>57</p><p>$t_sp3</p></fRef>
		<repeat><times>4</times>
			<evaladd name="t_sp3">-0.2</evaladd>
			<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
		</repeat>
		<w>2</w>

		<repeat><times>9</times>
			<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
			<w>1</w>
			<fRef l="enemy_fire_mb02_1s"><p>-3</p><p>$t_sp3</p></fRef>
			<repeat><times>4</times>
				<evaladd name="t_sp3">-0.2</evaladd>
				<fRef l="enemy_fire_mb02_1s"><p>0</p><p>$t_sp3</p></fRef>
			</repeat>
			<w>2</w>
		</repeat>




</action>

<!-- ********************************************************************* -->
<!-- *** 中ボスのアクション　第３形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_middle_boss_03_action">

<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>130</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>


	<eval name="judge">0</eval>
	<eval name="judge2">0</eval>
	<eval name="judge3">0</eval>

	<w>1</w>

<repeat><times>12</times>

	<eval name="judge">($_player_cx+$_player_cy+$_self_cx+$_self_cy)%2</eval>
	<w>5</w>

	<repeat><times>$judge-eq0</times>
		<aRef l="stage_middle_boss_03_action_aim1"/>
	</repeat>
	<repeat><times>1-($judge-eq0)</times>
		<aRef l="stage_middle_boss_03_action_aim2"/>
	</repeat>

	<aRef label="boss_random_move_40_stageEX"/>
	<w>25</w>
	<eval name="judge2">($_player_cx+$_player_cy+$_self_cx+$_self_cy)%2</eval>
	<w>5</w>

	<repeat><times>$judge2-eq0</times>
		<aRef l="stage_middle_boss_03_action_aim1"/>
	</repeat>
	<repeat><times>1-($judge2-eq0)</times>
		<aRef l="stage_middle_boss_03_action_aim2"/>
	</repeat>

	<aRef label="boss_random_move_40_stageEX"/>

	<w>25</w>
	<repeat><times>($judge+$judge2)-eq0</times>
		<eval name="judge3">1</eval>
	</repeat>
	<repeat><times>($judge+$judge2)-eq1</times>
		<eval name="judge3">($_player_cx+$_player_cy+$_self_cx+$_self_cy)%2</eval>
	</repeat>
	<repeat><times>($judge+$judge2)-gt1</times>
		<eval name="judge3">0</eval>
	</repeat>
	<w>5</w>

	<repeat><times>$judge3-eq0</times>
		<aRef l="stage_middle_boss_03_action_aim1"/>
	</repeat>
	<repeat><times>1-($judge3-eq0)</times>
		<aRef l="stage_middle_boss_03_action_aim2"/>
	</repeat>

	<aRef label="boss_random_move_40_stageEX"/>
	<w>40</w>
	<global name="temp_grank">$__grank</global>

	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>
	<w>5</w>


</repeat>


	


</action>


<a l="stage_middle_boss_03_action_aim1">

	<eval name="t_bul">13</eval>
	<eval name="t_dir0">$_aimdirection</eval>
	<eval name="t_dir">0</eval>
	<eval name="t_sp">5.5+$__temp_grank*0.2</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<cRef l="enemy_fire_mb03_org"><p>$t_dir0</p><p>$t_sp</p><p>$t_bul</p></cRef>

	<repeat><times>10</times>
		<w>1</w>
		<evaladd name="t_dir">4.5</evaladd>
		<cRef l="enemy_fire_mb03_org"><p>$t_dir0+$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>
		<cRef l="enemy_fire_mb03_org"><p>$t_dir0-$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>
	</repeat>

</a>



<a l="stage_middle_boss_03_action_aim2">

	<eval name="t_bul">13</eval>
	<eval name="t_dir0">$_aimdirection</eval>
	<eval name="t_dir">2.25</eval>
	<eval name="t_sp">5.5+$__temp_grank*0.2</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<cRef l="enemy_fire_mb03_2_org"><p>$t_dir0+$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>
	<cRef l="enemy_fire_mb03_2_org"><p>$t_dir0-$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>

	<repeat><times>10</times>
		<w>1</w>
		<evaladd name="t_dir">4.5</evaladd>
		<cRef l="enemy_fire_mb03_2_org"><p>$t_dir0+$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>
		<cRef l="enemy_fire_mb03_2_org"><p>$t_dir0-$t_dir</p><p>$t_sp</p><p>$t_bul</p></cRef>
	</repeat>

</a>



<!-- ********************************************************************* -->
<!-- *** 中ボスのアクション　第４形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_middle_boss_04_action">

<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>200</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>

	<w>1</w>

	<eval name="t_random">($_player_cx+$_player_cy)%3</eval>

<repeat><times>10</times>	
	<eval name="t_sp1">3.4</eval>
	<eval name="t_sp2">5.2+$__temp_grank*0.2</eval>
	<chS><sp>0.1</sp><tm>10</tm></chS>
	<chD><dir type="abs">89-178*($_player_cx%2)</dir><tm>1</tm></chD>

	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>80+$t_random</p><p>$t_sp1</p><p>$t_sp2</p><p>3+($_player_cx%2)</p></fRef>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>-80</p><p>$t_sp1</p><p>$t_sp2</p><p>1+($_player_cy%2)</p></fRef>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>77</p><p>$t_sp1</p><p>$t_sp2</p><p>2+($_player_cx%2)</p></fRef>
	<w>30</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>-77-$t_random</p><p>$t_sp1</p><p>$t_sp2</p><p>4+($_player_cy%2)</p></fRef>
	<w>66</w>

	<global name="temp_grank">$__grank</global>
	<eval name="t_random">($t_random+1)%3</eval>
	<w>1</w>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>80+$t_random</p><p>$t_sp1</p><p>$t_sp2</p><p>3+($_player_cx%2)</p></fRef>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>-80</p><p>$t_sp1</p><p>$t_sp2</p><p>1+($_player_cy%2)</p></fRef>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>77</p><p>$t_sp1</p><p>$t_sp2</p><p>2+($_player_cx%2)</p></fRef>
	<w>30</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb04ab"><p>-77-$t_random</p><p>$t_sp1</p><p>$t_sp2</p><p>4+($_player_cy%2)</p></fRef>
	<w>66</w>

	<global name="temp_grank">$__grank</global>
	<eval name="t_random">($t_random+1)%3</eval>
	<w>1</w>

	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>


</repeat>

</action>





<!-- ********************************************************************* -->
<!-- *** 中ボスのアクション　第５形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_middle_boss_05_action">

<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<!-- バリア作成 背景黒は暫定 -->
	<cRef label="boss_bg_black_create"/>
	<w>1</w>

	<!-- カットイン -->
	<aRef l="mboss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
	<cRef l="mboss_barrier_create"><p>14800</p><p>9000</p><p>256</p><p>20</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>
	<w>110</w>

	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>90</p><p>1</p><p>1</p></cRef>
	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>-90</p><p>31</p><p>24</p></cRef>

	<w>70</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>

	<eval name="save_cx">$_self_cx</eval>
	<eval name="save_cy">$_self_cy</eval>
	<eval name="t_count">1</eval>

	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>

	<!-- 本体攻撃用object作成 -->
	<cRef l="mboss_05_object_create"></cRef>

	<!-- パーツ全破壊後攻撃用 -->
	<cRef l="mboss_05_object_create3"></cRef>

	<eval name="flag">0</eval>
	<repeat><times>-1</times>
		<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
			<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>
			<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
			<eval name="flag">1</eval>
			<cRef l="mboss_05_object_create2"></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


</action>

<!-- 通常 -->
<create label="mboss_05_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object"></objectRef>
</create>

<object l="mboss_05_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>
	<w>30</w>
	<eval name="t_sp">2.4+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>

	<fRef l="enemy_fire_mb05ab"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb05s"><p>40</p><p>$t_sp</p></fRef>
	</repeat>
	<w>4</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb05s"><p>11</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>40</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>


	<repeat><times>-1</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb05s"><p>11</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>40</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>
	</repeat>



	</a>
</object>

<!-- バリア破壊後 -->
<create label="mboss_05_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object2"></objectRef>
</create>

<object l="mboss_05_object2">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>
	<w>30</w>
	<eval name="t_sp">5.1+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>

	<fRef l="enemy_fire_mb05_2ab"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>


	<repeat><times>-1</times>
	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	</repeat>
		<fRef l="enemy_fire_mb05_2s"><p>15+7.5</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb05_2s"><p>15</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05_2s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	</a>
</object>



<!-- パーツ全破壊後 -->
<create label="mboss_05_object_create3">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object3"></objectRef>
</create>

<object l="mboss_05_object3">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>

		<eval name="t_lsp">8</eval>

		<repeat><times>-1</times>
			<repeat><times>($__boss_parts-eq2)</times>
				<aRef l="enemy_bullet_laser"/>
				<w>1</w>
				<cRef l="enemy_laser_mb05"><p>-30</p><p>$t_lsp</p></cRef>
				<w>5</w>
				<cRef l="enemy_laser_mb05s"><p>30</p><p>$t_lsp</p></cRef>
				<w>5</w>
				<cRef l="enemy_laser_mb05s"><p>30</p><p>$t_lsp</p></cRef>
			</repeat>
			<w>17</w>
		</repeat>

	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** 最終形態用　child kill                                    *** -->
<!-- ***                                                               *** -->

<a l="mboss_attack_child_revenge">
	<targetRevenge label="mboss_05_object"></targetRevenge>
	<targetRevenge label="mboss_10_child_object"></targetRevenge>
	<targetRevenge label="enemy_mb03_2_child"></targetRevenge>
</a>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　第１形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss_01_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">40</eval>
	<eval name="score_dat">0</eval>

	<global name="temp_grank">$__grank</global>
	<eval name="percent">0</eval>
	<eval name="crystal_num">12</eval>

	<debugval><num>$_counter</num></debugval>
	<debugval><num>$localcounter</num></debugval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<w>1</w>

	<!-- 爆発アクション -->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

	<!-- *** 表示ライフ減少 *** -->
	<global name="boss_life">$__boss_life-1</global>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>

		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

	<debugval><num>$percent</num></debugval>
	<debugval><num>$score_dat</num></debugval>

	<!-- *** アイテムの出現 *** -->
	<repeat><times>$_revenge_state-eq1</times>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

		<debugval><num>$crystal_num</num></debugval>

		<aRef l="boss_item"><p>$crystal_num</p></aRef>

	</repeat>
	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15000</p><p>11000</p><p>52000+$score_dat</p><p>500000</p>
	</createRef>

	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　第２形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss_02_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">42</eval>
	<eval name="score_dat">0</eval>

	<global name="temp_grank">$__grank</global>
	<eval name="percent">0</eval>
	<eval name="crystal_num">12</eval>

	<debugval><num>$_counter</num></debugval>
	<debugval><num>$localcounter</num></debugval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<w>1</w>

	<!-- 爆発アクション -->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

	<!-- *** 表示ライフ減少 *** -->
	<global name="boss_life">$__boss_life-1</global>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>

		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

	<debugval><num>$percent</num></debugval>
	<debugval><num>$score_dat</num></debugval>

	<!-- *** アイテムの出現 *** -->
	<repeat><times>$_revenge_state-eq1</times>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

		<debugval><num>$crystal_num</num></debugval>

		<aRef l="boss_item"><p>$crystal_num</p></aRef>

	</repeat>
	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>13000</p><p>13000</p><p>54000+$score_dat</p><p>500000</p>
	</createRef>

	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　第３形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss_03_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">46</eval>
	<eval name="score_dat">0</eval>

	<global name="temp_grank">$__grank</global>
	<eval name="percent">0</eval>
	<eval name="crystal_num">12</eval>

	<debugval><num>$_counter</num></debugval>
	<debugval><num>$localcounter</num></debugval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<w>1</w>

	<!-- 爆発アクション -->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

	<!-- *** 表示ライフ減少 *** -->
	<global name="boss_life">$__boss_life-1</global>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>

		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

	<debugval><num>$percent</num></debugval>
	<debugval><num>$score_dat</num></debugval>

	<!-- *** アイテムの出現 *** -->
	<repeat><times>$_revenge_state-eq1</times>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

		<debugval><num>$crystal_num</num></debugval>

		<aRef l="boss_item"><p>$crystal_num</p></aRef>

	</repeat>
	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15500</p><p>15000</p><p>55000+$score_dat</p><p>500000</p>
	</createRef>

	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>


<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　第４形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss_04_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">50</eval>
	<eval name="score_dat">0</eval>

	<global name="temp_grank">$__grank</global>
	<eval name="percent">0</eval>
	<eval name="crystal_num">12</eval>

	<debugval><num>$_counter</num></debugval>
	<debugval><num>$localcounter</num></debugval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<w>1</w>

	<!-- 爆発アクション -->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

	<!-- *** 表示ライフ減少 *** -->
	<global name="boss_life">$__boss_life-1</global>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>

		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

	<debugval><num>$percent</num></debugval>
	<debugval><num>$score_dat</num></debugval>

	<!-- *** アイテムの出現 *** -->
	<repeat><times>$_revenge_state-eq1</times>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

		<debugval><num>$crystal_num</num></debugval>

		<aRef l="boss_item"><p>$crystal_num</p></aRef>

	</repeat>
	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>16000</p><p>20000</p><p>70000+$score_dat</p><p>500000</p>
	</createRef>

	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　第５形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss_05_revenge">
	<actionRef l="enemy_explosion_create_action_04"></actionRef>

	<!-- 背景フラグ -->
	<global n="global_bg_flag">2</global>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="ttc_end">$_ttc_frame</eval>

	<eval name="nano">52</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">12</eval>

	<debugval><num>$_counter</num></debugval>
	<debugval><num>$localcounter</num></debugval>

	<!-- ノーミスノーボムチェック ＯＫなら２倍、ＮＧなら１倍 -->
	<eval name="etb_j">(($ttc_end-$__ttc_start)-eq$localcounter)*($__ttc_start-gt200)+1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<targetRevenge label="enemy_mb03_2_child"></targetRevenge>

	<w>1</w>

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<actionRef label="boss_revenge_present_1"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>
-->

	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 or 自爆で弾消 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat*$etb_j</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create_et"><p>$2</p><p>$percent*10000</p><p>$etb_j</p></cRef>
		<cRef label="crystal_fig_action_create_et"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

	<debugval><num>$percent</num></debugval>
	<debugval><num>$score_dat</num></debugval>


	<wait>1</wait>

	<!-- *** アイテムの出現 *** -->
	<repeat><times>$_revenge_state-eq1</times>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

		<debugval><num>$crystal_num</num></debugval>

		<aRef l="boss_item"><p>$crystal_num</p></aRef>

	</repeat>
<!--
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-100000</num></addRank>
	</repeat>
-->
	<wait>60</wait>

	<!-- *** 終了アクションへ *** -->
	<actionRef label="stage_middle_boss_final_revenge_action"></actionRef>
</revenge>


<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_middle_boss_final_revenge_action">

	<!-- 画像の後始末 -->
	<targetRevenge label="boss_life"></targetRevenge>

<!-- 未実装
	<targetRevenge label="namebox"></targetRevenge>
	<actionRef l="bg_midbossend_action"></actionRef>
-->

	<!-- テンションアップ -->
	<createRef label="item_create_03"><p>45</p></createRef>
	<createRef label="item_create_03"><p>-45</p></createRef>

	<!-- *** ボス戦ロックを解除 *** -->
	<releaseLock><num>10</num></releaseLock>

	<!-- *** 終了 *** -->
	<vanish></vanish>	
</action>

	
</exbulletml>
