<?xml version="1.0" encoding="shift_jis"?>
<exbulletml>

<!-- ********************************************************************* -->
<!-- *** enemy 01                                                      *** -->
<!-- *** 雑魚                                                          *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_01">
	<speed>7</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>240</vital>
	<enemyRef label="enemy_01"></enemyRef>
</create>

<enemy l="enemy_01">
	<score>3210</score>
	<inv>12</inv>
	<prate>150000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_11"></preRef>
	<revRef label="enemy_revenge_11_c1"><p>5</p><p>180</p><p>48</p></revRef>

	<a>
	<w>10</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>14</w>
	<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
	<w>5</w>

	<repeat><times>4</times>
		<eval name="t_dir">$_aimdirection</eval>
		<eval name="t_dir_off">8</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<w>1</w>
		<repeat><times>14+$__temp_grank</times>
			<fRef l="enemy_fire_01ab"><p>$t_dir</p><p>$t_sp</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_01ab"><p>$t_dir+$t_dir_off</p><p>$t_sp</p></fRef>
			<fRef l="enemy_fire_01ab"><p>$t_dir-$t_dir_off</p><p>$t_sp</p></fRef>
			<w>1</w>
			<evaladd name="t_dir_off">1.5</evaladd>
		</repeat>
		<w>30-2*+$__temp_grank</w>
	</repeat>

	<repeat><times>2</times>
		<eval name="t_dir">$_aimdirection</eval>
		<eval name="t_dir_off">8</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<w>1</w>
		<repeat><times>14+$__temp_grank</times>
			<fRef l="enemy_fire_01ab"><p>$t_dir</p><p>$t_sp</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_01ab"><p>$t_dir+$t_dir_off</p><p>$t_sp</p></fRef>
			<fRef l="enemy_fire_01ab"><p>$t_dir-$t_dir_off</p><p>$t_sp</p></fRef>
			<w>1</w>
			<evaladd name="t_dir_off">1.5</evaladd>
		</repeat>
		<w>60-2*$__temp_grank</w>
	</repeat>

	<chS><sp>2.8</sp><tm>30</tm></chS>

	</a>
</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 02                                                      *** -->
<!-- *** 雑魚その２                                                    *** -->
<!-- ********************************************************************* -->

<create l="enemy_create_02">
	<speed>3</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>40</vital>
	<enemyRef label="enemy_02"><p>$4</p><p>$5</p><p>$6</p></enemyRef>
</create>


<enemy l="enemy_02">
	<score>11530</score>
	<inv>12</inv>
	<prate>15000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_02"></preRef>
	<repeat><times>$3-eq0</times>
		<revRef label="enemy_revenge_01"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$3-eq2</times>
		<revRef label="enemy_revenge_01_c11"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>

	<a>
	<w>9</w>

	<repeat><times>3</times>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<cRef l="enemy_fire_02_org"><p>0</p><p>$1</p><p>$2</p></cRef>
		<w>48</w>
	</repeat>

	</a>
</enemy>



<!-- ********************************************************************* -->
<!-- *** enemy 03                                                      *** -->
<!-- *** 中型機                                                      *** -->
<create l="enemy_create_03">
	<speed>4</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>800</vital>
	<enemyRef label="enemy_03"></enemyRef>
</create>

<enemy l="enemy_03">
	<score>85100</score>
	<inv>15</inv>
	<prate>200000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-8</cy><radius>18</radius></collision>	
	<preRef label="enemy_present_23"><p>0</p></preRef>
	<revRef l="enemy_revenge_11_c3_stageEX"><p>8</p><p>180</p><p>64</p></revRef>

	<a>
		<w>10</w>
		<chS><sp>0.1</sp><tm>30</tm></chS>

		<w>1</w>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<eval name="t_sp">5.4+$__temp_grank*0.1</eval>
		<w>1</w>
		<cRef l="enemy_fire_03_org"><p>0</p><p>$t_sp</p></cRef>
		<w>11</w>
		<cRef l="enemy_fire_03_orgs"><p>120</p><p>$t_sp</p></cRef>
		<w>11</w>
		<cRef l="enemy_fire_03_orgs"><p>120</p><p>$t_sp</p></cRef>
		<w>71-30*$__stageEX_enemy_01</w>

		<repeat><times>3</times>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<w>1</w>
			<cRef l="enemy_fire_03_org"><p>0</p><p>$t_sp</p></cRef>
			<w>11</w>
			<cRef l="enemy_fire_03_orgs"><p>120</p><p>$t_sp</p></cRef>
			<w>11</w>
			<cRef l="enemy_fire_03_orgs"><p>120</p><p>$t_sp</p></cRef>
			<w>71-30*$__stageEX_enemy_01</w>
		</repeat>

		<repeat><times>$__stageEX_enemy_01-eq2</times>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<w>1</w>
			<cRef l="enemy_fire_03_org"><p>0</p><p>$t_sp</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<w>1</w>
			<cRef l="enemy_fire_03_org"><p>5</p><p>$t_sp</p></cRef>
			<w>30</w>
		</repeat>


		<chS><sp>3</sp><tm>30</tm></chS>

	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** enemy 04                                                      *** -->
<!-- *** 大型機                                                        *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_04">
	<speed>3</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>1350</vital>
	<enemyRef label="enemy_04"></enemyRef>
</create>

<enemy l="enemy_04">
	<score>480230</score>
	<inv>20</inv>
	<prate>360000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-9</cy><radius>24</radius></collision>	
	<preRef label="enemy_present_14"></preRef>
	<revRef l="enemy_revenge_stageEX_21"><p>10</p><p>200</p><p>64</p></revRef>


	<a>
		<w>15</w>
		<chS><sp>0.1</sp><tm>60</tm></chS>
		<w>34</w>
		<eval name="t_sp">5.4</eval>
		<w>1</w>
		<repeat><times>6</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<createRef l="enemy_fire_04_org"><p>0</p><p>$t_sp</p></createRef>
		<w>15</w>
		<createRef l="enemy_fire_04_org"><p>90</p><p>$t_sp</p></createRef>
		<w>15</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<createRef l="enemy_fire_04_org"><p>180</p><p>$t_sp</p></createRef>
		<w>15</w>
		<createRef l="enemy_fire_04_org"><p>270</p><p>$t_sp</p></createRef>
		<w>15</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>31</w>
		</repeat>

		<chS><sp>2</sp><tm>60</tm></chS>


	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** enemy 04_2                                                      *** -->
<!-- *** 大型機                                                        *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_04_2">
	<speed>3</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>2000</vital>
	<enemyRef label="enemy_04_2"></enemyRef>
</create>

<enemy l="enemy_04_2">
	<score>480230</score>
	<inv>20</inv>
	<prate>360000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-9</cy><radius>24</radius></collision>	
	<preRef label="enemy_present_14_r"></preRef>
	<revRef l="enemy_revenge_stageEX_21_2"><p>12</p><p>200</p><p>64</p></revRef>


	<a>
		<w>15</w>
		<chS><sp>0.1</sp><tm>60</tm></chS>
		<w>34</w>
		<eval name="t_count">1</eval>
		<eval name="t_off">1.5</eval>
		<w>1</w>

	<repeat><times>3</times>
			<eval name="t_sp">5.8+$__temp_grank*0.1</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_04_1"><p>-108</p><p>$t_sp</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>6</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>6</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>2</w>

		<repeat><times>7</times>
			<evaladd name="t_sp">-0.2</evaladd>

			<fRef l="enemy_fire_04_1s"><p>-204+$t_off*$t_count</p><p>$t_sp</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>6</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>6</times>
				<fRef l="enemy_fire_04_1s"><p>12</p><p>$t_sp</p></fRef>
			</repeat>
			<w>2</w>

		</repeat>

<!--		<w>60</w>-->
		<eval name="t_sp">5.8+$__temp_grank*0.1</eval>

		<w>6</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_04_1"><p>-108</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_04_1s"><p>72</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<repeat><times>7</times>
			<fRef l="enemy_fire_04_1s"><p>72+8</p><p>$t_sp</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_04_1s"><p>72</p><p>$t_sp</p></fRef>
			</repeat>
			<w>6</w>
		</repeat>
		<w>6</w>




			<eval name="t_sp">5.4+$__temp_grank*0.1</eval>
			<eval name="t_count">-1*$t_count</eval>
			<w>1</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_04_2"><p>-24</p><p>$t_sp</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_04_2s"><p>6</p><p>$t_sp</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>6</times>
				<fRef l="enemy_fire_04_2s"><p>-48</p><p>$t_sp</p></fRef>
				<repeat><times>8</times>
					<fRef l="enemy_fire_04_2s"><p>6</p><p>$t_sp</p></fRef>
				</repeat>
				<w>3</w>
			</repeat>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_04_2s"><p>-48</p><p>$t_sp</p></fRef>
				<repeat><times>8</times>
					<fRef l="enemy_fire_04_2s"><p>6</p><p>$t_sp</p></fRef>
				</repeat>
				<w>3</w>
			</repeat>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_04_2s"><p>-48</p><p>$t_sp</p></fRef>
				<repeat><times>8</times>
					<fRef l="enemy_fire_04_2s"><p>6</p><p>$t_sp</p></fRef>
				</repeat>
				<w>3</w>
			</repeat>

		<w>6</w>
		<eval name="t_sp">5.8+$__temp_grank*0.1</eval>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_04_1"><p>-108+13</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_04_1s"><p>72</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<repeat><times>7</times>
			<fRef l="enemy_fire_04_1s"><p>72+8</p><p>$t_sp</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_04_1s"><p>72</p><p>$t_sp</p></fRef>
			</repeat>
			<w>6</w>
		</repeat>
		<w>6</w>

	</repeat>

		<chS><sp>2</sp><tm>60</tm></chS>

	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** enemy 05                                                      *** -->
<!-- *** 雑魚その５                                                    *** -->
<!-- ********************************************************************* -->

<create l="enemy_create_05">
	<speed>4</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>16</vital>
	<enemyRef label="enemy_05"><p>$3</p><p>$4</p></enemyRef>
</create>


<enemy l="enemy_05">
	<score>173240</score>
	<inv>12</inv>
	<prate>10200</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_02"></preRef>
	<repeat><times>$1-eq0</times>
		<revRef label="enemy_revenge_09"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$1-eq1</times>
		<revRef label="enemy_revenge_09_c1"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$1-eq2</times>
		<revRef label="enemy_revenge_09_c11"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>

	<a>
	<w>3</w>
	<chS><sp>2.6</sp><tm>6</tm></chS>
	<w>6</w>

	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_05"><p>-60</p><p>$2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_05s"><p>20</p><p>$2</p></fRef>
	</repeat>

	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** enemy 05_1                                                      *** -->
<!-- *** 雑魚その５                                                    *** -->
<!-- ********************************************************************* -->

<create l="enemy_create_05_1">
	<speed>4</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>16</vital>
	<enemyRef label="enemy_05_1"><p>$3</p><p>$4</p></enemyRef>
</create>


<enemy l="enemy_05_1">
	<score>173240</score>
	<inv>12</inv>
	<prate>10200</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_02"></preRef>
	<repeat><times>$1-eq0</times>
		<revRef label="enemy_revenge_09"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$1-eq1</times>
		<revRef label="enemy_revenge_09_c1"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$1-eq2</times>
		<revRef label="enemy_revenge_09_c11"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>

	<a>
	<w>3</w>
	<chS><sp>0.6</sp><tm>6</tm></chS>
	<w>6</w>

	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_05ab"><p>120</p><p>$2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_05s"><p>20</p><p>$2</p></fRef>
	</repeat>
	<w>90</w>
	<chD><dir type="aim">0</dir><tm>1</tm></chD>
	<chS><sp>2.6</sp><tm>60</tm></chS>

	</a>
</enemy>



<!-- ********************************************************************* -->
<!-- *** enemy 07                                                      *** -->
<!-- *** 雑魚                                                          *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_07">
	<speed>7</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>160</vital>
	<enemyRef label="enemy_07"></enemyRef>
</create>

<enemy l="enemy_07">
	<score>352280</score>
	<inv>12</inv>
	<prate>150000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_11"></preRef>
	<revRef label="enemy_revenge_11_c1"><p>6</p><p>180</p><p>48</p></revRef>

	<a>
	<w>10</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>14</w>
	<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
	<w>5</w>

	<repeat><times>2</times>
		<eval name="t_dir">$_aimdirection</eval>
		<eval name="t_dir_off">10</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<w>1</w>
		<repeat><times>12+$__temp_grank</times>
			<fRef l="enemy_fire_01ab"><p>$t_dir</p><p>$t_sp</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_01ab"><p>$t_dir+$t_dir_off</p><p>$t_sp</p></fRef>
			<fRef l="enemy_fire_01ab"><p>$t_dir-$t_dir_off</p><p>$t_sp</p></fRef>
			<w>1</w>
			<evaladd name="t_dir_off">1.5</evaladd>
		</repeat>
		<w>30-2*+$__temp_grank</w>
	</repeat>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp>3.4</sp><tm>60</tm></chS>

	</a>
</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 08                                                      *** -->
<!-- *** 雑魚その８                                                    *** -->
<!-- ********************************************************************* -->

<create l="enemy_create_08">
	<speed>3</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>16</vital>
	<enemyRef label="enemy_08"><p>$4</p><p>$5</p><p>$6</p><p>$7</p></enemyRef>
</create>


<enemy l="enemy_08">
	<score>352280</score>
	<inv>12</inv>
	<prate>15000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_02"></preRef>
	<repeat><times>$3-eq0</times>
		<revRef label="enemy_revenge_01"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>
	<repeat><times>$3-eq2</times>
		<revRef label="enemy_revenge_01_c11"><p>2</p><p>80</p><p>32</p></revRef>
	</repeat>

	<a>
	<w>9</w>

	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<cRef l="enemy_fire_08_org"><p>0</p><p>$1</p><p>$2</p></cRef>
	<w>8</w>
	<chS><sp>1.2</sp><tm>15</tm></chS>
	<w>40</w>
	<w>5</w>
	<chD><dir type="rel">30*$4</dir><tm>30</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>


	</a>
</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 09                                                      *** -->
<!-- *** 中型機                                                *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_09">
	<speed>5</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>400</vital>
	<enemyRef label="enemy_09"><p>$4</p><p>$5</p></enemyRef>
</create>

<enemy l="enemy_09">
	<score>1120000</score>
	<inv>20</inv>
	<prate>200000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-8</cy><radius>18</radius></collision>	
	<preRef label="enemy_present_13"><p>0</p></preRef>
	<setDrawLevel><num>15</num></setDrawLevel>
	<revRef l="enemy_revenge_11_c11"><p>8</p><p>180</p><p>64</p></revRef>

	<a>
	<chS><sp>0</sp><tm>40</tm></chS>

	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>2</times>
	<repeat><times>5</times>
		<fRef l="enemy_fire_09ab"><p>120</p><p>$2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_09s"><p>30</p><p>$2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>10</w>
	</repeat>

<repeat><times>3</times>
	<chD><dir type="rel">140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>2</times>
	<repeat><times>4</times>
		<fRef l="enemy_fire_09ab"><p>120</p><p>$2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_09s"><p>30</p><p>$2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>
	</repeat>

	<chS><sp>0</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>2</times>
	<repeat><times>4</times>
		<fRef l="enemy_fire_09ab"><p>120</p><p>$2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_09s"><p>30</p><p>$2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>
	</repeat>

	<chD><dir type="rel">-140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>2</times>
	<repeat><times>4</times>
		<fRef l="enemy_fire_09ab"><p>120</p><p>$2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_09s"><p>30</p><p>$2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>
	</repeat>

	<chS><sp>0</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>2</times>
	<repeat><times>4</times>
		<fRef l="enemy_fire_09ab"><p>120</p><p>$2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_09s"><p>30</p><p>$2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>
	</repeat>

</repeat>


<repeat><times>6</times>
	<chD><dir type="rel">140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<w>40</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<w>40</w>

	<chD><dir type="rel">-140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<w>40</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<w>40</w>

</repeat>

	</a>
</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 09_2                                                      *** -->
<!-- *** 中型機                                                *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_09_2">
	<speed>5</speed>
	<direction type="absolute">$3</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>400</vital>
	<enemyRef label="enemy_09_2"><p>$4</p><p>$5</p></enemyRef>
</create>

<enemy l="enemy_09_2">
	<score>1120000</score>
	<inv>20</inv>
	<prate>200000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-8</cy><radius>18</radius></collision>	
	<preRef label="enemy_present_13"><p>1</p></preRef>
	<setDrawLevel><num>15</num></setDrawLevel>
	<revRef l="enemy_revenge_11_c11_ex"><p>8</p><p>180</p><p>64</p></revRef>

	<a>
	<chS><sp>0</sp><tm>40</tm></chS>

	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<fRef l="enemy_fire_09_2"><p>-30</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
	</repeat>
	<w>22-2*$__temp_grank</w>

<repeat><times>3</times>
	<chD><dir type="rel">140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<fRef l="enemy_fire_09_2"><p>-30</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
	</repeat>
	<w>22-2*$__temp_grank</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<fRef l="enemy_fire_09_2"><p>-30</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
	</repeat>
	<w>22-2*$__temp_grank</w>

	<chD><dir type="rel">-140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<fRef l="enemy_fire_09_2"><p>-30</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
	</repeat>
	<w>22-2*$__temp_grank</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<fRef l="enemy_fire_09_2"><p>-30</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
		<fRef l="enemy_fire_09_2s"><p>15</p><p>$2</p></fRef>
	</repeat>
	<w>22-2*$__temp_grank</w>

</repeat>

<repeat><times>6</times>
	<chD><dir type="rel">140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<w>40</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<w>40</w>

	<chD><dir type="rel">-140*$1</dir><tm>1</tm></chD>
	<chS><sp>5</sp><tm>40</tm></chS>
	<w>40</w>

	<chS><sp>0</sp><tm>40</tm></chS>
	<w>40</w>

</repeat>

	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** enemy 10                                                      *** -->
<!-- *** 雑魚                                                          *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_10">
	<speed>7</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>240</vital>
	<enemyRef label="enemy_10"></enemyRef>
</create>

<enemy l="enemy_10">
	<score>352280</score>
	<inv>12</inv>
	<prate>150000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_11"></preRef>
	<revRef label="enemy_revenge_11_c1"><p>5</p><p>180</p><p>48</p></revRef>

	<a>
	<w>10</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>14</w>
	<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
	<w>5</w>

	<repeat><times>2</times>
		<eval name="t_dir">$_aimdirection</eval>
		<eval name="t_dir_off">8</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<w>1</w>
		<repeat><times>14+$__temp_grank</times>
			<fRef l="enemy_fire_01ab"><p>$t_dir</p><p>$t_sp</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_01ab"><p>$t_dir+$t_dir_off</p><p>$t_sp</p></fRef>
			<fRef l="enemy_fire_01ab"><p>$t_dir-$t_dir_off</p><p>$t_sp</p></fRef>
			<w>1</w>
			<evaladd name="t_dir_off">1.5</evaladd>
		</repeat>
		<w>30-2*+$__temp_grank</w>
	</repeat>

	<repeat><times>2</times>
		<eval name="t_dir">$_aimdirection</eval>
		<eval name="t_dir_off">8</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<w>1</w>
		<repeat><times>14+$__temp_grank</times>
			<fRef l="enemy_fire_01ab"><p>$t_dir</p><p>$t_sp</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_01ab"><p>$t_dir+$t_dir_off</p><p>$t_sp</p></fRef>
			<fRef l="enemy_fire_01ab"><p>$t_dir-$t_dir_off</p><p>$t_sp</p></fRef>
			<w>1</w>
			<evaladd name="t_dir_off">1.5</evaladd>
		</repeat>
		<w>60-2*$__temp_grank</w>
	</repeat>

	<chS><sp>2.8</sp><tm>30</tm></chS>

	</a>
</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 11                                                      *** -->
<!-- *** 中型機＋パーツ                                                *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_11_parent">
	<speed>3.5</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>1200</vital>
	<enemyRef label="enemy_11_parent"><p>$3</p><p>$4</p><p>$5</p><p>$6</p></enemyRef>
</create>

<enemy l="enemy_11_parent">
	<score>1120000</score>
	<inv>20</inv>
	<prate>200000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-8</cy><radius>18</radius></collision>	
	<preRef label="enemy_present_13"><p>1</p></preRef>
	<setDrawLevel><num>15</num></setDrawLevel>
	<revRef l="enemy_revenge_11_c11_ex"><p>8</p><p>180</p><p>64</p></revRef>

	<createRef l="enemy_create_11_child"><p>$_self_cx+32</p><p>$_self_cy+13</p><p>$2</p><p>$3</p><p>$4</p></createRef>
	<createRef l="enemy_create_11_child"><p>$_self_cx-32</p><p>$_self_cy+13</p><p>$2</p><p>$3</p><p>$4</p></createRef>

	<a>
		<w>10</w>
		<chS><sp>0.2</sp><tm>30</tm></chS>
		<w>35</w>
		

		<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fRef l="enemy_fire_11_2"><p>0</p><p>$1</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_11_2s"><p>-2</p><p>$1</p></fRef>
		<fRef l="enemy_fire_11_2s"><p>4</p><p>$1</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_11_2s"><p>-6</p><p>$1</p></fRef>
		<fRef l="enemy_fire_11_2s"><p>8</p><p>$1</p></fRef>
		<w>2</w>
		<repeat><times>10</times>
			<fRef l="enemy_fire_11_2s"><p>-4</p><p>$1</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_11_2s"><p>-2</p><p>$1</p></fRef>
			<fRef l="enemy_fire_11_2s"><p>4</p><p>$1</p></fRef>
			<w>1</w>
			<fRef l="enemy_fire_11_2s"><p>-6</p><p>$1</p></fRef>
			<fRef l="enemy_fire_11_2s"><p>8</p><p>$1</p></fRef>
			<w>2</w>
		</repeat>
		<w>85</w>
		</repeat>


		<chS><sp>3</sp><tm>60</tm></chS>


	</a>
</enemy>


<create l="enemy_create_11_child">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>500</vital>
	<child>1</child>
	<enemyRef label="enemy_11_child"><p>$3</p><p>$4</p><p>$5</p></enemyRef>
</create>

<enemy l="enemy_11_child">
	<score>789010</score>
	<inv>20</inv>
	<prate>10000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-5</cy><radius>12</radius></collision>	
	<preRef label="enemy_present_12"></preRef>
	<revRef l="enemy_revenge_02_child"><p>3</p><p>80</p><p>32</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>

		<w>14</w>

		<repeat><times>6</times>
		<repeat><times>2</times>
			<eval name="t_dir">($_player_cx+$_self_cx)%13</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_11ab"><p>$t_dir</p><p>$1</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>77</p><p>$2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>77</p><p>$3</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>77</p><p>$2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>57</p><p>$3</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>67</p><p>$1</p></fRef>
			</repeat>
			<w>3</w>
			<fRef l="enemy_fire_11"><p>67</p><p>$3</p></fRef>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>67</p><p>$2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>67</p><p>$3</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>77</p><p>$1</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>87</p><p>$3</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
				<fRef l="enemy_fire_11s"><p>67</p><p>$2</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
		<w>45</w>
		</repeat>

	</a>

</enemy>


<!-- ********************************************************************* -->
<!-- *** enemy 12                                                      *** -->
<!-- *** 大型機                                                *** -->
<!-- ********************************************************************* -->

<create l="enemy_create_12">
	<speed>4</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<vital>10500</vital>
	<enemyRef label="enemy_12"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_12">
	<score>0</score>
	<inv>20</inv>
	<prate>750000</prate> <!-- 倒したときの ABS 上昇数-->

	<collision type="circle"><cx>-1</cx><cy>-8</cy><radius>24</radius></collision>	
	<preRef label="enemy_present_24"></preRef>
	<setDrawLevel><num>15</num></setDrawLevel>
	<revRef l="enemy_revenge_stageEX_24"><p>24</p><p>180</p><p>64</p><p>2800</p></revRef>

	<a>
		<w>15</w>
		<chS><sp>0</sp><tm>40</tm></chS>
		<w>40</w>


		<repeat><times>7</times>

		<repeat><times>3</times>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<eval name="t_sp">4.9+$__temp_grank*0.2</eval>
			<w>1</w>

			<eval name="t_wait">6</eval>
			<eval name="t_dir">90</eval>
			<w>1</w>
			<fRef l="enemy_fire_12ab"><p>0</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>5</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>

			<eval name="t_wait">6</eval>
			<eval name="t_dir">-90</eval>
			<w>1</w>
			<fRef l="enemy_fire_12ab"><p>4</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>5</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>

			<eval name="t_wait">6</eval>
			<eval name="t_dir">90</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<w>1</w>
			<fRef l="enemy_fire_12"><p>0</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>5</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>3</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>

			<eval name="t_wait">6</eval>
			<eval name="t_dir">-90</eval>
			<w>1</w>
			<fRef l="enemy_fire_12s"><p>4</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>5</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_12s"><p>8</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>


		</repeat>
		<w>30</w>
		</repeat>

		<chS><sp>5</sp><tm>60</tm></chS>
		<chD><dir type="aim">0</dir><tm>1</tm></chD>

	</a>
</enemy>

<!-- ********************************************************************* -->
<!-- *** 中ボス　第１                                               *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb01_2_child_obj">
	<speed>1</speed>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mb_01_2_child_object"><p>$2</p></objectRef>
</create>

<object l="mb_01_2_child_object">

	<imgRef label="enemy_img_mb_01_2_magic_red"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	
	<a>

		<createRef l="ring_cr"><p>32</p></createRef>
		<fRef l="enemy_fire_mb01_2r"><p>90</p><p>$1</p></fRef>
		<fRef l="enemy_fire_mb01_2s"><p>180</p><p>$1</p></fRef>
		<w>2</w>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2r"><p>90</p><p>$1</p></fRef>
			<fRef l="enemy_fire_mb01_2s"><p>180</p><p>$1</p></fRef>
			<w>2</w>
		</repeat>
		<w>8</w>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>11</times>
			<fRef l="enemy_fire_mb01_2r"><p>90</p><p>$1</p></fRef>
			<fRef l="enemy_fire_mb01_2s"><p>180</p><p>$1</p></fRef>
			<w>2</w>
		</repeat>
		<w>8</w>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>11</times>
			<fRef l="enemy_fire_mb01_2r"><p>90</p><p>$1</p></fRef>
			<fRef l="enemy_fire_mb01_2s"><p>180</p><p>$1</p></fRef>
			<w>2</w>
		</repeat>
		<w>8</w>

	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** 中ボス　第２                                               *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb02_child_obj">
	<speed>0</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<vital>9999999</vital>
	<enemyRef l="mb_02_child_object"><p>$4</p><p>$5</p></enemyRef>
</create>

<enemy l="mb_02_child_object">
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	
	<revRef l="mb_02_child_object_rev"></revRef>
	<imgRef label="enemy_img_mb_02_magic"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>

	<setReflect><flag>15</flag><num>999999</num></setReflect>

	<a>
		<changeColor>
			<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>90</w>
		<chS><sp>3</sp><tm>1</tm></chS>
		<eval name="t_sp">$2</eval>
		<w>1</w>

		<repeat><times>-1</times>
			<createRef l="ring_cr"><p>32</p></createRef>
			<fRef l="enemy_fire_mb02ab"><p>$1</p><p>$t_sp</p></fRef>
			<w>2</w>
			<evaladd name="t_sp">0.6</evaladd>
			<w>9</w>

			<fRef l="enemy_fire_mb02ab"><p>$1</p><p>$t_sp</p></fRef>
			<w>2</w>
			<evaladd name="t_sp">-0.4</evaladd>
			<w>9</w>

			<fRef l="enemy_fire_mb02ab"><p>$1</p><p>$t_sp</p></fRef>
			<w>2</w>
			<evaladd name="t_sp">-0.4</evaladd>
			<w>10</w>

			<fRef l="enemy_fire_mb02ab"><p>$1</p><p>$t_sp</p></fRef>
			<w>2</w>
			<evaladd name="t_sp">0.7</evaladd>
			<w>9</w>

			<fRef l="enemy_fire_mb02ab"><p>$1</p><p>$t_sp</p></fRef>
			<w>2</w>
			<evaladd name="t_sp">-0.5</evaladd>
			<w>10</w>
		</repeat>



	</a>
</enemy>

<rev l="mb_02_child_object_rev">

	<changeColor>
		<alpha>5</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
	</changeColor>
	<w>60</w>
	<vanish/>

</rev>

<!-- ********************************************************************* -->
<!-- *** mboss パーツ                                                  *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_mb10_child">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>7500</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_mb10_object"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_mb10_object">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<preRef label="enemy_present_mboss_parts"></preRef>
	<revRef l="enemy_stEX_mb10_child_revenge"><p>7</p><p>80</p><p>32</p><p>1300</p></revRef>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>15</w>
		
		<!-- 本体攻撃用object作成 -->
		<cRef l="mboss_10_child_object_create"><p>$1</p></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>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="mboss_10_child_object_create2"><p>$2</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>
	</a>

</enemy>

<create label="mboss_10_child_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_10_child_object"><p>$1</p></objectRef>
</create>

<object l="mboss_10_child_object">

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

	<a>
		<w>$1</w>
		<eval name="t_lsp">7</eval>

		<repeat><times>-1</times>
		<repeat><times>3</times>
			<aRef l="enemy_bullet_laser"/>
			<w>1</w>
			<cRef l="enemy_laser_mb05"><p>0</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>45</w>
		</repeat>
		<w>50</w>
		</repeat>


	</a>
</object>




<!-- バリア破壊後 -->
<create label="mboss_10_child_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_10_child_object2"><p>$1</p></objectRef>
</create>

<object l="mboss_10_child_object2">

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

	<a>
		<w>45+$1</w>

		<eval name="t_lsp">7.5</eval>

		<repeat><times>-1</times>
		<repeat><times>4</times>
			<aRef l="enemy_bullet_laser"/>
			<w>1</w>
			<cRef l="enemy_laser_mb05"><p>0</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_mb05s"><p>90</p><p>$t_lsp</p></cRef>
			<w>27</w>
		</repeat>
			<w>45</w>
		</repeat>

	</a>
</object>




<!-- ********************************************************************* -->
<!-- *** boss 杖パーツ01_0                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b01_0_child">
	<speed>0</speed>
	<direction type="absolute">170</direction>
	<cx>$_self_cx-16</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef label="enemy_b01_0_child"><p>$1</p></objectRef>
</create>

<object l="enemy_b01_0_child">

	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	
	<a>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
	</a>

</object>

<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ01_1                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b01_1_child">
	<speed>0</speed>
	<direction type="absolute">$1</direction>
	<cx>$_self_cx-16</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b01_1_child"></enemyRef>
</create>

<enemy l="enemy_b01_1_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<setBreakable><num>1</num></setBreakable>
<!--
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
-->

	<a>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
		<w>30</w>
<!--
		<rotateImg><dir>6*$1</dir><tm>-1</tm></rotateImg>
-->

	</a>

</enemy>

<create label="enemy_create_b01_1_child_obj">
	<speed>32</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_b01_1_child_object"></objectRef>
</create>

<object l="boss_b01_1_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15</w>

		<eval name="t_sp">6.4+$__temp_grank*0.2</eval>
		<eval name="t_wait">6</eval>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<repeat><times>6</times>
			<w>1</w>

			<fRef l="enemy_fire_b01_1ab"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b01_1s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b01_1s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
			</repeat>
			<w>4</w>
			<evaladd name="t_sp">-0.3</evaladd>
			<eval name="t_wait">6</eval>
			<w>1</w>
		</repeat>

			<w>1</w>

			<fRef l="enemy_fire_b01_1bab"><p>4.5</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b01_1bs"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b01_1bs"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.3</evaladd>
			<eval name="t_wait">6</eval>
			<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>6</times>
			<w>1</w>

			<fRef l="enemy_fire_b01_1ab"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b01_1s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b01_1s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.3</evaladd>
			<eval name="t_wait">6</eval>
			<w>1</w>
		</repeat>

			<w>1</w>

			<fRef l="enemy_fire_b01_1bab"><p>4.5</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b01_1bs"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b01_1bs"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.3</evaladd>
			<eval name="t_wait">6</eval>
			<w>1</w>

		<vanish/>
	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss 杖パーツ01_2                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b01_2_child">
	<speed>10</speed>
	<direction type="abs">-160*$1</direction>
	<cx>$_self_cx+16*$1</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b01_2_child"></enemyRef>
</create>

<enemy l="enemy_b01_2_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01_a0"/>
	<setDrawLevel><num>17</num></setDrawLevel>
	<imgDirection type="sync">0</imgDirection>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<changeColor>
			<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><tm>1</tm>
		</changeColor>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>


	</a>
</enemy>

<create label="enemy_create_b01_2_child_obj">
	<speed>35.6</speed>
	<direction type="abs">-160*$1</direction>
	<cx>$_self_cx+16*$1</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_01_2_child_object"><p>$1</p></objectRef>
</create>

<object l="boss_01_2_child_object">
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15</w>
		<eval name="t_sp">2.0+$__temp_grank*0.1</eval>
		<eval name="t_dir">0</eval>
		<eval name="t_dir2">0</eval>
		<eval name="t_wait">60</eval>

		<w>1</w>

		<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>15</times>
			<fRef l="enemy_fire_b01_2r"><p>$t_dir</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b01_2s"><p>45</p><p>$t_sp-0.3</p><p>$t_wait</p><p>$t_dir2</p></fRef>
			</repeat>
			<w>1</w>
			<evaladd name="t_dir2">-8*$1</evaladd>
			<evaladd name="t_wait">-1</evaladd>
			<evaladd name="t_sp">0.02</evaladd>
			<w>1</w>
		</repeat>
		</repeat>

		<w>14</w>
		<evaladd name="t_dir">15</evaladd>
		<w>1</w>


			<eval name="t_sp">2.0+$__temp_grank*0.1</eval>
			<eval name="t_dir2">0</eval>
			<eval name="t_wait">60</eval>
			<w>1</w>
			<repeat><times>4</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>15</times>
				<fRef l="enemy_fire_b01_2r"><p>$t_dir</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b01_2s"><p>45</p><p>$t_sp-0.3</p><p>$t_wait</p><p>$t_dir2</p></fRef>
				</repeat>
				<w>1</w>
				<evaladd name="t_dir2">8*$1</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_sp">0.02</evaladd>
				<w>1</w>
			</repeat>
			</repeat>
			<w>14</w>
			<evaladd name="t_dir">15</evaladd>
			<eval name="t_dir2">0</eval>
			<w>1</w>


			<eval name="t_dir2">0</eval>
			<eval name="t_wait">60</eval>
			<eval name="t_sp">2.0+$__temp_grank*0.1</eval>
			<w>1</w>
			<repeat><times>4</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>15</times>
				<fRef l="enemy_fire_b01_2r"><p>$t_dir</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b01_2s"><p>45</p><p>$t_sp-0.3</p><p>$t_wait</p><p>$t_dir2</p></fRef>
				</repeat>
				<w>1</w>
				<evaladd name="t_dir2">-8*$1</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_sp">0.02</evaladd>
				<w>1</w>
			</repeat>
			</repeat>
			<w>1</w>

		<vanish/>
	</a>
</object>



<!-- ********************************************************************* -->
<!-- *** boss 杖パーツ01_3                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b01_3_child">
	<speed>10</speed>
	<direction type="abs">-160*$1</direction>
	<cx>$_self_cx+16*$1</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b01_3_child"></enemyRef>
</create>

<enemy l="enemy_b01_3_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01_a0"/>
	<setDrawLevel><num>17</num></setDrawLevel>
	<imgDirection type="sync">0</imgDirection>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<changeColor>
			<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><tm>1</tm>
		</changeColor>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>


	</a>
</enemy>

<create label="enemy_create_b01_3_child_obj">
	<speed>35.6</speed>
	<direction type="abs">-160*$1</direction>
	<cx>$_self_cx+16*$1</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_01_3_child_object"><p>$2</p><p>$3</p></objectRef>
</create>

<object l="boss_01_3_child_object">
<!--
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
-->
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15</w>

		<eval name="t_sp">5.8+$__temp_grank*0.1</eval>
		
		
		<createRef l="ring_cr"><p>64</p></createRef>

		<fRef l="enemy_fire_b01_3r"><p>$1</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b01_3s"><p>40</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_sp">-0.2</evaladd>
		<w>1</w>

		<repeat><times>15</times>
			<fRef l="enemy_fire_b01_3s"><p>40+2*$2</p><p>$t_sp</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b01_3s"><p>40</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<evaladd name="t_sp">-0.2</evaladd>
			<w>1</w>
		</repeat>
		<vanish/>


	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ02                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b02_child">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b02_child"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_b02_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<setBreakable><num>1</num></setBreakable>
<!--
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
-->

	<a>
		<cRef label="enemy_create_b02_child_obj"><p>$_self_cx</p><p>$_self_cy-64</p><p>90*$1</p><p>$1</p></cRef>
		<cRef label="enemy_create_b02_child_obj"><p>$_self_cx</p><p>$_self_cy+64</p><p>270*$1</p><p>$1</p></cRef>

		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
		<w>30</w>
		<rotateImg><dir>6*$1</dir><tm>-1</tm></rotateImg>


	</a>

</enemy>

<create label="enemy_create_b02_child_obj">
	<speed>0</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_02_child_object"><p>$4</p></objectRef>
</create>

<object l="boss_02_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>30</w>
		<aRef l="boss_02_child_object_act00"><p>$1</p></aRef>

		<vanish/>
	</a>
</object>

<a l="boss_02_child_object_act00">
	<eval name="t_sp">4.1+$__temp_grank*0.1</eval>
	<eval name="t_count">1+($_player_cx+$_player_cy)%8</eval>

	<!-- 1 -->

	<repeat><times>-1</times>
		<chS><sp>3.14*128/60</sp><tm>0</tm></chS>
		<chD><dir type="rel">360*$1</dir><tm>60</tm></chD>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>30</times>
			<fRef l="enemy_fire_b02r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>1</w>
		</repeat>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>30</times>
			<fRef l="enemy_fire_b02r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>1</w>
		</repeat>

<!--
		<chS><sp>3.14*128/60</sp><tm>0</tm></chS>
		<chD><dir type="rel">360*$1</dir><tm>60</tm></chD>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>15</times>
			<fRef l="enemy_fire_b02r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>2</w>
		</repeat>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>15</times>
			<fRef l="enemy_fire_b02r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>2</w>
		</repeat>
-->

	</repeat>


</a>


<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ03                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b03_child">
	<speed>0</speed>
	<direction type="abs">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b03_child"><p>$2</p></enemyRef>
</create>

<enemy l="enemy_b03_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<setBreakable><num>1</num></setBreakable>

	<a>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
	</a>

</enemy>

<create label="enemy_create_b03_child_obj">
	<speed>32</speed>
	<direction type="abs">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_03_child_object"><p>$2</p></objectRef>
</create>

<object l="boss_03_child_object">
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->

	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15+$1</w>

		<repeat><times>-1</times>
			<eval name="t_sp">5.9+$__temp_grank*0.2</eval>
			<aRef l="enemy_bullet_laser"><p>32</p></aRef>
			<w>1</w>
			<fRef l="enemy_fire_b03"><p>-72</p><p>$t_sp</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b03s"><p>18</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b03s"><p>18</p><p>$t_sp</p></fRef>
			</repeat>
			<w>5</w>

			<repeat><times>3</times>
			<fRef l="enemy_fire_b03s"><p>-144</p><p>$t_sp</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b03s"><p>18</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b03s"><p>18</p><p>$t_sp</p></fRef>
			</repeat>
			<w>5</w>
			</repeat>

			<w>80</w>

		</repeat>


		<vanish/>
	</a>
</object>


<create label="enemy_create_b03_child_obj2">
	<speed>32</speed>
	<direction type="abs">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_03_child_object2"><p>$2</p></objectRef>
</create>

<object l="boss_03_child_object2">
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->

	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15+$1</w>

		<repeat><times>-1</times>
			<eval name="t_sp">2.2+$__temp_grank*0.1</eval>
			<createRef l="ring_cr"><p>32</p></createRef>
			<w>1</w>
			<fRef l="enemy_fire_b03_1"><p>-10</p><p>$t_sp</p></fRef>
			<repeat><times>10</times>
				<w>1</w>
				<fRef l="enemy_fire_b03_1s"><p>2</p><p>$t_sp</p></fRef>
			</repeat>
			<w>70</w>
		</repeat>


		<vanish/>
	</a>
</object>

<create label="enemy_create_b03_child_obj3">
	<speed>32</speed>
	<direction type="abs">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_03_child_object3"><p>$2</p></objectRef>
</create>

<object l="boss_03_child_object3">
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->

	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15+$1</w>

			<eval name="t_sp">4.1+$__temp_grank*0.1</eval>
			<createRef l="ring_cr"><p>32</p></createRef>
			<w>1</w>
			<fRef l="enemy_fire_b03_2ab"><p>11</p><p>$t_sp</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b03_2s"><p>60</p><p>$t_sp</p></fRef>
			</repeat>
			<w>5</w>

			<repeat><times>8</times>
				<fRef l="enemy_fire_b03_2s"><p>60+37</p><p>$t_sp</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b03_2s"><p>60</p><p>$t_sp</p></fRef>
				</repeat>
				<w>5</w>
			</repeat>

			<repeat><times>-1</times>
			<repeat><times>7</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b03_2s"><p>60+37</p><p>$t_sp</p></fRef>
					<repeat><times>5</times>
						<fRef l="enemy_fire_b03_2s"><p>60</p><p>$t_sp</p></fRef>
					</repeat>
					<w>5</w>
				</repeat>
			</repeat>
			<w>65</w>
			</repeat>


		<vanish/>
	</a>
</object>



<create label="enemy_create_b03_child_obj4">
	<speed>32</speed>
	<direction type="abs">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_03_child_object4"><p>$2</p></objectRef>
</create>

<object l="boss_03_child_object4">
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15+$1</w>


		<repeat><times>-1</times>
			<eval name="t_sp">1.8+$__temp_grank*0.1</eval>
			<createRef l="ring_cr"><p>32</p></createRef>
			<w>1</w>
			<fRef l="enemy_fire_b03_3"><p>-60</p><p>$t_sp</p></fRef>

			<repeat><times>3</times>
				<repeat><times>2</times>
					<fRef l="enemy_fire_b03_3s"><p>20</p><p>$t_sp</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<evaladd name="t_sp">0.4</evaladd>
			<w>1</w>

			<repeat><times>10+$__temp_grank</times>
				<fRef l="enemy_fire_b03_3s"><p>-120+0.4</p><p>$t_sp</p></fRef>
				<repeat><times>3</times>
					<repeat><times>2</times>
						<fRef l="enemy_fire_b03_3s"><p>20</p><p>$t_sp</p></fRef>
					</repeat>
					<w>1</w>
				</repeat>
				<evaladd name="t_sp">0.4</evaladd>
				<w>1</w>
			</repeat>
			<w>95</w>


			<eval name="t_sp">1.8+$__temp_grank*0.1</eval>
			<createRef l="ring_cr"><p>32</p></createRef>
			<w>1</w>
			<fRef l="enemy_fire_b03_3"><p>-60</p><p>$t_sp</p></fRef>

			<repeat><times>3</times>
				<repeat><times>2</times>
					<fRef l="enemy_fire_b03_3s"><p>20</p><p>$t_sp</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<evaladd name="t_sp">0.4</evaladd>
			<w>1</w>

			<repeat><times>10+$__temp_grank</times>
				<fRef l="enemy_fire_b03_3s"><p>-120-0.4</p><p>$t_sp</p></fRef>
				<repeat><times>3</times>
					<repeat><times>2</times>
						<fRef l="enemy_fire_b03_3s"><p>20</p><p>$t_sp</p></fRef>
					</repeat>
					<w>1</w>
				</repeat>
				<evaladd name="t_sp">0.4</evaladd>
				<w>1</w>
			</repeat>
			<w>95</w>

		</repeat>


		<vanish/>
	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss 杖パーツ04                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b04_child">
	<speed>0</speed>
	<direction type="absolute">170</direction>
	<cx>$_self_cx-16</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef label="enemy_b04_child"></objectRef>
</create>

<object l="enemy_b04_child">

	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	
	<a>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
	</a>

</object>

<create label="enemy_create_b04_child_obj">
	<speed>32</speed>
	<direction type="abs">170</direction>
	<cx>$_self_cx-16</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_04_child_object"></objectRef>
</create>

<object l="boss_04_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->

	<a>
		<w>2</w>
		<chS><sp>0</sp><tm>1</tm></chS>
		<w>15</w>

		<eval name="DIRECT">6.6</eval>
		<eval name="OFFSET">360</eval>
		<eval name="t_sp">3.8+$__temp_grank*0.2</eval>
		<eval name="t_sp2">1.9+$__temp_grank*0.1</eval>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fireRef label="enemy_fire_b04"><p>180</p><p>$t_sp</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
		<wait>1</wait>
		<fireRef label="enemy_fire_b04s"><p>120+$DIRECT</p><p>$t_sp2</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
		<wait>1</wait>
		
		<fireRef label="enemy_fire_b04s"><p>120+$OFFSET</p><p>$t_sp</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
		<wait>1</wait>
		<fireRef label="enemy_fire_b04s"><p>120-$DIRECT</p><p>$t_sp2</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
		<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
		<wait>1</wait>
		<wait>11</wait>

			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<fireRef label="enemy_fire_b04s"><p>120-$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120+$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>1</wait>
			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<fireRef label="enemy_fire_b04s"><p>120+$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120-$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>11</wait>
			<wait>11</wait>

		<repeat><times>-1</times>
			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fireRef label="enemy_fire_b04s"><p>120-$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120+$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>1</wait>
			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<fireRef label="enemy_fire_b04s"><p>120+$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120-$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>11</wait>
			<wait>11</wait>

			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<fireRef label="enemy_fire_b04s"><p>120-$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120+$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>1</wait>
			<evalAdd name="OFFSET">-2*$DIRECT</evalAdd>
			<fireRef label="enemy_fire_b04s"><p>120+$OFFSET</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp</p></fireRef>
			<wait>1</wait>
			<fireRef label="enemy_fire_b04s"><p>120-$DIRECT</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<fireRef label="enemy_fire_b04s"><p>120</p><p>$t_sp2</p></fireRef>
			<wait>11</wait>
			<wait>11</wait>
		</repeat>

		<vanish/>
	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ05                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b05_child">
	<speed>0</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>60</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b05_child"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_b05_child">

	<collision type="sync"><left>-5</left><top>-247</top><right>5</right><bottom>247</bottom></collision>
	<revRef l="enemy_stEX_b01_big_child_revenge"></revRef>
	<imgRef label="enemy_img_b_05_big"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<setBreakable><num>1</num></setBreakable>
<!--
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
-->

	<a>
<!--
		<cRef label="enemy_create_b02_child_obj"><p>$_self_cx</p><p>$_self_cy-64</p><p>90*$1</p><p>$1</p></cRef>
		<cRef label="enemy_create_b02_child_obj"><p>$_self_cx</p><p>$_self_cy+64</p><p>270*$1</p><p>$1</p></cRef>
-->
		<changeImgSize><width>32</width><height>500</height><tm>45</tm></changeImgSize>
		<w>90</w>

		<rotateImg><dir>1.2*$1</dir><tm>-1</tm></rotateImg>

	</a>

</enemy>

<create label="enemy_create_b05_child_obj">
	<speed>0</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_05_child_object"><p>$4</p><p>$5</p></objectRef>
</create>

<object l="boss_05_child_object">
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>88</w>

		<eval name="t_sp">1.1+$__temp_grank*0.1</eval>
		<eval name="t_sp2">1.7+$__temp_grank*0.1</eval>
		<eval name="t_sp3">2.3+$__temp_grank*0.1</eval>
		<eval name="t_sp4">3.0+$__temp_grank*0.1</eval>
		<eval name="t_sp5">3.3+$__temp_grank*0.1</eval>

		<eval name="t_dir">90</eval>
		<w>2</w>

		<repeat><times>-1</times>
			<chS><sp>3.14*464/300</sp><tm>0</tm></chS>
			<chD><dir type="rel">360*$1</dir><tm>300</tm></chD>

			<repeat><times>8</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<fRef label="enemy_fire_b05_1"><p>0</p><p>$t_sp5</p></fRef>
				<repeat><times>5</times>
					<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
					<fRef label="enemy_fire_b05r"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
				</repeat>
			</repeat>

			<repeat><times>7</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<repeat><times>5</times>
					<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
					<fRef label="enemy_fire_b05r"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
				</repeat>
			</repeat>

			<chS><sp>3.14*464/300</sp><tm>0</tm></chS>
			<chD><dir type="rel">360*$1</dir><tm>300</tm></chD>

			<repeat><times>6</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<repeat><times>10</times>
					<fRef label="enemy_fire_b05_2"><p>0</p><p>$t_sp3</p></fRef>
					<w>2</w>
				</repeat>
			</repeat>

			<repeat><times>9</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<fRef label="enemy_fire_b05_1"><p>0</p><p>$t_sp5</p></fRef>
				<repeat><times>5</times>
					<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
					<fRef label="enemy_fire_b05r"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
					<w>2</w>
				</repeat>
			</repeat>



		</repeat>


		<!-- 1 -->
<!--
		<repeat><times>-1</times>
			<chS><sp>3.14*464/360</sp><tm>0</tm></chS>
			<chD><dir type="rel">360*$1</dir><tm>360</tm></chD>
			<eval name="t_dir">(-87-(($_self_cx+$_self_cy+$_player_cx+$2)%3))*$1</eval>

			<repeat><times>7</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp2</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp2</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp</p></fRef>
				<w>1</w>
				<fRef label="enemy_fire_b05_1"><p>0</p><p>$t_sp5</p></fRef>
				<w>1</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp</p></fRef>
				<w>2</w>
			</repeat>


			<repeat><times>5</times>
				<createRef l="ring_cr"><p>32</p></createRef>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp2</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp2</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2*$1</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05r"><p>$t_dir</p><p>$t_sp3</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp4</p></fRef>
				<w>2</w>
				<fRef label="enemy_fire_b05s"><p>-2</p><p>$t_sp</p></fRef>
				<w>2</w>
			</repeat>

		</repeat>
-->
		<vanish/>
	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ06                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b06_child">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b06_child"></enemyRef>
</create>

<enemy l="enemy_b06_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<setBreakable><num>1</num></setBreakable>

	<a>
		<w>1</w>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
		<w>30</w>


	</a>

</enemy>

<create label="enemy_create_b06_child_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_06_child_object"></objectRef>
</create>

<object l="boss_06_child_object">

<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>

		<w>25</w>
		<w>5</w>

		<!-- 120 -->
		<repeat><times>4</times>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>

			<repeat><times>3</times>
				<eval name="t_sp">4.9+$__temp_grank*0.2</eval>
					<fRef label="enemy_fire_b06_3ab"><p>0</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

					<fRef label="enemy_fire_b06_3s"><p>101</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

				<repeat><times>8</times>
					<fRef label="enemy_fire_b06_3s"><p>101</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

				</repeat>
			</repeat>

		</repeat>





<!--
		<w>25</w>
		<eval name="t_sp">6.4+$__temp_grank*0.2</eval>
		<eval name="t_sp2">5.1+$__temp_grank*0.2</eval>
		<eval name="t_sp3">4.4+$__temp_grank*0.1</eval>
		<eval name="t_sp4">3.6+$__temp_grank*0.1</eval>
		<eval name="t_sp5">2.4+$__temp_grank*0.1</eval>

		<w>2</w>
		<eval name="t_rand">($_self_cx+$_player_cx)%5</eval>
		<eval name="t_rand2">($_self_cx*3+$_player_cy*6)%5</eval>
		<eval name="t_rand3">($_self_cx*7+$_player_cx*16)%5</eval>
		<eval name="t_rand4">($_self_cx*15+$_player_cy*9)%5</eval>

		<w>3</w>
-->

		<!-- wait120 以内でvanish -->
<!--
		<repeat><times>7</times>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fRef label="enemy_fire_b06ab"><p>180</p><p>$t_sp</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>0+$t_rand</p><p>$t_sp2</p></fRef>
		<fRef label="enemy_fire_b06_1ab"><p>176+$t_rand2</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>184+$t_rand3</p><p>$t_sp2</p></fRef>

		<fRef label="enemy_fire_b06_2ab"><p>0+$t_rand4</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>182+$t_rand2</p><p>$t_sp4</p></fRef>
		<fRef label="enemy_fire_b06_2ab"><p>178+$t_rand3</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>180+$t_rand</p><p>$t_sp4</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>177+$t_rand4</p><p>$t_sp5</p><p>61</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179+$t_rand2</p><p>$t_sp5</p><p>62</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>183+$t_rand</p><p>$t_sp4</p><p>63</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179-$t_rand2</p><p>$t_sp5</p><p>64</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>0-$t_rand2</p><p>$t_sp5</p><p>64</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>186-$t_rand</p><p>$t_sp5</p><p>65</p></fRef>

		<fRef label="enemy_fire_b06_2ab"><p>174+$t_rand3</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>0+$t_rand</p><p>$t_sp4</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>60+$t_rand4</p><p>$t_sp5</p><p>66</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>188+$t_rand3</p><p>$t_sp4</p><p>67</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>188-$t_rand4</p><p>$t_sp4</p><p>68</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>120-$t_rand2</p><p>$t_sp3</p><p>70</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>184-$t_rand</p><p>$t_sp3</p><p>71</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>185-$t_rand4</p><p>$t_sp5</p><p>72</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>170-$t_rand2</p><p>$t_sp5</p><p>73</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>240-$t_rand2</p><p>$t_sp5</p><p>74</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>308+$t_rand4</p><p>$t_sp4</p><p>78</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>168+$t_rand3</p><p>$t_sp5</p><p>80</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>191+$t_rand2</p><p>$t_sp4</p><p>82</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>177+$t_rand</p><p>$t_sp5</p></fRef>

		<eval name="t_rand">($_self_cx+$_player_cx)%5</eval>
		<eval name="t_rand2">($_self_cx*3+$_player_cy*6)%5</eval>
		<eval name="t_rand3">($_self_cx*7+$_player_cx*16)%5</eval>
		<eval name="t_rand4">($_self_cx*15+$_player_cy*9)%5</eval>
		<w>1</w>
		</repeat>
-->
		<vanish/>
	</a>
</object>

<create label="enemy_create_b06_child_obj_half">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_06_child_object_half"></objectRef>
</create>

<object l="boss_06_child_object_half">

<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>


		<w>25</w>
		<w>5</w>

		<!-- 60 -->
		<repeat><times>4</times>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>

			<repeat><times>3</times>
				<eval name="t_sp">4.9+$__temp_grank*0.2</eval>
					<fRef label="enemy_fire_b06_3ab"><p>0</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

					<fRef label="enemy_fire_b06_3s"><p>101</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

				<repeat><times>8</times>
					<fRef label="enemy_fire_b06_3s"><p>101</p><p>$t_sp</p><p>20</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>40</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>60</p></fRef>
					<fRef label="enemy_fire_b06_3s"><p>90</p><p>$t_sp</p><p>80</p></fRef>
					<evaladd name="t_sp">-0.3</evaladd>
					<w>1</w>

				</repeat>
			</repeat>

		</repeat>

<!--
		<w>25</w>
		<eval name="t_sp">6.4+$__temp_grank*0.2</eval>
		<eval name="t_sp2">4.4+$__temp_grank*0.2</eval>
		<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>
		<eval name="t_sp4">3.2+$__temp_grank*0.1</eval>
		<eval name="t_sp5">2.4+$__temp_grank*0.1</eval>

		<w>2</w>
		<eval name="t_rand">($_self_cx+$_player_cx)%5</eval>
		<eval name="t_rand2">($_self_cx*3+$_player_cy*6)%5</eval>
		<eval name="t_rand3">($_self_cx*7+$_player_cx*16)%5</eval>
		<eval name="t_rand4">($_self_cx*15+$_player_cy*9)%5</eval>

		<w>3</w>

		<repeat><times>3</times>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fRef label="enemy_fire_b06ab"><p>180</p><p>$t_sp</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>0+$t_rand</p><p>$t_sp2</p></fRef>
		<fRef label="enemy_fire_b06_1ab"><p>176+$t_rand2</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>184+$t_rand3</p><p>$t_sp2</p></fRef>

		<fRef label="enemy_fire_b06_2ab"><p>0+$t_rand4</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>182+$t_rand2</p><p>$t_sp4</p></fRef>
		<fRef label="enemy_fire_b06_2ab"><p>178+$t_rand3</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>180+$t_rand</p><p>$t_sp4</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>177+$t_rand4</p><p>$t_sp5</p><p>61</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179+$t_rand2</p><p>$t_sp5</p><p>62</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>183+$t_rand</p><p>$t_sp4</p><p>63</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179-$t_rand2</p><p>$t_sp5</p><p>64</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>0-$t_rand2</p><p>$t_sp5</p><p>64</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>186-$t_rand</p><p>$t_sp5</p><p>65</p></fRef>

		<fRef label="enemy_fire_b06_2ab"><p>174+$t_rand3</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>0+$t_rand</p><p>$t_sp4</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>60+$t_rand4</p><p>$t_sp5</p><p>66</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>188+$t_rand3</p><p>$t_sp4</p><p>67</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>188-$t_rand4</p><p>$t_sp4</p><p>68</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>120-$t_rand2</p><p>$t_sp3</p><p>70</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>184-$t_rand</p><p>$t_sp3</p><p>71</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>185-$t_rand4</p><p>$t_sp5</p><p>72</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>170-$t_rand2</p><p>$t_sp5</p><p>73</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>240-$t_rand2</p><p>$t_sp5</p><p>74</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>308+$t_rand4</p><p>$t_sp4</p><p>78</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>168+$t_rand3</p><p>$t_sp5</p><p>80</p></fRef>
		<fRef label="enemy_fire_b06_3ab"><p>191+$t_rand2</p><p>$t_sp4</p><p>82</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>177+$t_rand</p><p>$t_sp5</p></fRef>

		<eval name="t_rand">($_self_cx+$_player_cx)%5</eval>
		<eval name="t_rand2">($_self_cx*3+$_player_cy*6)%5</eval>
		<eval name="t_rand3">($_self_cx*7+$_player_cx*16)%5</eval>
		<eval name="t_rand4">($_self_cx*15+$_player_cy*9)%5</eval>
		<w>1</w>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fRef label="enemy_fire_b06ab"><p>180</p><p>$t_sp</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>0+$t_rand</p><p>$t_sp2</p></fRef>
		<fRef label="enemy_fire_b06_1ab"><p>176+$t_rand2</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_1ab"><p>184+$t_rand3</p><p>$t_sp2</p></fRef>

		<fRef label="enemy_fire_b06_2ab"><p>0+$t_rand4</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>182+$t_rand2</p><p>$t_sp4</p></fRef>
		<fRef label="enemy_fire_b06_2ab"><p>178+$t_rand3</p><p>$t_sp3</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_2ab"><p>180+$t_rand</p><p>$t_sp4</p></fRef>

		<fRef label="enemy_fire_b06_3ab"><p>177+$t_rand4</p><p>$t_sp5</p><p>64</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179+$t_rand2</p><p>$t_sp5</p><p>66</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>183+$t_rand</p><p>$t_sp4</p><p>67</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>179-$t_rand2</p><p>$t_sp5</p><p>70</p></fRef>
		<w>1</w>
		<fRef label="enemy_fire_b06_3ab"><p>186-$t_rand</p><p>$t_sp5</p><p>71</p></fRef>
		<w>1</w>
-->
		<vanish/>
	</a>
</object>



<!-- ********************************************************************* -->
<!-- *** boss　杖パーツ07                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b07_child">
	<speed>0</speed>
	<direction type="absolute">90*$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b07_child"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_b07_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<setBreakable><num>1</num></setBreakable>

	<a>
		<w>1</w>
		<cRef label="enemy_create_b07_child_obj"><p>$_self_cx-64</p><p>$_self_cy</p><p>90-90*$1</p><p>$1</p></cRef>
		<cRef label="enemy_create_b07_child_obj"><p>$_self_cx+64</p><p>$_self_cy</p><p>-90-90*$1</p><p>$1</p></cRef>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
		<w>30</w>
		<rotateImg><dir>6*$1</dir><tm>-1</tm></rotateImg>

		<w>60</w>

		<chS><sp>3</sp><tm>60</tm></chS>
		<w>60</w>
		<chS><sp>0</sp><tm>60</tm></chS>
		<w>120</w>

		<repeat><times>12</times>
			<chD><dir type="rel">180</dir><tm>1</tm></chD>
			<chS><sp>3</sp><tm>60</tm></chS>
			<w>120</w>
			<chS><sp>0</sp><tm>60</tm></chS>
			<w>120</w>
		</repeat>

		<chD><dir type="rel">180</dir><tm>1</tm></chD>
		<chS><sp>3</sp><tm>60</tm></chS>
		<w>60</w>
		<chS><sp>0</sp><tm>60</tm></chS>

	</a>

</enemy>

<create label="enemy_create_b07_child_obj">
	<speed>0</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss_07_child_object"><p>$4</p></objectRef>
</create>

<object l="boss_07_child_object">

<!--	<imgRef label="enemy_img_b_01_debug"/> -->
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>
		<w>30</w>
		<aRef l="boss_07_child_object_act01"><p>$1</p></aRef>

		<vanish/>
	</a>
</object>


<a l="boss_07_child_object_act01">

<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
<eval name="t_sp2">1.7+$__temp_grank*0.1</eval>
<chS><sp>3.14*128/60</sp><tm>0</tm></chS>

<repeat><times>50</times>

	<!-- 1 -->
		<chD><dir type="rel">360*$1</dir><tm>60</tm></chD>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b07r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>3</w>
			<fRef l="enemy_fire_b07r"><p>-90*$1</p><p>$t_sp2</p></fRef>
			<w>2</w>
		</repeat>

		<createRef l="ring_cr"><p>32</p></createRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b07r"><p>-90*$1</p><p>$t_sp</p></fRef>
			<w>3</w>
			<fRef l="enemy_fire_b07r"><p>-90*$1</p><p>$t_sp2</p></fRef>
			<w>2</w>
		</repeat>
		<eval name="t_count">($t_count+1)%3</eval>
</repeat>
</a>

<!-- ********************************************************************* -->
<!-- *** boss 杖パーツ08                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b08_child">
	<speed>0</speed>
	<direction type="absolute">10</direction>
	<cx>$_self_cx-16</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef label="enemy_b08_child"><p>$1</p></objectRef>
</create>

<object l="enemy_b08_child">

	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	
	<a>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
	</a>

</object>


<!-- ********************************************************************* -->
<!-- *** b08 magic                                                    *** -->
<!-- ***                                                               *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_b08_magic_obj">
	<speed>4</speed>
	<dir type="aim">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_b08_magic_object"><p>$2</p><p>$3</p><p>$4</p></objectRef>
</create>

<create label="enemy_create_b08_magic_obj_ab">
	<speed>4</speed>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_b08_magic_object"><p>$2</p><p>$3</p><p>$4</p></objectRef>
</create>

<object l="boss_b08_magic_object">

	<imgRef label="enemy_img_b_08_magic_red"/>
	<rotateImg><dir>-7</dir><tm>-1</tm></rotateImg>
	
	<a>
		<w>$3</w>
		<chS><sp>0</sp><tm>20</tm></chS>
		<w>35</w>


		<eval name="t_wait">5</eval>
		<w>15</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b08_2ab"><p>($_self_cx+$_player_cx)%2</p><p>$2</p><p>$t_wait</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b08_2s"><p>8</p><p>$2</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>9</times>
				<fRef l="enemy_fire_b08_2s"><p>8</p><p>$2</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>15</w>


		<eval name="t_wait">9</eval>
		<w>15</w>

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

		<fRef l="enemy_fire_b08"><p>($_self_cx+$_player_cx)%2</p><p>$1</p><p>$t_wait</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b08s"><p>4.5</p><p>$1</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>8</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>9</times>
				<fRef l="enemy_fire_b08s"><p>4.5</p><p>$1</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>

		<w>15</w>
		<changeColor>
			<alpha>2</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>

		<vanish/>

	</a>
</object>




<!-- ********************************************************************* -->
<!-- *** boss 最終パーツ                                               *** -->
<!-- *** ●(o)と×(x)                                               *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b09_child_o">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>8000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b09_child_o"><p>$3</p></enemyRef>
</create>

<enemy l="enemy_b09_child_o">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_o"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<revRef l="enemy_stEX_b09_ox_revenge"><p>10</p><p>80</p><p>32</p><p>2100</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>14</w>
		<chD><dir type="rel">90</dir><tm>1</tm></chD>
		<w>1</w>

		<!-- 本体攻撃用object作成 -->
		<cRef l="boss_09_child_object_create"><p>$1</p></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>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="boss_09_child_object_create2"><p>$1</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>

	</a>
</enemy>


<create l="enemy_create_b09_child_x">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>8000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b09_child_x"><p>$3</p></enemyRef>
</create>

<enemy l="enemy_b09_child_x">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_x"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<revRef l="enemy_stEX_b09_ox_revenge"><p>10</p><p>80</p><p>32</p><p>2100</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>14</w>
		<chD><dir type="rel">90</dir><tm>1</tm></chD>
		<w>1</w>

		<!-- 本体攻撃用object作成 -->
		<cRef l="boss_09_child_object_create"><p>$1</p></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>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="boss_09_child_object_create2"><p>$1</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>

	</a>
</enemy>






<create label="boss_09_child_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_09_child_object"><p>$1</p></objectRef>
</create>

<object l="boss_09_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>35</w>

		<eval name="t_dir2">0</eval>
		<w>$1</w>

		<repeat><times>-1</times>
			<eval name="t_sp">0.18</eval>
			<eval name="t_wait">20</eval>
			<eval name="t_dir">0</eval>
			<eval name="t_sp2">2.4+$__temp_grank*0.1</eval>
			<w>6</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b09_2ab"><p>$t_dir2</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			</repeat>
			<w>1</w>

			<repeat><times>12</times>
				<evaladd name="t_sp">0.18</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_dir">12</evaladd>
				<repeat><times>4</times>
					<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>50</w>
			<evaladd name="t_dir2">31</evaladd>
			<w>10</w>



			<eval name="t_sp">0.18</eval>
			<eval name="t_wait">20</eval>
			<eval name="t_dir">0</eval>
			<eval name="t_sp2">2.4+$__temp_grank*0.1</eval>
			<w>6</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b09_2ab"><p>$t_dir2</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			</repeat>
			<w>1</w>

			<repeat><times>12</times>
				<evaladd name="t_sp">0.18</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_dir">-12</evaladd>
				<repeat><times>4</times>
					<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>50</w>
			<evaladd name="t_dir2">31</evaladd>
			<w>10</w>
		</repeat>


	</a>
</object>



<!-- バリア破壊後 -->
<create label="boss_09_child_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_09_child_object2"><p>$1</p></objectRef>
</create>

<object l="boss_09_child_object2">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>

		<w>45</w>

		<eval name="t_dir2">0</eval>
		<w>$1</w>

		<repeat><times>-1</times>
			<eval name="t_sp">0.18</eval>
			<eval name="t_wait">20</eval>
			<eval name="t_dir">0</eval>
			<eval name="t_sp2">2.4+$__temp_grank*0.1</eval>
			<w>6</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b09_2ab"><p>$t_dir2</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			</repeat>
			<w>1</w>

			<repeat><times>12</times>
				<evaladd name="t_sp">0.18</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_dir">12</evaladd>
				<repeat><times>4</times>
					<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>50-20*$__boss_parts</w>
			<evaladd name="t_dir2">31</evaladd>
			<w>10</w>



			<eval name="t_sp">0.18</eval>
			<eval name="t_wait">20</eval>
			<eval name="t_dir">0</eval>
			<eval name="t_sp2">2.4+$__temp_grank*0.1</eval>
			<w>6</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b09_2ab"><p>$t_dir2</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
			</repeat>
			<w>1</w>

			<repeat><times>12</times>
				<evaladd name="t_sp">0.18</evaladd>
				<evaladd name="t_wait">-1</evaladd>
				<evaladd name="t_dir">-12</evaladd>
				<repeat><times>4</times>
					<fRef l="enemy_fire_b09_2s"><p>90</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p><p>$t_sp2</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>50-20*$__boss_parts</w>
			<evaladd name="t_dir2">31</evaladd>
			<w>10</w>
		</repeat>


	</a>
</object>




<!-- ********************************************************************* -->
<!-- *** boss 最終パーツその１                                           *** -->
<!-- *** ●(o)と×(x)                                               *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b2_01_child_o">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>20000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<flag>128</flag>
	<enemyRef label="enemy_b2_01_child_o"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_b2_01_child_o">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_o"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>14</w>
		<global name="boss_parts_o_x">$_self_cx</global>
		<global name="boss_parts_o_y">$_self_cy</global>
		<chD><dir type="rel">90</dir><tm>1</tm></chD>
		<w>1</w>

		<!-- 本体攻撃用object作成 -->
		<cRef l="boss2_01_child_object_create"><p>$1</p></cRef>

	</a>
</enemy>


<create l="enemy_create_b2_01_child_x">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>20000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<flag>128</flag>
	<enemyRef label="enemy_b2_01_child_x"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_b2_01_child_x">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_x"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>14</w>
		<global name="boss_parts_x_x">$_self_cx</global>
		<global name="boss_parts_x_y">$_self_cy</global>
		<chD><dir type="rel">90</dir><tm>1</tm></chD>
		<w>1</w>

		<!-- 本体攻撃用object作成 -->

		<cRef l="boss2_01_child_object_create"><p>$1</p></cRef>

	</a>
</enemy>

<create label="boss2_01_child_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss2_01_child_object"><p>$1</p></objectRef>
</create>

<object l="boss2_01_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
<!--
	<imgRef label="enemy_img_b_01_debug"/>
-->
	<a>
		<w>35+$1</w>

		<repeat><times>-1</times>
		<repeat><times>2</times>
			<cRef label="enemy_laser_create_b2_01"><p>0</p><p>30</p></cRef>
			<repeat><times>3</times>
				<cRef label="enemy_laser_create_b2_01s"><p>90</p><p>30</p></cRef>
			</repeat>
			<w>120</w>
		</repeat>
		<cRef label="enemy_laser_create_b2_02"><p>0</p><p>70</p></cRef>
		<repeat><times>3</times>
			<cRef label="enemy_laser_create_b2_02s"><p>90</p><p>70</p></cRef>
		</repeat>
		<w>180</w>
		</repeat>

	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** boss 最終パーツその２                                           *** -->
<!-- *** ●(o)と×(x)                                               *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b2_01_child_o2">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$__boss_parts_o_x</cx><cy>$__boss_parts_o_y</cy>
	<vital>20000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>144</flag>
	<enemyRef label="enemy_b2_01_child_o2"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_b2_01_child_o2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_o"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<revRef l="enemy_stEX_b2_01_ox_revenge"><p>10</p><p>80</p><p>32</p><p>2100</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>

		<!-- 本体攻撃用object作成 -->

		<cRef label="enemy_create_boss_dummy_parts"/>
		<cRef label="bossparts_underbar_create"/>
		<w>70</w>
		<changeImgSize><width>128</width><height>128</height><tm>60</tm></changeImgSize>
		<w>111</w>
		<targetRevenge label="enemy_boss_dummy_parts"></targetRevenge>
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>32</radius></collision>

		<!-- 通常 -->
		<repeat><times>$__boss_secret-eq0</times>
			<aRef l="boss2_01_child_object2_act00"><p>$2</p></aRef>
		</repeat>

		<!-- secret -->
		<repeat><times>1-($__boss_secret-eq0)</times>
			<aRef l="boss2_01_child_object2_act99"><p>$2</p></aRef>
		</repeat>

	</a>
</enemy>


<create l="enemy_create_b2_01_child_x2">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$__boss_parts_x_x</cx><cy>$__boss_parts_x_y</cy>
	<vital>20000</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>144</flag>
	<enemyRef label="enemy_b2_01_child_x2"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_b2_01_child_x2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="enemy_present_boss_parts_x"/>
	<rotateImg><dir>1.5</dir><tm>-1</tm></rotateImg>

	<revRef l="enemy_stEX_b2_01_ox_revenge"><p>10</p><p>80</p><p>32</p><p>2100</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<!-- 本体攻撃用object作成 -->


		<cRef label="enemy_create_boss_dummy_parts"/>
		<cRef label="bossparts_underbar_create"/>
		<w>70</w>
		<changeImgSize><width>128</width><height>128</height><tm>60</tm></changeImgSize>
		<w>111</w>
		<targetRevenge label="enemy_boss_dummy_parts"></targetRevenge>
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>32</radius></collision>


		<!-- 通常 -->
		<repeat><times>$__boss_secret-eq0</times>
			<aRef l="boss2_01_child_object2_act00"><p>$2</p></aRef>
		</repeat>

		<!-- secret -->
		<repeat><times>1-($__boss_secret-eq0)</times>
			<aRef l="boss2_01_child_object2_act99"><p>$2</p></aRef>
		</repeat>

<!--
		<eval name="flag">0</eval>

		<cRef label="enemy_create_boss_dummy_parts"/>
		<cRef label="bossparts_underbar_create"/>
		<w>10</w>
		<changeImgSize><width>128</width><height>128</height><tm>60</tm></changeImgSize>
		<w>50</w>

		<repeat><times>-1</times>
			<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
				<targetRevenge label="enemy_boss_dummy_parts"></targetRevenge>
				<eval name="flag">1</eval>
				<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>32</radius></collision>
				<cRef l="boss2_01_child_object_create2"><p>$2</p></cRef>
			</repeat>
			<w>6</w>
		</repeat>
-->
	</a>
</enemy>

<a l="boss2_01_child_object2_act00">
	<w>30+$1</w>

	<soundtrack><file type="ogg">laser1</file></soundtrack>	
	<cRef label="enemy_laser_create_b2_06ab"><p>45</p><p>65</p></cRef>
	<repeat><times>3</times>
		<cRef label="enemy_laser_create_b2_06s"><p>90</p><p>65</p></cRef>
	</repeat>
	<w>40</w>
	<repeat><times>-1</times>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef label="enemy_laser_create_b2_06s"><p>90+26</p><p>65</p></cRef>
		<repeat><times>3</times>
			<cRef label="enemy_laser_create_b2_06s"><p>90</p><p>65</p></cRef>
		</repeat>
		<w>40-($__boss_parts*10)</w>
	</repeat>

</a>

<a l="boss2_01_child_object2_act99">
	<w>30+$1</w>
		<eval name="t_lsp">7.5</eval>

		<repeat><times>-1</times>
		<repeat><times>4</times>
			<aRef l="enemy_bullet_laser"/>
			<w>1</w>
			<cRef l="enemy_laser_b2_08"><p>0</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_b2_08s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_b2_08s"><p>90</p><p>$t_lsp</p></cRef>
			<w>5</w>
			<cRef l="enemy_laser_b2_08s"><p>90</p><p>$t_lsp</p></cRef>
			<w>27</w>
		</repeat>
			<w>45-$__t_vital*8</w>
		</repeat>

</a>



<!-- ********************************************************************* -->
<!-- *** boss　杖パーツb2_02                                   *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b2_02_child">
	<speed>0</speed>
	<direction type="absolute">90*$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b2_02_child"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_b2_02_child">

	<collision type="sync"><left>-5</left><top>-60</top><right>5</right><bottom>60</bottom></collision>
	<revRef l="enemy_stEX_b01_child_revenge"></revRef>
	<imgRef label="enemy_img_b_01"/>
	<imgDirection type="sync">0</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>
	
	<setBreakable><num>1</num></setBreakable>

	<a>
		<w>1</w>
		<cRef label="enemy_create_b2_02_child_obj"><p>$_self_cx-64</p><p>$_self_cy</p><p>90-90*$1</p><p>$1</p></cRef>
		<cRef label="enemy_create_b2_02_child_obj"><p>$_self_cx+64</p><p>$_self_cy</p><p>-90-90*$1</p><p>$1</p></cRef>
		<changeImgSize><width>32</width><height>128</height><tm>15</tm></changeImgSize>
		<w>30</w>
		<rotateImg><dir>1.5*$1</dir><tm>-1</tm></rotateImg>
	</a>

</enemy>

<create label="enemy_create_b2_02_child_obj">
	<speed>0</speed>
	<dir type="abs">$3</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="boss2_02_child_object"><p>$4</p></objectRef>
</create>

<object l="boss2_02_child_object">

<!--	<imgRef label="enemy_img_b_01_debug"/> -->
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

	<a>
		<w>30</w>

		<chS><sp>3.14*128/240</sp><tm>0</tm></chS>

		<repeat><times>50</times>

			<!-- 1 -->
				<chD><dir type="rel">360*$1</dir><tm>240</tm></chD>

				<repeat><times>8</times>
				<createRef l="ring_cr"><p>32</p></createRef>

				<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
				<repeat><times>4</times>
					<fRef l="enemy_fire_b2_03r"><p>-90*$1</p><p>$t_sp</p></fRef>
					<w>1</w>
					<evaladd name="t_sp">-0.25</evaladd>
					<fRef l="enemy_fire_b2_03r"><p>-90*$1</p><p>$t_sp</p></fRef>
					<w>1</w>
					<evaladd name="t_sp">-0.25</evaladd>
				</repeat>

				<w>7</w>
				<eval name="t_sp">4.4+$__temp_grank*0.1</eval>

				<repeat><times>4</times>
					<fRef l="enemy_fire_b2_03r"><p>-90*$1</p><p>$t_sp</p></fRef>
					<w>1</w>
					<evaladd name="t_sp">-0.25</evaladd>
					<fRef l="enemy_fire_b2_03r"><p>-90*$1</p><p>$t_sp</p></fRef>
					<w>1</w>
					<evaladd name="t_sp">-0.25</evaladd>
				</repeat>

				<w>7</w>
				</repeat>

		</repeat>

		<vanish/>
	</a>
</object>




</exbulletml>
