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

<!-- ********************************************************************* -->
<!-- *** ボス戦                                                        *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_action">

	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">4</global>

	<!-- *** ボスの平均倍率 *** -->
	<global name="boss_av">0</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>
	<createRef label="enemy_create_main_boss">
		<p>320</p>
		<p>-12</p>
		<p>13200+($__grank*500)</p>
		<p>0</p>
		<p>150000+($__grank*6000)</p>
		<p>$__main_boss_prate</p>
	</createRef>

	<wait>60</wait>

</action>

<!-- ********************************************************************* -->
<!-- *** ボス戦開始                                                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_start">

	<!-- *** 会話終了ロック解除 *** -->
	<releaseLock><num>11</num></releaseLock>

	<!-- *** ボスの名称表示オブジェクト作成 *** -->
	<!--
	<createRef label="boss_name_stage_main"></createRef>	
	-->

	<sound type="bgm" label="bgm">
		<track><file type="ogg">11_bossD_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*2</loop></play>
	</sound>
	<actionRef label="stageD_2_bgm_title_action"/>


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

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


<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_main_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>$4</inv>
	<score>$5</score>
	<prate>$6</prate>
	<enemyRef label="enemy_main_boss"></enemyRef>
</create>

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

	<!-- *** 初期設定では衝突判定無し *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_01"></presentRef>

	<!-- *** 第 1 形態以外の場合に VITAL ゲージを作成 *** -->
	<rep><ts>1-($__boss_state-eq1)</ts>
		<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
		<createRef label="boss_vital_create"></createRef>

		<!-- *** 画面下のボス表示を作成 *** -->
		<createRef label="boss_underbar_create2"></createRef>
	</rep>

	<!-- タイマー差分初期化 -->
	<global name="end_offset">0</global>
	<global name="end_flag">0</global>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_main_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<eval name="cross_over">100</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">248</global>
		<actionRef  label="stage_main_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<eval name="cross_over">100</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_03_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">240</global>
		<actionRef  label="stage_main_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<eval name="cross_over">80</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_04_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">220</global>
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_05_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">250</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<!-- secret -->
	<repeat><times>$__boss_state-eq6</times>
		<eval name="cross_over">120</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_06_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">286</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_06_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>


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

<action  label="stage_main_boss_01_action">
	<changeSpeed>
		<speed>4</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>25</wait>

	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>40</wait>

	<!-- *** 会話終了待ち *** -->
	<waitLock><num>11</num></waitLock>

	<!-- *** 第 1 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create2"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">230</global>
<!--		<actionRef  label="create_timer"></actionRef> -->

	<wait>30</wait>
	<!-- *** 実際の戦闘開始 *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

<repeat><times>3</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<actionRef label="stageD_bossTmp01_subAction01"/>

	<actionRef label="stageD_bossTmp01_subAction02"/>

	<!-- タイマーチェック -->
<!--
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>

<action label="stageD_bossTmp01_subAction01">
    	<!--時計か反時計かはランダム-->
	<eval name="CLOCKWORK">1-2*($_prate%2)</eval>
	<eval name="WAIT">32</eval>

	<eval name="bul_num">9+($__temp_grank-gt0)+($__temp_grank-gt1)*2+($__temp_grank-gt2)*3</eval>
	<eval name="bul_rad">360/$bul_num*$CLOCKWORK</eval>

	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
  	<fireRef label="stageD_bossTmp01_fire00A">
	<param>(-180*$CLOCKWORK)</param><p>$WAIT</p><p>$CLOCKWORK</p>
  	</fireRef>
  	<repeat><times>$bul_num-1</times>
		<wait>2</wait>
		<eval name="WAIT">$WAIT-2</eval>
    		<fireRef label="stageD_bossTmp01_fire00B">
		<param>$bul_rad</param><p>$WAIT</p><p>$CLOCKWORK</p>
    		</fireRef>
  	</repeat>
  	<wait>90-($bul_num*2)</wait>

	<!--移動-->
	<eval name="DIRECT">(($_player_cy*7+$_player_cx*23)%31)+75</eval>
	<repeat><times>($_player_cx-lt$_self_cx)</times>
		<eval name="DIRECT">($DIRECT+180)</eval>
	</repeat>
	<changeDirection>
		<direction type="absolute">$DIRECT</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed>
		<speed>1.2</speed><term>10</term>
	</changeSpeed>
	<wait>30</wait>
	<changeSpeed>
		<speed>0</speed><term>10</term>
	</changeSpeed>
	<wait>110</wait>


	<eval name="WAIT">32</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
  	<fireRef label="stageD_bossTmp01_fire00A">
	<param>(180*$CLOCKWORK)</param><p>$WAIT</p><p>-1*$CLOCKWORK</p>
  	</fireRef>
  	<repeat><times>$bul_num-1</times>
		<wait>2</wait>
		<eval name="WAIT">$WAIT-2</eval>
    		<fireRef label="stageD_bossTmp01_fire00B">
		<param>-1*$bul_rad</param><p>$WAIT</p><p>-1*$CLOCKWORK</p>
    		</fireRef>
  	</repeat>
  	<wait>90-($bul_num*2)</wait>

	<wait>210</wait>
</action>

<action label="stageD_bossTmp01_subAction02">
	<eval name="OFFSET">0</eval>
   	<repeat><times>2</times>
		<eval name="OFFSET">$OFFSET+45/8</eval>
		<eval name="WAIT">8</eval>
		<eval name="num">4+($__temp_grank)</eval>
		<eval name="rad">360/$num</eval>
		<w>4</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
     		<fireRef label="stageD_bossTmp01_fire02A">
		<p>$OFFSET</p><p>$WAIT</p><p>360/16</p><p>90</p><p>2.1</p>
     		</fireRef>
     		<repeat><times>$num-1</times>
			<wait>1</wait>
			<eval name="WAIT">$WAIT-1</eval>
       			<fireRef label="stageD_bossTmp01_fire02B">
			<p>$rad</p><p>$WAIT</p><p>360/16</p><p>90</p><p>2.1</p>
       			</fireRef>
     		</repeat>
		<wait>53-$num</wait>

		<eval name="OFFSET">$OFFSET+45/8</eval>
		<eval name="WAIT">8</eval>
		<w>4</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
     		<fireRef label="stageD_bossTmp01_fire02A">
		<p>$OFFSET</p><p>$WAIT</p><p>-360/16</p><p>-90</p><p>2.1</p>
     		</fireRef>
     		<repeat><times>$num-1</times>
       			<fireRef label="stageD_bossTmp01_fire02B">
			<p>$rad</p><p>$WAIT</p><p>-360/16</p><p>-90</p><p>2.1</p>
       			</fireRef>
     		</repeat>
		<wait>53-$num</wait>

 	</repeat>
  	<!--原点に戻る-->
	<changeDirection>
		<direction type="relative">180</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed>
		<speed>1.2</speed><term>10</term>
	</changeSpeed>
	<wait>30</wait>
	<changeSpeed>
		<speed>0</speed><term>10</term>
	</changeSpeed>
	<wait>110</wait>
</action>

  

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

<action  label="stage_main_boss_02_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>155</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

<repeat><times>6</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>


	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01d"><p>-5+10*(($_player_cy*7+$_prate)%2)</p><p>25</p><p>1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>-60</p><p>28</p><p>-1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>120</p><p>23</p><p>1</p></fRef>

	<w>60</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01d"><p>-30</p><p>26</p><p>-1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>-90</p><p>24</p><p>1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>180</p><p>29</p><p>-1</p></fRef>
	<w>25</w>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_2_01ds"><p>180</p><p>25</p><p>1</p></fRef>
	</repeat>

	<chD><dir type="abs">-86+192*($_prate%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.3</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>25</w>

	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01d"><p>-10</p><p>27</p><p>-1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>-55</p><p>23</p><p>1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>110</p><p>26</p><p>-1</p></fRef>

	<w>60</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01d"><p>30</p><p>24</p><p>1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>-80</p><p>25</p><p>-1</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ds"><p>160</p><p>28</p><p>1</p></fRef>
	<w>25</w>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_2_01ds"><p>180</p><p>25</p><p>-1</p></fRef>
	</repeat>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.3</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>25</w>
	
	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss2</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->	
</repeat>
<global name="end_flag">1</global>
</action>


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

<action  label="stage_main_boss_03_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>120</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="temp">-1</eval>
	<eval name="ch_vital">64</eval> <!-- 元は 64 -->
	<eval name="ad_vital">128</eval>
	<eval name="ad_count">0</eval>
	<eval name="item">$_player_cx%2</eval>
	<w>1</w>

<repeat><times>8</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_03_action0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_03_action1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_03_action2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_03_action3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_03_action4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_03_action5"/>
	</repeat>

	<cRef l="enemy_create_b3_01"><p>90</p><p>24</p><p>$item</p><p>$ch_vital</p></cRef>
	<w>15</w>
	<cRef l="enemy_create_b3_01"><p>-90</p><p>24</p><p>1-$item</p><p>$ch_vital</p></cRef>
	<w>15</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b3_01"><p>105</p><p>18</p><p>1</p><p>$ch_vital</p></cRef>
	</repeat>
	<w>15</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b3_01"><p>-105</p><p>18</p><p>1</p><p>$ch_vital</p></cRef>
	</repeat>
	<w>15</w>
	<cRef l="enemy_create_b3_01"><p>120</p><p>12</p><p>1</p><p>$ch_vital</p></cRef>
	<w>15</w>
	<cRef l="enemy_create_b3_01"><p>-120</p><p>12</p><p>1</p><p>$ch_vital</p></cRef>
	<w>15</w>
	<evaladd name="item">1</evaladd>

	<evaladd name="ad_count">1</evaladd>
	<eval name="ch_vital">64+(($ad_count/2)%100)*$ad_vital</eval>


	<aRef l="lr_move"></aRef>
	<chS><sp type="abs">1.4</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>20</w>


	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_03_action0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_03_action1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_03_action2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_03_action3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_03_action4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_03_action5"/>
	</repeat>

	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>


<a l="boss_03_action0">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-90</p><p>3</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>18</p></fRef>
	<w>1</w>	
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>1</p></fRef>
	</repeat>
	<w>35</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-189</p><p>3</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>18</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>1</p></fRef>
	</repeat>
	<w>35</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-171</p><p>3</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>18</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>18</p><p>1</p></fRef>
	</repeat>
	<w>35</w>
</a>

<a l="boss_03_action1">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-90</p><p>3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>15</p></fRef>
	<w>1</w>	
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>1</p></fRef>
	</repeat>
	<w>35</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-187.5</p><p>3</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>15</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>1</p></fRef>
	</repeat>
	<w>35</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-172.5</p><p>3</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>15</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>15</p><p>1</p></fRef>
	</repeat>
	<w>35</w>

</a>

<a l="boss_03_action2">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-90</p><p>3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>	
	<repeat><times>9</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>1</p></fRef>
	</repeat>
	<w>35</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-185</p><p>3</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>9</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>1</p></fRef>
	</repeat>
	<w>35</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-175</p><p>3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>1</p></fRef>
	</repeat>
	<w>35</w>

</a>

<a l="boss_03_action3">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-90</p><p>5</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>1</p></fRef>
	</repeat>
	<w>33</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-185</p><p>5</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>5</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>2</p></fRef>
	</repeat>
	<w>34</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-175</p><p>5</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>4</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>3</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>10</p></fRef>
	<w>1</w>	
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>10</p><p>2</p></fRef>
	</repeat>
	<w>34</w>
</a>

<a l="boss_03_action4">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-88</p><p>5</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>1</p></fRef>
	</repeat>
	<w>33</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-180</p><p>5</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>34</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-172</p><p>5</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>1</p></fRef>
	</repeat>
	<w>34</w>

</a>

<a l="boss_03_action5">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02"><p>-88</p><p>5</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>1</p></fRef>
	</repeat>
	<w>24</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-180</p><p>5</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>25</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-172</p><p>5</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>4</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<w>1</w>	
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>1</p></fRef>
	</repeat>
	<w>25</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b3_02s"><p>-180</p><p>5</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>5</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>4</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>3</p></fRef>
	</repeat>
	<w>1</w>	
	<fRef l="enemy_fire_b3_02ds"><p>8</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b3_02s"><p>8</p><p>2</p></fRef>
	</repeat>
	<w>24</w>


</a>


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

<action  label="stage_main_boss_04_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>130</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="temp">-1</eval>
	<eval name="ch_vital">110</eval> <!-- 元は 110 -->
	<eval name="ad_vital">30</eval>
	<eval name="ad_count">0</eval>
	<w>1</w>
<repeat><times>5</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="s_enemy">$_prate%2</eval>

	<cRef l="enemy_create_b4_01"><p>-87-($_player_cx%7)</p><p>15</p><p>0</p><p>$ch_vital</p></cRef>
	<w>14</w>
	<cRef l="enemy_create_b4_01"><p>87+($_player_cy%7)</p><p>7</p><p>0</p><p>$ch_vital</p></cRef>

	<evaladd name="ad_count">1</evaladd>
	<eval name="ch_vital">110+($ad_count*$ad_vital)</eval>

	<w>22-3</w>

	<eval name="sp">1.6</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b4_02"><p>$sp</p><p>-40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<evaladd name="sp">-0.2</evaladd>
	<repeat><times>3</times>
		<w>1</w>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>-80</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<evaladd name="sp">-0.2</evaladd>
	</repeat>
	<w>30-(3*($__temp_grank-gt3))</w>

	<repeat><times>($__temp_grank-gt3)</times>
	<eval name="sp">1.6</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b4_02"><p>$sp</p><p>-40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<evaladd name="sp">-0.2</evaladd>
	<repeat><times>3</times>
		<w>1</w>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>-80</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<evaladd name="sp">-0.2</evaladd>
	</repeat>
	</repeat>
	<w>30</w>


	<cRef l="enemy_create_b4_01"><p>-80-($_prate%21)</p><p>3</p><p>$s_enemy</p><p>$ch_vital</p></cRef>
	<w>14</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b4_01"><p>81+(($_player_cx+$_player_cy)%20)</p><p>13</p><p>0</p><p>$ch_vital</p></cRef>
	</repeat>
	<w>14</w>
	<repeat><times>$__temp_grank-gt3</times>
		<cRef l="enemy_create_b4_01"><p>-80-(($_player_cx*3+$_player_cy)%21)</p><p>8</p><p>0</p><p>$ch_vital</p></cRef>
	</repeat>
	<evaladd name="ad_count">1</evaladd>
	<eval name="ch_vital">110+($ad_count*$ad_vital)</eval>

	<w>68</w>
	<aRef l="lr_move"></aRef>
	<chS><sp type="abs">1.8</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>

	<cRef l="enemy_create_b4_01"><p>-70-(($_player_cx*3)%41)</p><p>18</p><p>1-$s_enemy</p><p>$ch_vital</p></cRef>
	<w>14</w>
	<cRef l="enemy_create_b4_01"><p>72+(($_player_cy*5)%37)-($__temp_grank*4)</p><p>3</p><p>0</p><p>$ch_vital</p></cRef>
	<evaladd name="ad_count">1</evaladd>
	<eval name="ch_vital">110+($ad_count*$ad_vital)</eval>

	<w>22-(3*($__temp_grank-gt1))</w>
	<repeat><times>($__temp_grank-gt1)</times>
	<eval name="sp">1.6</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b4_02"><p>$sp</p><p>-40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<evaladd name="sp">-0.2</evaladd>
	<repeat><times>3</times>
		<w>1</w>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>-80</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<evaladd name="sp">-0.2</evaladd>
	</repeat>
	</repeat>
	<w>30-(3*($__temp_grank-gt4))</w>
	<repeat><times>($__temp_grank-gt4)</times>
	<eval name="sp">1.6</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b4_02"><p>$sp</p><p>-40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
	<evaladd name="sp">-0.2</evaladd>
	<repeat><times>3</times>
		<w>1</w>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>-80</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<fRef l="enemy_fire_b4_02s"><p>$sp</p><p>40</p></fRef>
		<evaladd name="sp">-0.2</evaladd>
	</repeat>
	</repeat>
	<w>30</w>

	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b4_01"><p>-76-(($_prate*2)%29)</p><p>14</p><p>0</p><p>$ch_vital</p></cRef>
	</repeat>
	<w>14</w>
	<cRef l="enemy_create_b4_01"><p>79+(($_player_cx+$_player_cy*3)%23)</p><p>9</p><p>0</p><p>$ch_vital</p></cRef>
	<w>14</w>
	<repeat><times>$__temp_grank-gt4</times>
		<cRef l="enemy_create_b4_01"><p>-80-(($_player_cx*2+$_player_cy*5)%21)-($__temp_grank*4)</p><p>1</p><p>0</p><p>$ch_vital</p></cRef>
	</repeat>
	<evaladd name="ad_count">1</evaladd>
	<eval name="ch_vital">110+($ad_count*$ad_vital)</eval>

	<w>68</w>

	<aRef l="lr_move"></aRef>
	<chS><sp type="abs">1.8</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>


	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>


</action>

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

<action  label="stage_main_boss_05_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="enemy_magic_action"><p>2</p><param>50</param><param>64</param><param>64</param><param>64</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>136</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

<repeat><times>4</times>

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="bul_rad">45-($__temp_grank-gt1)*5-($__temp_grank-gt3)*4</eval>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<fRef l="enemy_fire_b5_01_2"><p>-80</p><p>16</p></fRef>
	<repeat><times>2</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<repeat><times>3</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<repeat><times>3-($__temp_grank-lt2)+($__temp_grank-gt3)</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>
	
	<w>10</w>
	<repeat><times>$_player_distance-lt40</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b5_03"><p>0</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b5_03s"><p>45</p></fRef>
		</repeat>
	</repeat>
	<wait>130+($__temp_grank-lt2)*12-($__temp_grank-gt3)*12-25*($__temp_grank-gt3)-25*($__temp_grank-gt4)</wait>
	<eval name="num">($__temp_grank-gt0)+($__temp_grank-gt1)+($__temp_grank-gt3)+($__temp_grank-gt4)</eval>

	<w>40-(($num-2)*12)-10*($__temp_grank-gt2)</w>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<fRef l="enemy_fire_b5_01"><p>-80</p><p>25</p></fRef>
	<w>12</w>
	<repeat><times>$num</times>
		<fRef l="enemy_fire_b5_01s"><p>160/$num</p><p>25</p></fRef>
	<w>12</w>
	</repeat>
	<w>10*($__temp_grank-gt2)+25*($__temp_grank-gt3)+25*($__temp_grank-gt4)</w>

	<chD><dir type="abs">-84+168*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.5</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>20</w>
	

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>


	<eval name="bul_rad">45-($__temp_grank-gt1)*5-($__temp_grank-gt3)*4</eval>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<fRef l="enemy_fire_b5_01_2"><p>-45</p><p>16</p></fRef>
	<repeat><times>2</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<repeat><times>3</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<repeat><times>3-($__temp_grank-lt2)+($__temp_grank-gt3)</times>
		<w>12</w>
		<fRef l="enemy_fire_b5_01_2s"><p>$bul_rad</p><p>16</p></fRef>
	</repeat>

	<w>10</w>
	<repeat><times>$_player_distance-lt40</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b5_03"><p>0</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b5_03s"><p>45</p></fRef>
		</repeat>
	</repeat>
	<wait>130+($__temp_grank-lt2)*12-($__temp_grank-gt3)*12-25*($__temp_grank-gt3)-25*($__temp_grank-gt4)</wait>

	<eval name="num">($__temp_grank-gt0)+($__temp_grank-gt1)+($__temp_grank-gt3)+($__temp_grank-gt4)</eval>

	<w>40-(($num-2)*12)-10*($__temp_grank-gt2)</w>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<fRef l="enemy_fire_b5_01"><p>80</p><p>25</p></fRef>
	<w>12</w>
	<repeat><times>$num</times>
		<fRef l="enemy_fire_b5_01s"><p>-160/$num</p><p>25</p></fRef>
	<w>12</w>
	</repeat>
	<w>10*($__temp_grank-gt2)+25*($__temp_grank-gt3)+25*($__temp_grank-gt4)</w>


	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.5</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>20</w>
	

	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss4</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>


</action>

<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第６形態　                                *** -->
<!-- ***  Enemy Magic                                                  *** -->

<action  label="stage_main_boss_06_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="enemy_magic_action"><p>3</p><param>50</param><param>64</param><param>64</param><param>64</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>150</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<fRef l="enemy_fire_b6_02d"><p>90</p><p>28</p></fRef>
	<w>10</w>
	<fRef l="enemy_fire_b6_02d"><p>-90</p><p>28</p></fRef>
	<w>10</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_06_action0a"></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_action1a"></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_action2a"></aRef>
	</repeat>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="boss_06_action3a"></aRef>
	</repeat>

	<w>18</w>
	<w>1</w>

	<eval name="rad">(1-2*($_player_cx-gt320))*(0.5+($__temp_grank*0.4))</eval>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_06_action0s"><p>$rad</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_action1s"><p>$rad</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_action2s"><p>$rad</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="boss_06_action3s"><p>$rad</p></aRef>
	</repeat>

	<w>18</w>
	<eval name="loopnum">1</eval>
	<w>1</w>

	<repeat><times>5</times>
		<!-- 難易度に変更があった場合のみ角度を変更 -->
		<repeat><times>1-($__grank-eq$__temp_grank)</times>
			<eval name="rad">(1-2*($_player_cx-gt320))*(0.8+($__temp_grank*0.5))</eval>
		</repeat>
		<!-- 難易度調整用 -->
		<global name="temp_grank">$__grank</global>

		<eval name="rad">-1*$rad</eval>
		<repeat><times>2</times>
			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt3</times>
				<fRef l="enemy_fire_b6_02d"><p>75</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>
			<repeat><times>(($__temp_grank-gt1)+($__temp_grank-eq1)*($loopnum%2))-gt0</times>
				<fRef l="enemy_fire_b6_02d"><p>-90</p><p>28</p></fRef>
			</repeat>
			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>-75</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>
			<repeat><times>(($__temp_grank-gt1)+($loopnum%2))-gt0</times>
				<fRef l="enemy_fire_b6_02d"><p>90</p><p>28</p></fRef>
			</repeat>
			<evaladd name="loopnum">1</evaladd>

		</repeat>
		<repeat><times>1</times>
			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>-90</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>
			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>90</p><p>28</p></fRef>
			</repeat>
			<evaladd name="loopnum">1</evaladd>

		</repeat>


		<!-- 難易度に変更があった場合のみ角度を変更 -->
		<repeat><times>1-($__grank-eq$__temp_grank)</times>
			<eval name="rad">(1-2*($_player_cx-gt320))*(0.5+($__temp_grank*0.4))</eval>
		</repeat>
		<!-- 難易度調整用 -->
		<global name="temp_grank">$__grank</global>

		<repeat><times>3</times>
			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt3</times>
				<fRef l="enemy_fire_b6_02d"><p>75</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>(($__temp_grank-gt1)+($__temp_grank-eq1)*($loopnum%2))-gt0</times>
				<fRef l="enemy_fire_b6_02d"><p>-90</p><p>28</p></fRef>
			</repeat>

			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>-75</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>
			<repeat><times>(($__temp_grank-gt1)+($loopnum%2))-gt0</times>
				<fRef l="enemy_fire_b6_02d"><p>90</p><p>28</p></fRef>
			</repeat>
			<evaladd name="loopnum">1</evaladd>

		</repeat>

		<repeat><times>1</times>
			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<eval name="rad2">$rad*(1+($_player_cx-gt400)*3+($_player_cx-lt240)*3)</eval>
			<w>1</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>

			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>-90</p><p>28</p></fRef>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-eq0</times>
				<aRef l="boss_06_action0s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq1</times>
				<aRef l="boss_06_action1s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-eq2</times>
				<aRef l="boss_06_action2s"><p>$rad</p></aRef>
			</repeat>
			<repeat><times>$__temp_grank-gt2</times>
				<aRef l="boss_06_action3s"><p>$rad</p></aRef>
			</repeat>
			<w>18</w>
			<repeat><times>$__temp_grank-gt4</times>
				<fRef l="enemy_fire_b6_02d"><p>90</p><p>28</p></fRef>
			</repeat>
			<evaladd name="loopnum">1</evaladd>
			<w>40</w>
		</repeat>
	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss5</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
	</repeat>
<global name="end_flag">1</global>

</action>

<a l="boss_06_action0a">
	<fRef l="enemy_fire_b6_01"><p>-90</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>60+20</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>60+20</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action1a">
	<fRef l="enemy_fire_b6_01"><p>-90</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action2a">
	<fRef l="enemy_fire_b6_01"><p>-90</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>45+15</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>45+15</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action3a">
	<fRef l="enemy_fire_b6_01"><p>-90</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
</a>


<a l="boss_06_action0s">
	<fRef l="enemy_fire_b6_01s"><p>60+20+$1</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>60+20</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>60+20</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>60</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action1s">
	<fRef l="enemy_fire_b6_01s"><p>18+$1</p><p>30</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>18</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action2s">
	<fRef l="enemy_fire_b6_01s"><p>45+$1</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>45+15</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b6_01s"><p>45+15</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>45</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<w>1</w>
</a>

<a l="boss_06_action3s">
	<fRef l="enemy_fire_b6_01s"><p>12+$1</p><p>30</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b6_01s"><p>12</p><p>30</p></fRef>
	</repeat>
	<w>1</w>
</a>


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

<revenge label="stage_main_boss_01_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1400*($_difficulty+1)</eval>
	<eval name="crystal">(16+$_difficulty*2)</eval>
	<eval name="red_crystal">50</eval>
	<eval name="multi4">960+($__grank-gt2)*90</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14000+($__grank*500)</p><p>0</p><p>150000+($__grank*6000)</p><p>$__main_boss_prate</p>
	</createRef>

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

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

<revenge label="stage_main_boss_02_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1400*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">50</eval>
	<eval name="multi4">1080+($__grank-gt2)*60+($__grank-gt3)*90</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14200+($__grank*500)</p><p>0</p><p>160000+($__grank*7000)</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_03_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1400*($_difficulty+1)</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1060</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15000+($__grank*500)</p><p>0</p><p>170000+($__grank*7000)</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_04_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1400*($_difficulty+1)</eval>
	<eval name="crystal">(22+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1270</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<!-- *** ノーミスノーボムチェック *** -->
<!--		<repeat><times>(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</times>
			<addSpirit><spirit>$spirit_inc</spirit></addSpirit>
			<actionRef label="addsp_letter"><param>$spirit_fig_num</param><param>$spirit_inc</param></actionRef>
		</repeat>
-->
		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<actionRef label="boss_revenge_present_3"/>

	<!-- *** BUZZ 401以上でsecretへ *** -->
<!--	<debugstr><string>mboss-Secret Judge</string></debugstr>
	<debugval><num>$_buzz</num></debugval>
-->
	<eval name="base">400</eval>

	<!-- *** 次の形態のボスの作成 EM *** -->
	<repeat><times>(($_buzz-gt$base)*($_stagemisscount-eq0))</times>
		<!-- *** 形態数6 secret *** -->
		<sysvar name="secret">$_secret+1</sysvar>
		<aRef l="secret_hint"><p>$base</p></aRef>
		<global name="boss_state">$__boss_state+1</global>
		<createRef label="enemy_create_main_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>15300+($__grank*600)</p><p>0</p><p>400000+($__grank*20000)</p><p>$__main_boss_prate4</p>
		</createRef>
	</repeat>
	<repeat><times>1-(($_buzz-gt$base)*($_stagemisscount-eq0))</times>
		<!-- *** 形態数5 *** -->
		<createRef label="enemy_create_main_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14700+($__grank*600)</p><p>0</p><p>250000+($__grank*10000)</p><p>$__main_boss_prate4</p>
		</createRef>
	</repeat>

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


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

<revenge label="stage_main_boss_05_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<!-- ランク変動値は、４倍、EMB取得で２回入る -->
	<eval name="rank_inc">1800*($_difficulty+1)</eval>
	<eval name="crystal">(24+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1300+($__grank-gt2)*60+($__grank-gt3)*80</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-14000-($__grank-gt3)*4000-($__grank-gt4)*4000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">160000+($__grank-gt3)*20000+($__grank-gt4)*20000</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- まだないよ -->

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>320</cx><cy>240</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</eval>
		<repeat><times>$etb_j</times>
			<actionRef label="emb_letter"><p>$emb_prate_tmp1</p><p>$emb_prate_tmp2</p></actionRef>
			<addPRate><num>$emb_prate</num></addPRate>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-3*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action"/>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第６形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_main_boss_06_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2400*($_difficulty+1)</eval>
	<eval name="crystal">(26+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1500+($__grank-gt2)*60+($__grank-gt3)*80</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-15000-($__grank-gt3)*5000-($__grank-gt4)*5000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">200000+($__grank-gt3)*20000+($__grank-gt4)*20000</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- まだないよ -->

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>320</cx><cy>240</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</eval>
		<repeat><times>$etb_j</times>
			<actionRef label="emb_letter"><p>$emb_prate_tmp1</p><p>$emb_prate_tmp2</p></actionRef>
			<addPRate><num>$emb_prate</num></addPRate>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-3*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action"/>

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



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

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

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