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

<!-- ********************************************************************* -->
<!-- *** 中ボス present                                                *** -->
<!-- ***                                                               *** -->
<present label="stage_middle_boss_present_01">
	<damageRef l="enemy_common_damage"></damageRef>
	<img type="normal">
		<file type="dds">yomi_dot_sample</file>
		<left>12</left><top>0</top><right>52</right><bottom>64</bottom>
		<width>40</width><height>64</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<create>
			<cx>$_self_cx</cx><cy>$_self_cy-2</cy><speed>0</speed><dir>0</dir>
			<child>1</child>
			<dobject>
				<definedAction type="synctoparentx"></definedAction>
				<definedAction type="synctoparenty"></definedAction>
				<img type="add">
					<file type="dds">yomi_dot_sample</file>
					<left>0</left><top>64</top><right>64</right><bottom>128</bottom>
					<width>64</width><height>64</height>
					<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
				</img>
				<setDrawLevel><num>14</num></setDrawLevel>

				<global n="boss_revenge_present_flag">0</global>
				<rep><ts>-1</ts>
					<rep><ts>$__boss_revenge_present_flag</ts>
						<changeColor>
							<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>110</term>
						</changeColor>
						<vanish></vanish>
					</rep>

					<changeColor><alpha>64</alpha><red>255</red><green>255</green><blue>255</blue><term>2</term></changeColor>
					<wait>2</wait>
					<changeColor><alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>2</term></changeColor>
					<wait>2</wait>
				</rep>			

			</dobject>
	</create>

	<eval n="animcnt">0</eval>
	<rep><ts>-1</ts>
		

		<rep><ts>$_self_vx-eq0</ts>

			<rep><ts>$animcnt-eq0</ts><setImgUV><left>12+64*0</left><top>0</top><right>52+64*0</right><bottom>64</bottom></setImgUV></rep>
			<rep><ts>$animcnt-eq1</ts><setImgUV><left>12+64*1</left><top>0</top><right>52+64*1</right><bottom>64</bottom></setImgUV></rep>
			<rep><ts>$animcnt-eq2</ts><setImgUV><left>12+64*2</left><top>0</top><right>52+64*2</right><bottom>64</bottom></setImgUV></rep>
			<rep><ts>$animcnt-eq3</ts><setImgUV><left>12+64*3</left><top>0</top><right>52+64*3</right><bottom>64</bottom></setImgUV></rep>
			<rep><ts>$animcnt-eq4</ts><setImgUV><left>12+64*2</left><top>0</top><right>52+64*2</right><bottom>64</bottom></setImgUV></rep>
			<rep><ts>$animcnt-eq5</ts><setImgUV><left>12+64*1</left><top>0</top><right>52+64*1</right><bottom>64</bottom></setImgUV></rep>
		</rep>

		<rep><ts>$_self_vx-gt0</ts>
			<setImgUV><left>12+64*1</left><top>64</top><right>52+64*1</right><bottom>128</bottom></setImgUV>
		</rep>
		<rep><ts>$_self_vx-lt0</ts>
			<setImgUV><left>12+64*2</left><top>64</top><right>52+64*2</right><bottom>128</bottom></setImgUV>
		</rep>


		<eval n="animcnt">($animcnt+1)%6</eval>
		<wait>8</wait>
	</rep>

</present>


<present label="stage_middle_boss_revnege_present_01">
	<changeColor>
		<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>120</term>
	</changeColor>
	<global n="middle_boss_revenge_present_flag">1</global>

</present>

<!-- ********************************************************************* -->
<!-- *** 中ボス戦                                                      *** -->
<!-- *** 御刀姉妹のみ１度目に時間切れ戦闘あり　梨々香１人              *** -->

<action label="stage_middle_boss_action">

	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<!-- *** １形態のみだが、表記は3 *** -->
	<global name="boss_life">3</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>

	<!-- ｘ座標、y座標、体力、inv、スコア、侵食率 -->
	<createRef label="enemy_create_middle_boss">
		<p>320</p>
		<p>-12</p>
		<p>500000</p>
		<p>0</p>
		<p>0</p>
		<p>$__middle_boss_prate</p>
	</createRef>

	<w>60</w>
</action>

<action label="stage_middle_boss_start">

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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">19_lastmboss_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*5</loop></play>
	</sound>
	<actionRef label="stageG_3_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>

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

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

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_middle_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_create"></createRef>
	</rep>

	<!-- タイマー差分初期化 -->
	<global name="end_offset">0</global>
	<global name="end_flag">0</global>
<!--
	<debugstr><string>ecrystal2</string></debugstr>
	<debugval><num>$_ecrystal2</num></debugval>
-->
	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_middle_boss_01_revenge0"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_middle_boss_01_action0"><p>$cross_over</p></actionRef> 
<!--
		<global name="timer">12</global>
		<global name="timerwait">230</global>
		<actionRef  label="create_timer0"></actionRef>
-->
	</repeat>

</enemy>

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

<action  label="stage_middle_boss_01_action0">
	<changeSpeed>
		<speed>4.7</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</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_create"></createRef>
	<global name="timer">1</global>
	<global name="timerwait">1700</global>

	<wait>30</wait>

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

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet2"/>
	<global name="miss_temp">$_stagemisscount</global>


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

	<!-- 場所チェック -->
<!--
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
<repeat><times>2</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="sp1">2.6+($__temp_grank*0.1)</eval>
	<eval name="sp2">1.8+($__temp_grank*0.1)</eval>
	<eval name="sp3">1.0+($__temp_grank*0.1)</eval>

	<!-- 最初の角度、速度、ずれ、repeat、wait -->
	<repeat><times>$__temp_grank-eq0</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>23</p><p>28</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>17</p><p>21</p><p>7</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>8.2</p><p>19</p><p>8</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>22</p><p>30</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>16</p><p>25</p><p>6</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>8.2</p><p>19</p><p>8</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>17</p><p>38</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>12</p><p>30</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>7</p><p>22</p><p>7</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>50</p><p>3</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>10</p><p>37</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>6</p><p>25</p><p>6</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>75</p><p>2</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>9.5</p><p>38</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>5</p><p>30</p><p>5</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>75</p><p>2</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>7.9</p><p>50</p><p>3</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>4.1</p><p>38</p><p>4</p></cRef>
	</repeat>

	<!-- 音のみ -->
	<repeat><times>5</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>

	<eval name="mv_dir">-1+2*(($_player_cx+$_player_cy)%2)</eval>
	<chD><dir type="abs">75*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">3</sp><tm>10</tm></chS>
	<w>25</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>60</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="sp1">2.2+($__temp_grank*0.1)</eval>
	<eval name="sp2">0.8+($__temp_grank*0.15)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_az1_02"><p>0</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
	</repeat>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_az1_02s"><p>45+15</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt0</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_az1_02s"><p>45+30</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
		</repeat>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
		</repeat>
	</repeat>
	<w>60</w>

	<chD><dir type="abs">-95*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">3</sp><tm>10</tm></chS>
	<w>50</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>90</w>

	<!-- 場所チェック -->
<!--
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="dir">$_aimdirection</eval>
	<repeat><times>$__temp_grank-lt2</times>
		<eval name="sp">2.2</eval>
		<cRef label="mahoujin_create_az1_02"><p>-57</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<eval name="sp">2.8</eval>
		<cRef label="mahoujin_create_az1_02"><p>-57</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<eval name="sp">3</eval>
		<cRef label="mahoujin_create_az1_02"><p>-60</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<eval name="sp">4</eval>
		<cRef label="mahoujin_create_az1_02"><p>-90</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>


	<w>120</w>

	<chD><dir type="abs">94.7*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.8</sp><tm>10</tm></chS>
	<w>28</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>120</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
<!--
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
</repeat>

</action>

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

<revenge label="stage_middle_boss_01_revenge0">
	<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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1800</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>

	<!-- *** 弾幕のアイテム化 *** -->
	<wait>1</wait>
	<changeBulletToItem/>
	<addScore><score>160000+20000*$__grank</score></addScore>

	<!-- 打ち返しなし -->

	<wait>1</wait>

	<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>$localcounter+999999*(1-($__miss_temp-eq$_stagemisscount))</param><param>$rank_inc</param><param>$distance</param>
	</actionRef>

	<wait>60</wait>

	<!-- *** 次ボスオブジェクトを作成して終了 *** -->
	<createRef label="enemy_create_middle_boss_dummy">
		<p>$_self_cx</p><p>$_self_cy</p>
	</createRef>

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

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

<!-- ********************************************************************* -->
<!-- *** ダミーオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_middle_boss_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<objectRef label="enemy_middle_boss_dummy"></objectRef>
</create>

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

	<presentRef label="stage_middle_boss_present_01"></presentRef>
	<setDrawLevel><num>15</num></setDrawLevel>
	<revengeRef label="stage_middle_boss_dummy_revenge_01"></revengeRef>
</object>

<revenge label="stage_middle_boss_dummy_revenge_01">
	<!-- ｘ座標、y座標、体力、inv、スコア、侵食率 -->
	<createRef label="enemy_create_middle_boss2">
		<p>$_self_cx</p>
		<p>$_self_cy</p>
		<p>12000+$__temp_grank*600</p>
		<p>0</p>
		<p>200000+$__temp_grank*2000</p>
		<p>$__middle_boss_prate</p>
	</createRef>
	<vanish/>
</revenge>





<!-- ********************************************************************* -->
<!-- *** 中ボス戦                                                      *** -->
<!-- *** ２回目　梨々香瑠璃香２人                                      *** -->

<action label="stage_middle_boss_action2">

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

	<targetRevenge label="enemy_middle_boss_dummy"></targetRevenge>
<!-- debug -->
<!--
	<createRef label="enemy_create_middle_boss2">
		<p>320</p>
		<p>150</p>
		<p>17000</p>
		<p>0</p>
		<p>0</p>
		<p>$__middle_boss_prate</p>
	</createRef>
-->

	<w>1</w>
</action>

<action label="stage_middle_boss_start2">

	<!-- *** 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>	
	-->

	<changeTargetVolume label="bgm"> 
		<num>0</num><term>60</term>	
	</changeTargetVolume>

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

</action>

<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_middle_boss2">
	<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_middle_boss2"></enemyRef>
</create>

<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト                                            *** -->
<enemy label="enemy_middle_boss2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_middle_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_create"></createRef>
	</rep>

	<!-- タイマー差分初期化 -->
	<global name="end_offset">0</global>
	<global name="end_flag">0</global>
<!--
	<debugstr><string>ecrystal2</string></debugstr>
	<debugval><num>$_ecrystal2</num></debugval>
-->
	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_middle_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_middle_boss_01_action"><p>$cross_over</p></actionRef> 
<!--
		<global name="timer">12</global>
		<global name="timerwait">230</global>
		<actionRef  label="create_timer0"></actionRef>
-->
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<aRef l="p_avrage_add"/>
		<eval name="cross_over">110</eval>
		<revengeRef label="stage_middle_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">280</global>
		<actionRef  label="stage_middle_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<aRef l="p_avrage_add"/>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_middle_boss_03_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">10</global>
		<global name="timerwait">174</global>
		<actionRef  label="stage_middle_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>
	<repeat><times>$__boss_state-eq4</times>
		<aRef l="p_avrage_add"/>
		<eval name="cross_over">110</eval>
		<revengeRef label="stage_middle_boss_04_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">13</global>
		<global name="timerwait">320</global>
		<actionRef  label="stage_middle_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>
	<repeat><times>$__boss_state-eq5</times>
		<aRef l="p_avrage_add"/>
		<eval name="cross_over">110</eval>
		<revengeRef label="stage_middle_boss_05_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">13</global>
		<global name="timerwait">320</global>
		<actionRef  label="stage_middle_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>


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

<action  label="stage_middle_boss_01_action">
<!--
	<changeSpeed>
		<speed>4.7</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</wait>


	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>40</wait>
-->
	<w>10</w>
	<!-- *** 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_create"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">292</global>

	<wait>30</wait>

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

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


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

	<!-- 場所チェック -->
<!--
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
<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="sp1">2.6+($__temp_grank*0.1)</eval>
	<eval name="sp2">1.8+($__temp_grank*0.1)</eval>
	<eval name="sp3">1.0+($__temp_grank*0.1)</eval>

	<!-- 最初の角度、速度、ずれ、repeat、wait -->
	<repeat><times>$__temp_grank-eq0</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>23</p><p>28</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>17</p><p>21</p><p>7</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>8.2</p><p>19</p><p>8</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>22</p><p>30</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>16</p><p>25</p><p>6</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>8.2</p><p>19</p><p>8</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>17</p><p>38</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>12</p><p>30</p><p>5</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>7</p><p>22</p><p>7</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>50</p><p>3</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>10</p><p>37</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>6</p><p>25</p><p>6</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>75</p><p>2</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>9.5</p><p>38</p><p>4</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>5</p><p>30</p><p>5</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<cRef label="fire_create_az1_01d"><p>63</p><p>$sp1</p><p>13</p><p>75</p><p>2</p></cRef>
		<cRef label="fire_create_az1_01d"><p>31</p><p>$sp2</p><p>7.9</p><p>50</p><p>3</p></cRef>
		<cRef label="fire_create_az1_01d"><p>0</p><p>$sp3</p><p>4.1</p><p>38</p><p>4</p></cRef>
	</repeat>

	<!-- 音のみ -->
	<repeat><times>5</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>

	<eval name="mv_dir">-1+2*(($_player_cx+$_player_cy)%2)</eval>
	<chD><dir type="abs">75*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">3</sp><tm>10</tm></chS>
	<w>25</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>60</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="sp1">2.2+($__temp_grank*0.1)</eval>
	<eval name="sp2">0.8+($__temp_grank*0.15)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_az1_02"><p>0</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
	</repeat>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_az1_02s"><p>45+15</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt0</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_az1_02s"><p>45+30</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>115</p><p>$sp2</p><p>-110</p></fRef>
		</repeat>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_az1_02s"><p>45</p><p>$sp1</p><p>-115</p><p>$sp2</p><p>110</p></fRef>
		</repeat>
	</repeat>
	<w>60</w>

	<chD><dir type="abs">-95*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">3</sp><tm>10</tm></chS>
	<w>50</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>90</w>

	<!-- 場所チェック -->
<!--
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="dir">$_aimdirection</eval>
	<repeat><times>$__temp_grank-lt2</times>
		<eval name="sp">2.2</eval>
		<cRef label="mahoujin_create_az1_02"><p>-57</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<eval name="sp">2.8</eval>
		<cRef label="mahoujin_create_az1_02"><p>-57</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>38</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<eval name="sp">3</eval>
		<cRef label="mahoujin_create_az1_02"><p>-60</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<eval name="sp">4</eval>
		<cRef label="mahoujin_create_az1_02"><p>-90</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
		<cRef label="mahoujin_create_az1_02s"><p>30</p><p>$dir</p><p>$sp</p></cRef>
	</repeat>


	<w>120</w>

	<chD><dir type="abs">94.7*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.8</sp><tm>10</tm></chS>
	<w>28</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>120</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
<!--
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>




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

<action  label="stage_middle_boss_02_action">

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

	<changePosition type="center">
		<x>320</x><y>140</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="yomi_boss_ring"><p>$1</p></createRef>

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

	<wait>1</wait>

	<createRef label="mahoujin_create_az2_01">
	<p>200</p><p>40</p><p>360/320</p><p>0</p><p>7</p>
	</createRef>
	<w>1</w>
	<createRef label="mahoujin_create_az2_01">
	<p>440</p><p>40</p><p>-360/288</p><p>45</p><p>6</p>
	</createRef>	 
	<wait>119</wait>

<repeat><times>9</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="DIRECT">1</eval>
	<eval name="dir">12+($__temp_grank-lt3)*4</eval>

		<eval name="sp">($_player_distance/80)*(1-(($__temp_grank-eq0)*0.1))</eval>
		<eval name="RANDOM">($_self_cx*73+$_player_cx*79)%360</eval>

		<aRef l="enemy_bullet_action4"><p>64</p></aRef>
		<fireRef label="stageG_bossTmp03_fire00A">
		<p>0.84*$sp</p><p>0</p><p>$DIRECT*360/$dir</p><p>0</p>
		</fireRef>
		<wait>1</wait>
		<fireRef label="stageG_bossTmp03_fire00B">
		<p>0.63*$sp</p><p>0</p><p>-1*$DIRECT*360/($dir+4)</p><p>20</p>
		</fireRef>
		<wait>1</wait>
		<fireRef label="stageG_bossTmp03_fire00B">
		<p>0.42*$sp</p><p>0</p><p>$DIRECT*360/($dir+8)</p><p>-17</p>
		</fireRef>
		<wait>1</wait>
		<fireRef label="stageG_bossTmp03_fire00B">
		<p>0.21*$sp</p><p>0</p><p>-1*$DIRECT*360/($dir+12)</p><p>5</p>
		</fireRef>
		<actionRef label="boss_rand_move02">
		</actionRef>
		<eval name="DIRECT">-1*$DIRECT</eval>
		<wait>60</wait>
		<repeat><times>$__temp_grank-gt3</times>
			<aRef l="enemy_bullet_action"><p>64</p></aRef>
			<fireRef label="stageG_bossTmp03_fire00A">
			<p>0.55*$sp</p><p>0</p><p>$DIRECT*360/$dir</p><p>0</p>
			</fireRef>
		</repeat>
		<w>1</w>
		<repeat><times>$__temp_grank-gt4</times>
			<fireRef label="stageG_bossTmp03_fire00B">
			<p>0.3*$sp</p><p>0</p><p>-1*$DIRECT*360/($dir+4)</p><p>20</p>
			</fireRef>
		</repeat>

		<wait>299</wait>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

</repeat>
<global name="end_flag">1</global>
</action>


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

<action  label="stage_middle_boss_03_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>150</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="yomi_boss_ring"><p>$1</p></createRef>

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


	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<cRef label="mahoujin_create_az3_01"><p>170</p><p>220</p><p>1</p><p>1</p></cRef>
	<cRef label="mahoujin_create_az3_01"><p>230</p><p>220</p><p>181</p><p>4</p></cRef>
	<cRef label="mahoujin_create_az3_01"><p>290</p><p>220</p><p>37</p><p>3</p></cRef>
	<cRef label="mahoujin_create_az3_01"><p>350</p><p>220</p><p>145</p><p>5</p></cRef>
	<cRef label="mahoujin_create_az3_01"><p>410</p><p>220</p><p>109</p><p>6</p></cRef>
	<cRef label="mahoujin_create_az3_01"><p>470</p><p>220</p><p>73</p><p>2</p></cRef>

	<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>


	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="middle_boss_03_act0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="middle_boss_03_act1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="middle_boss_03_act2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="middle_boss_03_act3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="middle_boss_03_act4"><p>0</p></aRef>
	</repeat>


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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="middle_boss_03_act0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="middle_boss_03_act1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="middle_boss_03_act2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="middle_boss_03_act3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="middle_boss_03_act4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="middle_boss_03_act5"><p>1</p></aRef>
	</repeat>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

</repeat>
<global name="end_flag">1</global>

</action>


<a l="middle_boss_03_act0">
	<w>30</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-120</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-210</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<w>10</w>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>20</w>

</a>

<a l="middle_boss_03_act1">
	<w>30</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-100</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>50</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-175</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>50</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-225</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>50</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>20</w>

</a>


<a l="middle_boss_03_act2">
	<w>30</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-92</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>46</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-161</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>46</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-207</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>46</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<w>10</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-92</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>46</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>20</w>

</a>

<a l="middle_boss_03_act3">
	<w>30</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-180</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<w>10</w>
	<w>10</w>
	<w>20</w>

</a>

<a l="middle_boss_03_act4">
	<w>30</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-180</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-130</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-180</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-130</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-170</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>20</w>

</a>

<a l="middle_boss_03_act5">
	<w>30</w>
	<eval name="sp">2.9+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-180</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-130</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$1-eq0</times>
		<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	</repeat>
	<repeat><times>$1-eq1</times>
		<chD><dir type="rel">180</dir><tm>1</tm></chD>
	</repeat>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>40</w>
	<eval name="sp">2.8+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02"><p>-80</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-140</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-180</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-130</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-170</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>
	<aRef l="enemy_bullet_action_sword"><p>32</p></aRef>
	<fRef label="enemy_fire_az3_02s"><p>-175</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef label="enemy_fire_az3_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>10</w>

</a>




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

<action  label="stage_middle_boss_04_action">
<!-- ENEMY 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>0</p><p>50</p><p>115</p><p>25</p><p>25</p></actionRef>
<createRef label="stage1_boss_et_yomi"></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>160</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>
	<wait>55</wait>

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

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


<repeat><times>1</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>

	<cRef label="fire_create_az4_01d"></cRef>
	<!-- 音のみ -->
	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="middle_boss_04_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="middle_boss_04_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="middle_boss_04_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="middle_boss_04_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="middle_boss_04_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="middle_boss_04_act5"/>
	</repeat>

	<cRef label="fire_create_az4_02d"></cRef>
	<!-- 音のみ -->
	<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>
	<cRef label="fire_create_az4_03d"></cRef>

	<!-- 音のみ -->
	<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>

	<repeat><times>15</times>
		<!-- 難易度調整用 -->
		<global name="temp_grank">$__grank</global>
		<repeat><times>$__temp_grank-eq0</times>
			<aRef l="middle_boss_04_act0"/>
		</repeat>
		<repeat><times>$__temp_grank-eq1</times>
			<aRef l="middle_boss_04_act1"/>
		</repeat>
		<repeat><times>$__temp_grank-eq2</times>
			<aRef l="middle_boss_04_act2"/>
		</repeat>
		<repeat><times>$__temp_grank-eq3</times>
			<aRef l="middle_boss_04_act3"/>
		</repeat>
		<repeat><times>$__temp_grank-eq4</times>
			<aRef l="middle_boss_04_act4"/>
		</repeat>
		<repeat><times>$__temp_grank-eq5</times>
			<aRef l="middle_boss_04_act5"/>
		</repeat>

		<!-- 音のみ -->
		<repeat><times>8</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>
	</repeat>


	<repeat><times>-1</times>
		<!-- 音のみ -->
		<repeat><times>8</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>
	</repeat>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

</repeat>
<global name="end_flag">1</global>

</action>


<a l="middle_boss_04_act0">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/80)%100)*80)</eval>
	<w>7</w>
	<repeat><times>5</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">80</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>

<a l="middle_boss_04_act1">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/70)%100)*70)</eval>
	<w>6</w>
	<repeat><times>6</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">70</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>

<a l="middle_boss_04_act2">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/60)%100)*60)</eval>
	<w>5</w>
	<repeat><times>7</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">60</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>

<a l="middle_boss_04_act3">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/50)%100)*50)</eval>
	<w>4</w>
	<repeat><times>8</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">50</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>

<a l="middle_boss_04_act4">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/40)%100)*40)</eval>
	<w>2</w>
	<repeat><times>10</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">40</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>
<a l="middle_boss_04_act5">
	<eval name="posx">$_player_cx-(((($_player_cx-140)/40)%100)*35)</eval>
	<w>1</w>
	<repeat><times>11</times>
		<repeat><times>$posx-lt500</times>
			<cRef label="mahoujin_create_az4_04"><p>$posx</p></cRef>
			<add name="posx">35</add>
		</repeat>
		<w>1</w>
	</repeat>
</a>


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

<action  label="stage_middle_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>1</p><p>50</p><p>115</p><p>25</p><p>25</p></actionRef>
<createRef label="stage1_boss_et_yomi"></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>160</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>
	<wait>55</wait>

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

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


<repeat><times>1</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>

	<cRef label="fire_create_az5_01d"></cRef>
	<!-- 音のみ -->
	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="middle_boss_05_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="middle_boss_05_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="middle_boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="middle_boss_05_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="middle_boss_05_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="middle_boss_05_act5"/>
	</repeat>

	<cRef label="fire_create_az5_02d"></cRef>
	<!-- 音のみ -->
	<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>
	<cRef label="fire_create_az5_03d"></cRef>

	<!-- 音のみ -->
	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>
	<cRef label="fire_create_az5_05d"></cRef>
	<!-- 音のみ -->
	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
	</repeat>


	<repeat><times>15</times>
		<!-- 難易度調整用 -->
		<global name="temp_grank">$__grank</global>
		<repeat><times>$__temp_grank-eq0</times>
			<aRef l="middle_boss_05_act0"/>
		</repeat>
		<repeat><times>$__temp_grank-eq1</times>
			<aRef l="middle_boss_05_act1"/>
		</repeat>
		<repeat><times>$__temp_grank-eq2</times>
			<aRef l="middle_boss_05_act2"/>
		</repeat>
		<repeat><times>$__temp_grank-eq3</times>
			<aRef l="middle_boss_05_act3"/>
		</repeat>
		<repeat><times>$__temp_grank-eq4</times>
			<aRef l="middle_boss_05_act4"/>
		</repeat>
		<repeat><times>$__temp_grank-eq5</times>
			<aRef l="middle_boss_05_act5"/>
		</repeat>

		<!-- 音のみ -->
		<repeat><times>8</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>
	</repeat>


	<repeat><times>-1</times>
		<!-- 音のみ -->
		<repeat><times>8</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>
	</repeat>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>midboss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

</repeat>
<global name="end_flag">1</global>

</action>

<a l="middle_boss_05_act0">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/90)%100)*90)</eval>
	<eval name="posx">1</eval>
	<w>6</w>
	<repeat><times>6</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">90</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+200</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-200</p></cRef>
</a>

<a l="middle_boss_05_act1">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/80)%100)*80)</eval>
	<eval name="posx">1</eval>
	<w>5</w>
	<repeat><times>7</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">80</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>

	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+180</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-180</p></cRef>
</a>

<a l="middle_boss_05_act2">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/70)%100)*70)</eval>
	<eval name="posx">1</eval>
	<w>5</w>
	<repeat><times>7</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">70</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>

	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+150</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+300</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-150</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-300</p></cRef>

</a>

<a l="middle_boss_05_act3">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/60)%100)*60)</eval>
	<eval name="posx">1</eval>
	<w>3</w>
	<repeat><times>9</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">60</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>

	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+120</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+240</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-120</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-240</p></cRef>
</a>

<a l="middle_boss_05_act4">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/50)%100)*50)</eval>
	<eval name="posx">1</eval>
	<w>2</w>
	<repeat><times>10</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">50</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>

	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+100</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+200</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-100</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-200</p></cRef>
</a>
<a l="middle_boss_05_act5">
	<eval name="posy">$_player_cy-(((($_player_cy-8)/45)%100)*45)</eval>
	<eval name="posx">1</eval>
	<w>1</w>
	<repeat><times>11</times>
		<repeat><times>$posy-lt480</times>
			<cRef label="mahoujin_create_az5_04"><p>$posx</p><p>$posy+2</p></cRef>
			<add name="posy">45</add>
			<eval name="posx">-1*$posx</eval>
		</repeat>
		<w>1</w>
	</repeat>

	<cRef label="mahoujin_create_az4_04"><p>$_player_cx</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+100</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx+200</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-100</p></cRef>
	<cRef label="mahoujin_create_az4_04"><p>$_player_cx-200</p></cRef>
</a>


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

<revenge label="stage_middle_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">1800*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">54</eval>
	<eval name="multi4">1300</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>
	<createRef label="item_create_05"><param>0</param><param>-64</param></createRef>

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

		<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>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<eval name="vital">15000+($__grank*700)</eval>


	<!-- *** 次の形態のボスの作成 *** -->
	<!-- 侵食率高め、体力少な目 -->
	<createRef label="enemy_create_middle_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>220000+($__grank*2000)</p><p>$__middle_boss_prate2</p>
	</createRef>

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

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

<revenge label="stage_middle_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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(22+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1520+($__grank-gt2)*60</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>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<w>1</w>
	</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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$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>
	<eval name="vital">7500+($__grank*600)</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>250000+($__grank*3000)</p><p>$__middle_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_middle_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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(24+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1000</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>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<w>1</w>
	</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">
		<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"/>


	<!-- *** ボスの第５形態まで侵食率5%以下でSECRET *** -->
	<debugstr><string>boss-Secret Judge</string></debugstr>
	<debugval><num>$_prate</num></debugval>

	<eval name="base">50000</eval>

	<!-- *** 次の形態のボスの作成 EM *** -->
	<repeat><times>($_prate-lt$base)*($_stagemisscount-eq0)</times>
		<!-- *** 形態数5 secret *** -->
		<aRef l="secret_hint"><p>$base</p></aRef>
		<sysvar name="secret">$_secret+1</sysvar>
		<global name="boss_state">$__boss_state+1</global>
		<eval name="vital">36000+($__grank*900)</eval>

		<w>1</w>
		<createRef label="enemy_create_middle_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>480000+($__grank*5000)</p><p>$__middle_boss_prate4</p>
		</createRef>
	</repeat>
	<repeat><times>1-(($_prate-lt$base)*($_stagemisscount-eq0))</times>
		<!-- *** 形態数4 *** -->

		<eval name="vital">35000+($__grank*900)</eval>
		<w>1</w>
		<createRef label="enemy_create_middle_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>350000+($__grank*5000)</p><p>$__middle_boss_prate4</p>
		</createRef>
	</repeat>

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


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

<revenge label="stage_middle_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 -->
	<!-- ランク変動値は、４倍、EMB取得で２回入る -->
	<eval name="rank_inc">3000*($_difficulty+1)</eval>
	<eval name="crystal">(26+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">1950</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-20000-($__grank-gt3)*4000-($__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">350000+($__grank-gt3)*20000+($__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_middle_boss_final_revenge_action"/>

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

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

<revenge label="stage_middle_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 -->
	<eval name="rank_inc">4000*($_difficulty+1)</eval>
	<eval name="crystal">(30+$_difficulty*2)</eval>
	<eval name="red_crystal">64</eval>
	<eval name="multi4">2050</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-30000-($__grank-gt3)*5000-($__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">420000+($__grank-gt3)*20000+($__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_middle_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_middle_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>


<!-- ********************************************************************* -->
<!-- *** 詠未リング                                                    *** -->

<create l="yomi_boss_ring">
	<speed>0</speed><dir type="abs">0</dir>
	<cx>$_self_cx-1</cx><cy>$_self_cy-1</cy>
	<child>1</child>
	<object>
		<repeat><times>$1-eq80</times>
			<imgRef l="yomi_ring_img_80"></imgRef>
		</repeat>
		<repeat><times>$1-eq90</times>
			<imgRef l="yomi_ring_img_90"></imgRef>
		</repeat>
		<repeat><times>$1-eq100</times>
			<imgRef l="yomi_ring_img_100"></imgRef>
		</repeat>
		<repeat><times>$1-eq110</times>
			<imgRef l="yomi_ring_img_110"></imgRef>
		</repeat>
		<repeat><times>$1-eq120</times>
			<imgRef l="yomi_ring_img_120"></imgRef>
		</repeat>

		<setDrawLevel><num>21</num></setDrawLevel>
		<w>1</w>
		<a>
			<definedAction type="synctoparentx"></definedAction>
			<definedAction type="synctoparenty"></definedAction>

			<rotateImg>
				<direction>-2</direction><term>-1</term>
			</rotateImg>
		
			<rep><ts>-1</ts>
				<changeColor>
					<alpha>64</alpha><red>255</red><green>255</green><blue>255</blue><term>60</term>	
				</changeColor>
				<w>60</w>
				<changeColor>
					<alpha>174</alpha><red>255</red><green>255</green><blue>255</blue><term>60</term>	
				</changeColor>
				<w>60</w>
			</rep>

		</a>
	</object>
</create>

<img type="add" l="yomi_ring_img_80">
	<file type="dds">red_ring_80</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>256</width><height>256</height>
	<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="yomi_ring_img_90">
	<file type="dds">red_ring_90</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>256</width><height>256</height>
	<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="yomi_ring_img_100">
	<file type="dds">red_ring_100</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>256</width><height>256</height>
	<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="yomi_ring_img_110">
	<file type="dds">red_ring_110</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>256</width><height>256</height>
	<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="yomi_ring_img_120">
	<file type="dds">red_ring_100</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>256*1.2</width><height>256*1.2</height>
	<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue>
</img>


</exbulletml>
