<?xml version="1.0" encoding="shift-jis"?>
<exbulletml>
<!-- ********************************************************************* -->
<!-- *** ラスボス（背景)                                               *** -->
<!-- ***                                                               *** -->

<action label="lastboss_ready_action">

	<!-- *** ダミーボスオブジェクト作成 *** -->
	<create>
		<speed>0</speed><dir>0</dir>
		<cx>400</cx><cy>170</cy>
		<objectRef label="dummy_lastboss"></objectRef>
	</create>

</action>

<object label="dummy_lastboss">

	<presentRef label="dummy_lastboss_present_01"></presentRef>
	<revengeRef label="dummy_lastboss_revenge"></revengeRef>

</object>

<revenge l="dummy_lastboss_revenge">
	<vanish/>
</revenge>

<!-- ********************************************************************* -->
<!-- *** 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">5</global>

	<!-- *** secretフラグ初期化 *** -->
	<global name="boss_secret">0</global>

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

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

	<!-- ボススコア保存用 -->
	<global name="boss_score">0</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>

	<w>1</w>
	<!-- *** ボスのライフ表示オブジェクト作成 *** -->
	<createRef label="boss_life_create"></createRef>

	<!-- *** 発光　と　BGM消去 *** -->
	<aRef label="prepare_lastboss_light_action"></aRef>
	<w>45</w>
	<soundtrack><file type="ogg">noise</file></soundtrack>	
	<changeTargetVolume label="bgm"> 
		<num>-10000</num><term>110</term>	
	</changeTargetVolume>
	<w>30</w>

	<!-- *** ダミー用ラスボスobjectを壊す *** -->
	<targetRevenge label="dummy_lastboss"></targetRevenge>

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_boss">
		<p>400</p>
		<p>170</p>
		<p>18100</p>
<!--		<p>18100</p> -->
		<p>60000</p>
		<p>150000+10000*$_difficulty</p>
		<p>500000</p>
	</createRef>
	<w>90</w>
	<targetVanish label="bgm"></targetVanish>
	<w>30</w>
	<sound type="bgm" label="bgm">
		<track><file type="ogg">23_lastboss_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*3</loop></play>
	</sound>

	<wait>30</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>

<!-- 演出上曲はもっと前から -->
<!--
	<sound type="bgm" label="bgm">
		<track><file type="ogg">23_lastboss_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*3</loop></play>
	</sound>
-->

<!--
	<actionRef label="stage1_2_bgm_title_action"/>
-->

	<!-- ここから ABS 減少開始 -->
	<system><command>absdecon</command></system>

	<!-- *** 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_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>$6</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<enemyRef label="enemy_boss"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

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

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<repeat><times>$__boss_state-eq1</times>
		<presentRef label="lastboss_present_01"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq2</times>
		<presentRef label="lastboss_present_02"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq3</times>
		<presentRef label="lastboss_present_03"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq4</times>
		<presentRef label="lastboss_present_04"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq5</times>
		<presentRef label="lastboss_present_05"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq6</times>
		<presentRef label="lastboss_present_06"></presentRef>
	</repeat>

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

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

	<!-- *** ダミーボス作成 第１形態は演出上actionの中で *** -->
	<repeat><times>$__boss_state-gt1</times>
		<createRef label="enemy_create_lastboss_dummy"></createRef>
	</repeat>

	<!-- タイマー終了フラグ初期化 -->
	<global name="end_flag">0</global>
	<!-- *** タイマー開始 *** -->
	<global name="boss_timer_start">0</global>
	<!-- *** ダミータイマー *** -->
	<cRef label="stage_boss_timer_create0"/>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">3790</eval>
		<revengeRef label="stage_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3260</eval>
		<revengeRef label="stage_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3560</eval>
		<revengeRef label="stage_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3560</eval>
		<revengeRef label="stage_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3600</eval>
		<revengeRef label="stage_boss_05_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_05_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">7000</eval>
		<revengeRef label="stage_boss_06_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_06_action"><p>$boss_time</p></actionRef> 
	</repeat>

<!--
	<repeat><times>($__boss_state-eq4)*($__boss_secret-eq1)</times>
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3000</eval>
		<revengeRef label="stage_boss_04_secret_revenge"><p>$boss_time</p><p>$1</p></revengeRef>
		<actionRef  label="stage_boss_04_secret_action"><p>$boss_time</p></actionRef> 
	</repeat>
-->

</enemy>

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

<action  label="stage_boss_01_action">
<!--	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<wait>90</wait>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>30</w>
-->
	<w>120</w>
	<createRef label="enemy_create_lastboss_dummy"></createRef>

	<!-- *** 会話終了待ち *** -->
	<waitLock><num>11</num></waitLock>
	
	<w>30</w>

	<collision type="circle"><cx>-1</cx><cy>10</cy><radius>40</radius></collision>

	<!-- 弾幕開始 -->

	<aRef label="start_lastboss_bullet"><p>$1</p></aRef>

	<cRef l="enemy_fire_b01_org"></cRef>
	<w>2</w>
	<cRef l="enemy_fire_b01_1_org"></cRef>
	<w>2</w>

	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss_01_action_act02"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_boss_01_action_act01"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss_01_action_act00"></aRef>
	</repeat>

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

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

</action>


<a l="stage_boss_01_action_act00">

<repeat><times>11</times>

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

	<eval name="t_sp">3.2+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>13</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>12</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<w>5</w>
	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<eval name="t_sp">3.2+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55+15</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>13</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>12</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<w>5</w>

	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<eval name="t_sp">3.2+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55-8</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>13</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>12</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<w>5</w>

	<repeat><times>4</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>
	<global name="temp_grank">$__grank</global>

</repeat>
</a>


<a l="stage_boss_01_action_act01">

<repeat><times>11</times>

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

	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55+15</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55-8</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>4</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>
	<global name="temp_grank">$__grank</global>

</repeat>
</a>


<a l="stage_boss_01_action_act02">

<repeat><times>11</times>

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

	<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>16</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>14</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>30</w>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>1</w>
	<eval name="t_dir">0</eval>
	<fRef l="enemy_fire_b01_2"><p>0</p><p>$t_sp</p></fRef>
	<w>1</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
		<w>1</w>
	</repeat>
	<w>26</w>

	<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55+15</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>16</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>14</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>30</w>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>1</w>
	<eval name="t_dir">0</eval>
	<fRef l="enemy_fire_b01_2"><p>0</p><p>$t_sp</p></fRef>
	<w>1</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
		<w>1</w>
	</repeat>
	<w>26</w>

	<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">0</eval>
	<w>1</w>
<!--	<aRef l="enemy_bullet_action8"><p>64</p></aRef>-->
	<aRef l="enemy_bullet_laser"><p>64</p></aRef>
	<fRef l="enemy_fire_b01_2"><p>-55-12</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b01_2s"><p>110</p><p>$t_sp</p></fRef>
	<repeat><times>16</times>
		<w>1</w>
		<evaladd name="t_sp">0.1</evaladd>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>14</times>
		<w>1</w>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>-110+$t_dir</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>110-$t_dir</p><p>$t_sp</p></fRef>
	</repeat>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>30</w>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>1</w>
	<eval name="t_dir">0</eval>
	<fRef l="enemy_fire_b01_2"><p>0</p><p>$t_sp</p></fRef>
	<w>1</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">6</evaladd>
		<fRef l="enemy_fire_b01_2s"><p>$t_dir-3</p><p>$t_sp</p></fRef>
		<fRef l="enemy_fire_b01_2s"><p>-1*$t_dir</p><p>$t_sp</p></fRef>
		<w>1</w>
	</repeat>
	<w>26</w>

	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

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

</repeat>
</a>

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

<action  label="stage_boss_02_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

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

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>10</cy><radius>37</radius></collision>

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

	
	<cRef label="enemy_create_b02_child_obj"><p>166</p><p>584</p><p>90</p><p>-1</p></cRef>
	<w>1</w>
	<cRef label="enemy_create_b02_child_obj"><p>634</p><p>16</p><p>-90</p><p>1</p></cRef>
	<w>1</w>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss_02_action_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_boss_02_action_act01"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss_02_action_act02"></aRef>
	</repeat>


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


</action>

<a l="stage_boss_02_action_act00">

<repeat><times>13</times>
	<eval name="t_sp">2.1+$__temp_grank*0.05</eval>

	<aRef label="boss_random_direction"></aRef>
	<chS><sp>1+($_player_cx%3)*0.3</sp><tm>5</tm></chS>

	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>$_player_cx%5</p><p>$t_sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>25</w>
	<chS><sp>0</sp><tm>5</tm></chS>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>$_player_cy%5</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>($_player_cx%19)+20</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt0</times>
	<fRef l="enemy_fire_b02_2"><p>0</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt1</times>
	<fRef l="enemy_fire_b02_2ab"><p>20</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>29</w>

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

</repeat>
</a>

<a l="stage_boss_02_action_act01">

<repeat><times>13</times>
	<eval name="t_sp">2.3+$__temp_grank*0.05</eval>

	<aRef label="boss_random_direction"></aRef>
	<chS><sp>1+($_player_cx%3)*0.3</sp><tm>5</tm></chS>

	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>$_player_cx%5</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp</p></fRef>
	</repeat>
	<w>25</w>
	<chS><sp>0</sp><tm>5</tm></chS>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>$_player_cy%5</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2"><p>($_player_cx%7)+15</p><p>$t_sp-0.5</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.5</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>-3+($_player_cx%7)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt0</times>
	<fRef l="enemy_fire_b02_2"><p>0</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2"><p>($_player_cx%7)+19</p><p>$t_sp-0.5</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.5</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>-5+($_player_cy%11)</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>30</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt1</times>
	<fRef l="enemy_fire_b02_2ab"><p>20</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>29</w>

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

</repeat>
</a>

<a l="stage_boss_02_action_act02">

<repeat><times>13</times>
	<eval name="t_sp">3.0+$__temp_grank*0.05</eval>

	<aRef label="boss_random_direction"></aRef>
	<chS><sp>1+($_player_cx%3)*0.3</sp><tm>5</tm></chS>

	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>$_player_cx%5</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp</p></fRef>
	</repeat>
	<w>25</w>
	<chS><sp>0</sp><tm>5</tm></chS>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>$_player_cy%5</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2s"><p>($_player_cy%11)+9</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>15</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>-3+($_player_cx%7)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2s"><p>($_player_cx%16)+10</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt0</times>
	<fRef l="enemy_fire_b02_2"><p>0</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>15</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2ab"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2s"><p>($_player_cy%7)</p><p>$t_sp-0.9</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>-5+($_player_cy%11)</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
	<w>15</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.9</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>-9+($_player_cx%9)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>
	<fRef l="enemy_fire_b02_2s"><p>($_player_cx%29)</p><p>$t_sp-0.3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-0.3</p></fRef>
	</repeat>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<repeat><times>$__temp_grank-gt1</times>
	<fRef l="enemy_fire_b02_2ab"><p>20</p><p>$t_sp-1.0</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b02_2s"><p>40</p><p>$t_sp-1.0</p></fRef>
	</repeat>
</repeat>
	<w>15</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b02_2s"><p>60</p><p>$t_sp-1.0</p></fRef>
	</repeat>
	<w>14</w>

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

</repeat>
</a>


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

<action  label="stage_boss_03_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>175</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

		<collision type="circle"><cx>-1</cx><cy>10</cy><radius>34</radius></collision>

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

	<eval name="t_count">0</eval>

	<repeat><times>$_difficulty-eq0</times>
		<repeat><times>4</times>
			<aRef l="stage_boss_03_action_act00"><p>$t_count</p></aRef>
			<evaladd name="t_count">2</evaladd>
		</repeat>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<repeat><times>4</times>
			<aRef l="stage_boss_03_action_act01"><p>$t_count</p></aRef>
			<evaladd name="t_count">2</evaladd>
		</repeat>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<repeat><times>4</times>
			<aRef l="stage_boss_03_action_act02"><p>$t_count</p></aRef>
			<evaladd name="t_count">2</evaladd>
		</repeat>
	</repeat>




</action>

<a l="stage_boss_03_action_act00">

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

	<eval name="t_dir">125+($1%4)</eval>
	<eval name="t_aimdir">1</eval>
	<eval name="t_sp2">4.2+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
	<repeat><times>7+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>18*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
	</repeat>
	<w>35-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
		<repeat><times>7+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>18*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
		</repeat>
		<w>35-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="saim">0</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

	<eval name="t_dir">135+(($1+1)%4)</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
	<repeat><times>7+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>18*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
	</repeat>
	<w>35-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
		<repeat><times>7+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>18*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-20</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>20</p></fRef>
		</repeat>
		<w>35-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

</a>

<a l="stage_boss_03_action_act01">

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

	<eval name="t_dir">135+($1%4)</eval>
	<eval name="t_aimdir">1</eval>
	<eval name="t_sp2">4.5+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
	<repeat><times>9+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>15*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
	</repeat>
	<w>31-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>3</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
		<repeat><times>9+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>15*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
		</repeat>
		<w>31-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="saim">0</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

	<eval name="t_dir">135+(($1+1)%4)</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
	<repeat><times>9+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>15*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
	</repeat>
	<w>31-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>3</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>45</w>
		<evaladd name="t_dir">-14</evaladd>
		<w>5</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
		<repeat><times>9+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>15*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-15</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>15</p></fRef>
		</repeat>
		<w>31-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

</a>


<a l="stage_boss_03_action_act02">

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

	<eval name="t_dir">135+($1%4)</eval>
	<eval name="t_aimdir">1</eval>
	<eval name="t_sp2">4.9+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
	<repeat><times>11+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>10*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
	</repeat>
	<w>29-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>6</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
		<repeat><times>11+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>10*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
		</repeat>
		<w>29-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="saim">0</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

	<eval name="t_dir">135+(($1+1)%4)</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
	<w>5</w>
	<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
	<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
	<repeat><times>11+$__temp_grank</times>
		<w>1</w>
		<fRef l="enemy_fire_b03_2s"><p>10*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
	</repeat>
	<w>29-($__temp_grank)</w>
	<evaladd name="t_dir">-14</evaladd>
	<eval name="t_aimdir">-1*$t_aimdir</eval>
	<w>5</w>

	<repeat><times>6</times>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<cRef l="enemy_fire_b03_org"><p>$t_dir</p></cRef>
		<w>5</w>
		<fRef l="enemy_fire_b03_2"><p>-60*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
		<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
		<repeat><times>11+$__temp_grank</times>
			<w>1</w>
			<fRef l="enemy_fire_b03_2s"><p>10*$t_aimdir</p><p>$t_sp2</p><p>0</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>-9</p></fRef>
			<fRef l="enemy_fire_b03_2s"><p>0</p><p>$t_sp2</p><p>9</p></fRef>
		</repeat>
		<w>29-($__temp_grank)</w>
		<evaladd name="t_dir">-14</evaladd>
		<eval name="t_aimdir">-1*$t_aimdir</eval>
		<w>5</w>
	</repeat>

	<chS><sp>1</sp><tm>15</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>45</w>

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

</a>

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

<action  label="stage_boss_04_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

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

	<wait>2</wait>

		<collision type="circle"><cx>-1</cx><cy>10</cy><radius>31</radius></collision>

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

	<cRef label="enemy_create_b04_sound_dummy"/>
	<cRef label="enemy_create_b04_dummy_mahoujin"/>


	<aRef l="stage_boss_04_action_act00"></aRef>

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



</action>

<a l="stage_boss_04_action_act00">
<w>1</w>
<repeat><times>21</times>
	<aRef label="boss_random_move_40"/>
	<w>120</w>

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

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

</a>



<!-- 魔法陣をcreateするダミー -->
<create label="enemy_create_b04_dummy_mahoujin">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>400</cx><cy>300</cy>
	<child>1</child>
	<objectRef l="boss_b04_mahoujin_dumy_object"></objectRef>
</create>

<object l="boss_b04_mahoujin_dumy_object">

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss_04_action_act10"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_boss_04_action_act11"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss_04_action_act12"></aRef>
	</repeat>

</object>




<a l="stage_boss_04_action_act10">

	<eval name="t_sp">4.6</eval>
	<eval name="t_sp2">2.4</eval>
	<eval name="t_sp3">3.2+$__temp_grank*0.1</eval>

<repeat><times>9</times>
	<w>2</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>5</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>42</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>3</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>2</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>42</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>5</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>6</p></cRef>
	<w>21</w>
	<w>42</w>

	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>6</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>4</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>42</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>3</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>7</p></cRef>
	<w>42</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>21</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>1</p></cRef>
	<w>21</w>
	<w>82</w>

</repeat>

</a>



<a l="stage_boss_04_action_act11">

	<eval name="t_sp">4.2</eval>
	<eval name="t_sp2">2.2</eval>
	<eval name="t_sp3">3.4+$__temp_grank*0.1</eval>

<repeat><times>10</times>
	<w>2</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>5</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>32</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>3</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>2</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>32</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>5</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>6</p></cRef>
	<w>16</w>
	<w>32</w>

	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>6</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>4</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>32</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>3</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>7</p></cRef>
	<w>32</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>16</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>1</p></cRef>
	<w>16</w>
	<w>64</w>

</repeat>

</a>


<a l="stage_boss_04_action_act12">

	<eval name="t_sp">3.8</eval>
	<eval name="t_sp2">1.9</eval>
	<eval name="t_sp3">3.9+$__temp_grank*0.1</eval>

<repeat><times>11</times>
	<w>2</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>5</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>26</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>3</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>2</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>26</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>5</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>6</p></cRef>
	<w>11</w>
	<w>30</w>

	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>6</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>4</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>2</p></cRef>
	<w>26</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>1</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>3</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>7</p></cRef>
	<w>26</w>
	<cRef label="enemy_create_b04_child_obj"><p>150-16</p><p>16</p><p>90</p><p>$t_sp</p><p>$t_sp3</p><p>4</p></cRef>
	<w>11</w>
	<cRef label="enemy_create_b04_2_child_obj"><p>650+16</p><p>96</p><p>-90</p><p>$t_sp2</p><p>$t_sp3</p><p>1</p></cRef>
	<w>11</w>
	<w>60</w>

</repeat>

</a>

<!-- サウンドをcreateするダミー -->
<create label="enemy_create_b04_sound_dummy">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>400</cx><cy>300</cy>
	<child>1</child>
	<objectRef l="boss_b04_sound_dumy_object"></objectRef>
</create>

<object l="boss_b04_sound_dumy_object">

	<repeat><times>120</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>31</w>
	</repeat>

</object>




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

<action  label="stage_boss_05_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

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

	<wait>2</wait>

		<collision type="circle"><cx>-1</cx><cy>10</cy><radius>30</radius></collision>


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

	<eval name="t_count">1</eval>

	<repeat><times>$_difficulty-eq0</times>
		<repeat><times>11</times>
			<aRef l="stage_boss_05_action_act00"><p>$t_count</p></aRef>
			<eval name="t_count">-1*$t_count</eval>

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

		</repeat>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<repeat><times>11</times>
			<aRef l="stage_boss_05_action_act01"><p>$t_count</p></aRef>
			<eval name="t_count">-1*$t_count</eval>

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

		</repeat>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<repeat><times>11</times>
			<aRef l="stage_boss_05_action_act02"><p>$t_count</p></aRef>
			<eval name="t_count">-1*$t_count</eval>

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

		</repeat>
	</repeat>

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




</action>

<a l="stage_boss_05_action_act00">


	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">6*$1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>
		<fRef l="enemy_fire_b05"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<w>21</w>


		<eval name="t_wait">3</eval>
		<fRef l="enemy_fire_b05s"><p>-26</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<w>21</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>

		<fRef l="enemy_fire_b05s"><p>28</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>21</w>



	<eval name="t_wait">7</eval>

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

	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>1</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b05_2s"><p>12+1*$1</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<repeat><times>6</times>
			<w>1</w>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
			</repeat>
		</repeat>
		<w>1</w>
		<eval name="t_wait">7</eval>
		<w>1</w>
	</repeat>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>($_player_cx*11+$_self_cx*13)%7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<w>10</w>
<!--
	<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
-->

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>


	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
	<w>10</w>
<!--
	<fRef l="enemy_fire_b05_2s"><p>-9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
-->
	<fRef l="enemy_fire_b05_2"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>


	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>2.5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

<!--
	<fRef l="enemy_fire_b05_2s"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
-->
	<fRef l="enemy_fire_b05_2"><p>-6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b05_2s"><p>12</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
	
	<w>24</w>


</a>


<a l="stage_boss_05_action_act01">

	<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">6*$1</eval>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>
		<fRef l="enemy_fire_b05"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>15</w>


		<eval name="t_wait">3</eval>
		<fRef l="enemy_fire_b05s"><p>-36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>

		<fRef l="enemy_fire_b05s"><p>36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>15</w>


		<eval name="t_wait">3</eval>
		<fRef l="enemy_fire_b05s"><p>-36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>15</w>

	<eval name="t_wait">7</eval>

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

	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>1</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b05_2s"><p>9+1*$1</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<repeat><times>6</times>
			<w>1</w>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>6</times>
				<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
			</repeat>
		</repeat>
		<w>1</w>
		<eval name="t_wait">7</eval>
		<w>1</w>
	</repeat>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>($_player_cx*11+$_self_cx*13)%7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>4.5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>-1</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>-7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<repeat><times>($__temp_grank-eq3)</times>
		<fRef l="enemy_fire_b05_2"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<repeat><times>6</times>
			<w>1</w>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>6</times>
				<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
			</repeat>
		</repeat>
		<w>3</w>
		<eval name="t_wait">7</eval>
		<w>1</w>
	</repeat>
	<repeat><times>($__temp_grank-lt3)</times>
		<w>10</w>
	</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>


	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>2.5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>-4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>
	
	<w>24</w>


</a>


<a l="stage_boss_05_action_act02">
	<eval name="t_sp">4.8+$__temp_grank*0.1</eval>
	<eval name="t_dir">6*$1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>
		<fRef l="enemy_fire_b05"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>12</w>


		<eval name="t_wait">3</eval>
		<fRef l="enemy_fire_b05s"><p>-36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>12</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_wait">3</eval>
	<w>1</w>

		<fRef l="enemy_fire_b05s"><p>36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>12</w>


		<eval name="t_wait">3</eval>
		<fRef l="enemy_fire_b05s"><p>-36</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b05s"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<w>12</w>
		<w>12</w>

	<eval name="t_wait">7</eval>

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

	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>1</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b05_2s"><p>8+1*$1</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
		<repeat><times>6</times>
			<w>1</w>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
			</repeat>
		</repeat>
		<w>1</w>
		<eval name="t_wait">7</eval>
		<w>1</w>
	</repeat>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>($_player_cx*11+$_self_cx*13)%7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>-1</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<eval name="t_dir">-6*$1</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>-6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>


	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>7</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>-2</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>


	<w>1</w>
	<fRef l="enemy_fire_b05_2ab"><p>2.5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>4</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>3</w>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>-5</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>6</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b05_2s"><p>8</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>2</w>
	<eval name="t_wait">8</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>7</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>2</w>
	<eval name="t_wait">8</eval>
	<w>1</w>

	<fRef l="enemy_fire_b05_2s"><p>3</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	</repeat>
	<repeat><times>7</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		</repeat>
	</repeat>
	<w>2</w>
	<eval name="t_wait">7</eval>
	<w>2</w>
	
	<w>24</w>


</a>


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

<action  label="stage_boss_06_action">
	<!-- 翼作成 -->
	<cRef label="lastboss_wing_create_p6wing"/>

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

	<changePosition type="center">
		<x>400</x><y>190</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<!-- カットイン -->
	<aRef l="boss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>

	<!-- バリア作成 -->
	<cRef l="boss_barrier_create"><p>22000</p><p>250000</p><p>256</p><p>30</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>

	<w>110</w>

	<!-- 移動速度、移動方向、wait　パーツなし -->
<!--
		<cRef l="enemy_create_b05_child_o"><p>1.2</p><p>100</p><p>1</p></cRef>
		<cRef l="enemy_create_b05_child_x"><p>1.2</p><p>260</p><p>16</p></cRef>
-->
	<w>70</w>

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

	<!-- 本体攻撃用object作成 -->

	<cRef l="boss_last_object_create"><p>1</p></cRef>

	<!-- 本体攻撃用object作成(パーツ全破壊後) パーツなし -->
<!--
	<cRef l="boss_last_object_create3"></cRef>
-->

	<eval name="flag">0</eval>
	<repeat><times>-1</times>
		<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
			<collision type="circle"><cx>-1</cx><cy>4</cy><radius>28</radius></collision>
			<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
			<eval name="flag">1</eval>
			<cRef l="boss_last_object_create2"><p>0</p></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


</action>

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

<object l="boss_last_object">

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

	<a>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_last_object_act00"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_last_object_act01"><p>$1</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="boss_last_object_act02"><p>$1</p></aRef>
		</repeat>
	</a>
</object>

<a l="boss_last_object_act00">

		<eval name="t_sp">2.5</eval>
		<eval name="t_sp2">3.2+$__temp_grank*0.1</eval>
		<eval name="t_sp3">2.1+$__temp_grank*0.1</eval>
		<eval name="t_dir">80</eval>
		<eval name="t_count">1</eval>

		<w>1</w>
		<repeat><times>-1</times>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easy"><p>30</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<soundtrack><file type="ogg">bullet8</file></soundtrack>	

			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>4</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>15</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>26</w>
			</repeat>


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<repeat><times>$1-eq1</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
				<w>30</w>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easy"><p>60</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>4</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>15</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>26</w>
			</repeat>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<repeat><times>$1-eq1</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
				<w>30</w>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easy"><p>90</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120+25*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_easys"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>4</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>15</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>26</w>
			</repeat>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>

		</repeat>


</a>


<a l="boss_last_object_act01">

		<eval name="t_sp">2.5</eval>
		<eval name="t_sp2">3.4+$__temp_grank*0.1</eval>
		<eval name="t_sp3">2.4+$__temp_grank*0.1</eval>
		<eval name="t_dir">80</eval>
		<eval name="t_count">1</eval>

		<w>1</w>
		<repeat><times>-1</times>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack"><p>30</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<repeat><times>$__temp_grank-eq3</times>
				<aRef l="enemy_bullet_action8"><p>64</p></aRef>
				<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			</repeat>
			<repeat><times>1-($__temp_grank-eq3)</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			</repeat>
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-36</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>12</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<repeat><times>$1-eq1</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
				<w>30</w>
			</repeat>


			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack"><p>60</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<repeat><times>$__temp_grank-eq3</times>
				<aRef l="enemy_bullet_action8"><p>64</p></aRef>
				<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			</repeat>
			<repeat><times>1-($__temp_grank-eq3)</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			</repeat>
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-36</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>12</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<repeat><times>$1-eq1</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
				<w>30</w>
			</repeat>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack"><p>90</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<repeat><times>$__temp_grank-eq3</times>
				<aRef l="enemy_bullet_action8"><p>64</p></aRef>
				<cRef l="enemy_create_crystal_attacks"><p>120+20.5*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_crystal_attacks"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			</repeat>
			<repeat><times>1-($__temp_grank-eq3)</times>
				<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			</repeat>
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-36</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>12</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>

		</repeat>


</a>

<a l="boss_last_object_act02">

		<eval name="t_sp">2.3</eval>
		<eval name="t_sp2">4.1+$__temp_grank*0.1</eval>
		<eval name="t_sp3">2.9+$__temp_grank*0.1</eval>
		<eval name="t_dir">80</eval>
		<eval name="t_count">1</eval>

		<w>1</w>
		<repeat><times>-1</times>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hard"><p>40</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>10</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>10+20*$1</w>


			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hard"><p>60</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>10</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>10+20*$1</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hard"><p>80</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120+18*$t_count</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<cRef l="enemy_create_crystal_attack_hards"><p>120</p><p>$t_sp</p><p>$t_dir*$t_count</p><p>-1*$t_count</p><p>$t_sp2</p></cRef>
			<w>30</w>
			<eval name="t_count">-1*$t_count</eval>
<!--			<evaladd name="t_dir">3</evaladd>-->


			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<repeat><times>$1-eq1</times>
				<w>30</w>
			</repeat>
			<repeat><times>$1-eq0</times>
				<cRef l="enemy_create_crystal_attack_small"><p>-30</p><p>$t_sp3</p></cRef>
				<repeat><times>6</times>
					<w>1</w>
					<cRef l="enemy_create_crystal_attack_smalls"><p>10</p><p>$t_sp3</p></cRef>
				</repeat>
				<w>24</w>
			</repeat>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>

		</repeat>


</a>


<!-- バリア破壊後 -->
<create label="boss_last_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_last_object2"><p>$1</p></objectRef>
</create>

<object l="boss_last_object2">

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

	<a>
		<w>45</w>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_last_object_act00"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_last_object_act01"><p>$1</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="boss_last_object_act02"><p>$1</p></aRef>
		</repeat>
	</a>
</object>





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

<a l="boss_attack_child_revenge">
	<targetRevenge label="boss_last_object"></targetRevenge>
	<targetRevenge label="boss_last_child_object"></targetRevenge>
<!--	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge> -->
</a>


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

<revenge label="stage_boss_01_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

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

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<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>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>17100</p><p>66000</p><p>160000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_boss_02_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">48</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<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>

	<!-- Normal- テンションアップ -->
	<repeat><times>($_difficulty-lt2)*($_tension-lt8)</times>
		<createRef label="item_create_03"><p>225</p></createRef>
	</repeat>

	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>18500</p><p>72000</p><p>170000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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


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

<revenge label="stage_boss_03_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

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

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<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>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>18500</p><p>80000</p><p>190000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>
<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</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_boss_04_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">54</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<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>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>
	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>19000</p><p>84000</p><p>210000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>
<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</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_boss_05_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">58</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<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>
	<wait>1</wait>


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>
	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>21000</p><p>100000</p><p>250000+20000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>
<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</p>
		</createRef>
	</repeat>
-->
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

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

<revenge label="stage_boss_06_revenge">
	<actionRef l="enemy_explosion_create_action_04"></actionRef>


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

	<eval name="nano">72</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
<!--	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge> -->
	<w>1</w>

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

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

		<!-- ボススコア保存用 -->
		<global name="boss_score">$score_dat</global>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

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

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


	<wait>1</wait>

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

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

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

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

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

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

	<!-- *** 逃走用ダミーボス作成 *** -->
	<actionRef label="lastboss2_ready_action"/>

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






<!-- ********************************************************************* -->
<!-- *** ボス２戦                                                        *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_action">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">1</global>

	<!-- *** secretフラグ初期化 *** -->
	<global name="boss_secret">0</global>

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

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

	<!-- ラスボス用 ノーボムフラグ -->
	<global name="nobomb">0</global>
	<!-- ラスボス用 第１形態消費タイム -->
	<global name="usetime">0</global>
	<!-- ラスボス用 タイムall -->
	<global name="alltime">0</global>
	<!-- ラスボス用 タイムアップフラグ -->
	<global name="timeup">0</global>

	<!-- ラスボス用 右翼フラグ -->
	<global name="wing_r_break">0</global>
	<!-- ラスボス用 左翼フラグ -->
	<global name="wing_l_break">0</global>

	<!-- ホシミテンションショットvital 通常２倍ラスボスでは１倍 -->
	<global name="hoshimi_tension">1</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>

	<w>1</w>
	<!-- *** ボスのライフ表示オブジェクト作成 *** -->
	<createRef label="boss_life_create"></createRef>


	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_boss2">
		<p>400</p>
		<p>-12</p>
		<p>25000</p>
<!--		<p>24000</p> -->
		<p>0</p> <!-- １形態目はゼロ点 -->
		<p>0</p> <!-- １形態目はゼロ点 -->
		<p>500000</p>
	</createRef>
	<w>60</w>

</action>

<!-- ********************************************************************* -->
<!-- *** ボス２戦開始                                                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_start">


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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">24_lastboss2_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*6</loop></play>
	</sound>


<!--
	<actionRef label="stage1_2_bgm_title_action"/>
-->

	<!-- ここから ABS 減少開始 -->
	<system><command>absdecon</command></system>

	<!-- *** 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_boss2">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>$6</prate>
	<flag>144</flag> <!-- サポーターが触れると死ぬ -->
	<enemyRef label="enemy_boss2"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト                                            *** -->
<enemy label="enemy_boss2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<repeat><times>$__boss_state-eq1</times>
		<presentRef label="lastboss2_present_01"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq2</times>
		<presentRef label="lastboss2_present_02"></presentRef>
	</repeat>


	<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
	<repeat><times>$__boss_state-eq1</times>
		<createRef label="lastboss2_vital_create"></createRef>
		<createRef label="boss_vital_create0"></createRef>
	</repeat>
	<repeat><times>$__boss_state-eq2</times>
		<targetRevenge label="boss_vital0"></targetRevenge>
		<createRef label="boss_vital_create"></createRef>
	</repeat>

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

	<!-- *** ダミーボス作成 *** -->
	<repeat><times>$__boss_state-eq1</times>
		<createRef label="enemy_create_boss_dummy"></createRef>
	</repeat>
	<repeat><times>$__boss_state-eq2</times>
		<createRef label="enemy_create_lastboss2_dummy"></createRef>
	</repeat>

	<repeat><times>$__boss_state-eq1</times>
		<!-- タイマー終了フラグ初期化 -->
		<global name="end_flag">0</global>
		<!-- *** タイマー開始 *** -->
		<global name="boss_timer_start">0</global>
		<!-- *** ダミータイマー *** -->
		<cRef label="stage_boss_timer_create0"/>
	</repeat>


	<repeat><times>$__boss_state-eq1</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">15000</eval>
		<global name="alltime">$boss_time</global>
		<revengeRef label="stage_boss2_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss2_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time_all">$__alltime</eval>
		<eval name="boss_time">$boss_time_all-$__usetime</eval>
		<revengeRef label="stage_boss2_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss2_02_action"><p>$boss_time</p><p>$boss_time_all</p></actionRef> 
	</repeat>

</enemy>

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

<action  label="stage_boss2_01_action">
	<!-- wing作成 -->
	<cRef label="lastboss_wing_create1"/>

	<changeSpeed>
		<speed>2.5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>65</wait>

	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>35</wait>


	<!-- *** 会話終了待ち *** -->
	<waitLock><num>11</num></waitLock>
	
	<w>1</w>
	<!-- バリア作成 背景黒は暫定 -->

	<cRef label="boss_bg_black_create_nochild"/>
	<wait>1</wait>

	<!-- カットイン -->
<!--
	<aRef l="boss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
-->
	<cRef l="lastboss_barrier_create"><p>22000</p><p>250000</p><p>256</p><p>30</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>

	<w>110</w>

	<!-- 移動速度、移動方向、wait　パーツなし -->
<!--
		<cRef l="enemy_create_b05_child_o"><p>1.2</p><p>100</p><p>1</p></cRef>
		<cRef l="enemy_create_b05_child_x"><p>1.2</p><p>260</p><p>16</p></cRef>
-->
	<w>70</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>110</radius></collision>
	<repeat><times>$_twinstype-eq4</times>
		<cRef l="lastboss2_barrier_create_dummy"><p>256</p></cRef>
	</repeat>

	<!-- 弾幕開始 -->
	<aRef label="start_lastboss2_bullet"><p>$1</p></aRef>


	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss2_01_action_act00"/>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_boss2_01_action_act01"/>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss2_01_action_act02"/>
	</repeat>


</action>



<a l="stage_boss2_01_action_act00">

<eval name="t_count">1</eval>

<repeat><times>-1</times>
<repeat><times>2</times>
	<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
	<eval name="t_rp">6+($__temp_grank-gt0)</eval>
	<eval name="t_dir">0.5</eval>
	<eval name="t_sp_off">0.4</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-144</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>24</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>24</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
	<w>32</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>144</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-24</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-24</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
	<w>76</w>

</repeat>


	<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
	<eval name="t_rp">16</eval>
	<eval name="t_dir">0.7</eval>
	<eval name="t_sp_off">0.2</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-168*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>28*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>28*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>
	<w>90+32</w>
	<eval name="t_count">-1*$t_count</eval>

</repeat>

</a>

<a l="stage_boss2_01_action_act01">

<eval name="t_count">1</eval>

<repeat><times>-1</times>
<repeat><times>2</times>
	<eval name="t_sp">4.8+$__temp_grank*0.1</eval>
	<eval name="t_rp">10+($__temp_grank-gt0)</eval>
	<eval name="t_dir">0.4</eval>
	<eval name="t_sp_off">0.3</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-144</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>18</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>18</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
	<w>16</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>144</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-18</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-18</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
	<w>60</w>

</repeat>


	<eval name="t_sp">4.8+$__temp_grank*0.1</eval>
	<eval name="t_rp">20</eval>
	<eval name="t_dir">0.5</eval>
	<eval name="t_sp_off">0.18</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-176*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>22*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>22*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>
	<w>90</w>
	<eval name="t_count">-1*$t_count</eval>

</repeat>

</a>

<a l="stage_boss2_01_action_act02">

<eval name="t_count">1</eval>

<repeat><times>-1</times>
<repeat><times>2</times>
	<eval name="t_sp">5.5+$__temp_grank*0.1</eval>
	<eval name="t_rp">12+($__temp_grank-gt0)</eval>
	<eval name="t_dir">0.4</eval>
	<eval name="t_sp_off">0.3</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-140</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>10</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>14</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>14</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
<!--	<w>16</w>-->

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>144</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>10</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-14</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>-14</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>4</w>
	</repeat>
	<w>44</w>

</repeat>


	<eval name="t_sp">5.6+$__temp_grank*0.1</eval>
	<eval name="t_rp">23</eval>
	<eval name="t_dir">0.4</eval>
	<eval name="t_sp_off">0.17</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b21_1_org"><p>-152*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
	<w>4</w>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>19*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<cRef l="enemy_fire_b21_1_orgs"><p>19*$t_count</p><p>$t_sp</p><p>$t_rp</p><p>$t_dir</p><p>$t_sp_off</p></cRef>
		<w>8</w>
	</repeat>
	<w>90</w>
	<eval name="t_count">-1*$t_count</eval>

</repeat>

</a>




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

<action  label="stage_boss2_02_action">
<!-- 移動なし -->

	<wait>1</wait>

	<!-- バリア作成 背景黒は暫定 -->
<!--
	<cRef label="boss_bg_black_create"/>
	<wait>1</wait>
-->
	<!--　カットイン＆羽作る -->
	<aRef l="boss_cutin_action2"/>
	<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
	<w>90</w>
	<targetRevenge label="lastboss_wing1_dummy"></targetRevenge>
	<aRef l="lastboss_wing_action"/>

	<!-- 隙間を埋めるdummy create -->
	<cRef l="enemy_create_lastboss_parts_wing_offset"><p>-30</p><p>0</p></cRef>
	<cRef l="enemy_create_lastboss_parts_wing_offset"><p>30</p><p>0</p></cRef>

	<!-- 体力の保存 -->
	<eval name="max_vital">$_self_vital</eval>

	<w>1</w>
	<!-- child create -->
	<targetRevenge label="enemy_lastboss_dummy_wing"></targetRevenge>
	<cRef l="enemy_create_lastboss_parts_wing_l"><p>-124</p><p>0</p><p>1</p></cRef>
	<cRef l="enemy_create_lastboss_parts_wing_r"><p>124</p><p>0</p><p>1</p></cRef>
	<cRef l="enemy_create_lastboss_parts_wing_l2"><p>-124</p><p>0</p><p>1</p></cRef>
	<cRef l="enemy_create_lastboss_parts_wing_r2"><p>124</p><p>0</p><p>1</p></cRef>

	<collision type="rect"><left>-25</left><top>-25</top><right>25</right><bottom>25</bottom></collision>	

	<!-- ノーボムチェック 再判定２ ＮＧならnobombを０にする -->
	<eval name="ttc_check2">($_stageplayframe-$__nobomb_stageframe)-eq($_ttc_frame-$__nobomb_ttcframe)</eval>
	<global name="nobomb">$__nobomb*$ttc_check2</global>

	<!-- 弾幕開始 -->
	<aRef label="start_lastboss2_2_bullet"><p>$1</p><p>$2</p></aRef>

	<repeat><times>$_twinstype-eq4</times>
		<cRef l="lastboss2_create_rect_dummy"></cRef>
	</repeat>


	<!-- 攻撃用object作成 -->

	<w>1</w>

	<repeat><times>$_difficulty-eq3</times>
		<cRef l="enemy_create_attack_parts"><p>24</p><p>6</p><p>172</p><p>3</p><p>0</p><p>1</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-24</p><p>6</p><p>-172</p><p>4</p><p>0</p><p>1</p></cRef>
		<w>2</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>
		<!-- wait11 -->
		<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>

		<cRef l="enemy_create_attack_parts"><p>54</p><p>-6</p><p>162</p><p>0</p><p>1</p><p>2</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-54</p><p>-6</p><p>-162</p><p>2</p><p>2</p><p>2</p></cRef>

		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>84</p><p>-18</p><p>152</p><p>($_player_cx)%5</p><p>0</p><p>3</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-84</p><p>-18</p><p>-152</p><p>($_player_cy)%5</p><p>0</p><p>3</p></cRef>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>114</p><p>-30</p><p>142</p><p>1</p><p>1</p><p>4</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-114</p><p>-30</p><p>-142</p><p>-5</p><p>2</p><p>4</p></cRef>

		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>144</p><p>-42</p><p>132</p><p>-3</p><p>0</p><p>5</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-144</p><p>-42</p><p>-132</p><p>-6</p><p>0</p><p>5</p></cRef>

	</repeat>
	<repeat><times>($_difficulty-eq2)+($_difficulty-eq1)</times>
		<cRef l="enemy_create_attack_parts"><p>24</p><p>6</p><p>172</p><p>3</p><p>0</p><p>1</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-24</p><p>6</p><p>-172</p><p>4</p><p>0</p><p>1</p></cRef>
		<w>2</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>
		<!-- wait11 -->
		<aRef l="stage_boss2_02_action_act01_crossfire"/>

		<cRef l="enemy_create_attack_parts"><p>54</p><p>-6</p><p>162</p><p>0</p><p>1</p><p>2</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-54</p><p>-6</p><p>-162</p><p>2</p><p>2</p><p>2</p></cRef>

		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>84</p><p>-18</p><p>152</p><p>($_player_cx)%5</p><p>0</p><p>3</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-84</p><p>-18</p><p>-152</p><p>($_player_cy)%5</p><p>0</p><p>3</p></cRef>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>114</p><p>-30</p><p>142</p><p>1</p><p>1</p><p>4</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-114</p><p>-30</p><p>-142</p><p>-5</p><p>2</p><p>4</p></cRef>

		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>144</p><p>-42</p><p>132</p><p>-3</p><p>0</p><p>5</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-144</p><p>-42</p><p>-132</p><p>-6</p><p>0</p><p>5</p></cRef>
	</repeat>
	<repeat><times>$_difficulty-eq0</times>
		<cRef l="enemy_create_attack_parts"><p>24</p><p>6</p><p>170</p><p>3</p><p>0</p><p>1</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-24</p><p>6</p><p>-170</p><p>4</p><p>0</p><p>1</p></cRef>
		<w>2</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>

		<!-- wait11 -->
		<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>

		<cRef l="enemy_create_attack_parts"><p>64</p><p>-6</p><p>157</p><p>0</p><p>1</p><p>2</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-64</p><p>-6</p><p>-157</p><p>2</p><p>2</p><p>2</p></cRef>

		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>94</p><p>-18</p><p>144</p><p>($_player_cx)%5</p><p>0</p><p>3</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-94</p><p>-18</p><p>-144</p><p>($_player_cy)%5</p><p>0</p><p>3</p></cRef>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>15</w>
		<cRef l="enemy_create_attack_parts"><p>124</p><p>-30</p><p>131</p><p>1</p><p>1</p><p>4</p></cRef>
		<cRef l="enemy_create_attack_parts"><p>-124</p><p>-30</p><p>-131</p><p>-5</p><p>2</p><p>4</p></cRef>

		<w>15</w>
	</repeat>


	<repeat><times>6</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<!-- ループはここから -->
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss2_02_action_act02"><p>$max_vital</p></aRef>
	</repeat>

	<repeat><times>($_difficulty-eq2)+($_difficulty-eq1)</times>
		<aRef l="stage_boss2_02_action_act01"><p>$max_vital</p></aRef>
	</repeat>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss2_02_action_act00"><p>$max_vital</p></aRef>
	</repeat>



</action>

<!-- 第１形態　act00 -->
<a l="stage_boss2_02_action_act00">

	<w>1</w>
	<eval name="save_max_vital">$1</eval>
	<eval name="t_vital">10</eval>
	<w>1</w>


<repeat><times>-1</times>
	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_easy"/>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_easy"/>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->

	<!-- wait 242 -->
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>26</w>

		<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">4</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06ab"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>3</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>3</w>
		<evaladd name="t_sp">-0.2</evaladd>


		<repeat><times>4</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>18-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>3</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>18-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b2_06s"><p>18</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>
		<!-- 広がりここまで -->

		<w>118</w>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
		</repeat>
		<w>13</w>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_easy2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
		</repeat>

		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_easy"/>
		</repeat>
		<w>2</w>
	<!-- 242ここまで -->

</repeat>

</a>

<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire_easy">
	<!-- wait8 -->
	<eval name="t_sp">2.0+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
	<cRef l="enemy_create_boss2_attack_smalls"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
		<cRef l="enemy_create_boss2_attack_smalls"><p>18</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
		<cRef l="enemy_create_boss2_attack_smalls"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
	<w>1</w>
	<repeat><times>3</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_smalls"><p>18</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
			<cRef l="enemy_create_boss2_attack_smalls"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>6</w>
</a>

<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire_easy2">
	<!-- wait8 -->
	<eval name="t_sp">2.0+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.2+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<eval name="t_bul">4-$1+($__wing_l_break*$__wing_r_break)*5</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small2"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<cRef l="enemy_create_boss2_attack_small2s"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		<cRef l="enemy_create_boss2_attack_small2s"><p>18</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		<cRef l="enemy_create_boss2_attack_small2s"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<w>1</w>
	<repeat><times>3</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_small2s"><p>18</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
			<cRef l="enemy_create_boss2_attack_small2s"><p>18</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>6</w>
</a>

<!-- wait 30 -->
<a l="stage_boss2_02_action_act01_wide_easy">
		<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">4</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b2_06s"><p>15</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>3</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>6</times>
				<fRef l="enemy_fire_b2_06s"><p>15</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>2</w>
		<evaladd name="t_sp">-0.4</evaladd>


		<repeat><times>3</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>15</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b2_06s"><p>15</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>6</times>
					<fRef l="enemy_fire_b2_06s"><p>15</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>2</w>
			<evaladd name="t_sp">-0.4</evaladd>
		</repeat>
		<w>1</w>
</a>

<!-- 第１形態　act01 -->
<a l="stage_boss2_02_action_act01">

	<w>1</w>
	<eval name="save_max_vital">$1</eval>
	<eval name="t_vital">10</eval>
	<w>1</w>

<repeat><times>-1</times>
	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide"/>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide"/>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>20</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>20</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->

	<!-- wait 242 -->
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>26</w>

		<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">4</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06ab"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>3</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>3</w>
		<evaladd name="t_sp">-0.2</evaladd>


		<repeat><times>4</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>12-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>5</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>12-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>
		<!-- 広がりここまで -->

		<w>102</w>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
		</repeat>
		<w>13</w>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
		</repeat>

		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide"/>
		</repeat>
		<w>2</w>
	<!-- 242ここまで -->

</repeat>

</a>

<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire">
	<!-- wait8 -->
	<eval name="t_sp">2.2+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
	<cRef l="enemy_create_boss2_attack_smalls"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
	<repeat><times>2</times>
		<cRef l="enemy_create_boss2_attack_smalls"><p>12</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
		<cRef l="enemy_create_boss2_attack_smalls"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>4</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_smalls"><p>12</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
			<cRef l="enemy_create_boss2_attack_smalls"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>5</w>
</a>

<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire2">
	<!-- wait8 -->
	<eval name="t_sp">2.2+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.3+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<eval name="t_bul">4-$1+($__wing_l_break*$__wing_r_break)*5</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small2"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<cRef l="enemy_create_boss2_attack_small2s"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<repeat><times>2</times>
		<cRef l="enemy_create_boss2_attack_small2s"><p>12</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		<cRef l="enemy_create_boss2_attack_small2s"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>4</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_small2s"><p>12</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
			<cRef l="enemy_create_boss2_attack_small2s"><p>12</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>5</w>
</a>

<!-- wait 30 -->
<a l="stage_boss2_02_action_act01_wide">
		<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">4</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>3</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>9</times>
				<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>2</w>
		<evaladd name="t_sp">-0.4</evaladd>


		<repeat><times>3</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>9</times>
					<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>2</w>
			<evaladd name="t_sp">-0.4</evaladd>
		</repeat>
		<w>1</w>
</a>

<!-- 第１形態　act02 -->
<a l="stage_boss2_02_action_act02">

	<w>1</w>
	<eval name="save_max_vital">$1</eval>
	<eval name="t_vital">10</eval>
	<w>1</w>


<repeat><times>-1</times>
	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_hard"/>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>27</w>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_hard"/>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>19</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
		</repeat>

	<!-- 242ここまで -->

	<!-- wait 242 -->
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>26</w>

		<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">5</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06ab"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>2</w>
		<evaladd name="t_sp">-0.2</evaladd>


		<repeat><times>4</times>
			<eval name="t_wait">5</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>9-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>2</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>6</times>
			<eval name="t_wait">5</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>9-$t_judge</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>4</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>8</times>
					<fRef l="enemy_fire_b2_06s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>2</w>
			<evaladd name="t_sp">-0.2</evaladd>
		</repeat>
		<!-- 広がりここまで -->

		<w>94</w>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<w>18</w>
			<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
			<w>1</w>
			<!-- wait11 -->
			<repeat><times>1-($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
			</repeat>
			<repeat><times>($t_vital-lt4)</times>
				<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
			</repeat>
		</repeat>

	<!-- 242ここまで -->


	<!-- wait 242 -->
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>3</w>
		<aRef label="enemy_laser_action"/>
		<w>2</w>

		<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
		<w>1</w>
		<!-- wait11 -->
		<repeat><times>1-($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
		</repeat>
		<repeat><times>($t_vital-lt4)</times>
			<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
		</repeat>
		<w>13</w>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
			<repeat><times>$t_judge-eq0</times>
				<w>30</w>
			</repeat>
			<repeat><times>1-($t_judge-eq0)</times>
				<w>18</w>
				<eval name="t_vital">($_self_vital/$save_max_vital*10)%10</eval>
				<w>1</w>
				<!-- wait11 -->
				<repeat><times>1-($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard"/>
				</repeat>
				<repeat><times>($t_vital-lt4)</times>
					<aRef l="stage_boss2_02_action_act01_crossfire_hard2"><p>$t_vital</p></aRef>
				</repeat>
			</repeat>
		</repeat>

		<repeat><times>3</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
		</repeat>

		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<repeat><times>$t_judge-eq0</times>
			<w>30</w>
		</repeat>
		<repeat><times>1-($t_judge-eq0)</times>
			<aRef l="stage_boss2_02_action_act01_wide_hard"/>
		</repeat>
		<w>2</w>
	<!-- 242ここまで -->

</repeat>

</a>

<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire_hard">
	<!-- wait8 -->
	<eval name="t_sp">2.6+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
	<cRef l="enemy_create_boss2_attack_smalls"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
	<repeat><times>2</times>
		<cRef l="enemy_create_boss2_attack_smalls"><p>10</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
		<cRef l="enemy_create_boss2_attack_smalls"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>5</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_smalls"><p>10</p><p>$t_sp</p><p>120</p><p>$t_wait</p></cRef>
			<cRef l="enemy_create_boss2_attack_smalls"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>4</w>
</a>


<!-- wait 11 -->
<a l="stage_boss2_02_action_act01_crossfire_hard2">
	<!-- wait8 -->
	<eval name="t_sp">2.6+($__wing_l_break*$__wing_r_break)*1.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
	<eval name="t_wait">7</eval>
	<eval name="t_bul">4-$1+($__wing_l_break*$__wing_r_break)*5</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_create_boss2_attack_small2"><p>0</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<cRef l="enemy_create_boss2_attack_small2s"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	<repeat><times>2</times>
		<cRef l="enemy_create_boss2_attack_small2s"><p>10</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		<cRef l="enemy_create_boss2_attack_small2s"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>5</times>
		<evaladd name="t_wait">-1</evaladd>
		<repeat><times>3</times>
			<cRef l="enemy_create_boss2_attack_small2s"><p>10</p><p>$t_sp</p><p>120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
			<cRef l="enemy_create_boss2_attack_small2s"><p>10</p><p>$t_sp</p><p>-120</p><p>$t_wait</p><p>$t_sp2</p><p>$t_bul</p></cRef>
		</repeat>
		<w>1</w>
	</repeat>
	<!-- ここまで -->
	<w>3</w>
</a>

<!-- wait 30 -->
<a l="stage_boss2_02_action_act01_wide_hard">
		<eval name="t_sp">5.6+$__temp_grank*0.1</eval>
		<eval name="t_judge">($__wing_l_break*$__wing_r_break)</eval>
		<w>1</w>

		<!-- 広がり弾 -->
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>

		<eval name="t_wait">4</eval>
		<w>1</w>
		<fRef l="enemy_fire_b2_06"><p>0</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>3</times>
			<evaladd name="t_wait">-1</evaladd>
			<repeat><times>9</times>
				<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<w>2</w>
		<evaladd name="t_sp">-0.4</evaladd>


		<repeat><times>3</times>
			<eval name="t_wait">4</eval>
			<w>1</w>
			<fRef l="enemy_fire_b2_06s"><p>12</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
			</repeat>
			<w>1</w>
			<repeat><times>3</times>
				<evaladd name="t_wait">-1</evaladd>
				<repeat><times>9</times>
					<fRef l="enemy_fire_b2_06s"><p>10</p><p>$t_sp</p><p>$t_wait</p></fRef>
				</repeat>
				<w>1</w>
			</repeat>
			<w>2</w>
			<evaladd name="t_sp">-0.4</evaladd>
		</repeat>
		<w>1</w>
</a>

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

<revenge label="stage_boss2_01_revenge">
	<actionRef l="enemy_explosion_create_action_03_barrier2"></actionRef>

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

	<eval name="ttc_end">$_ttc_frame</eval>
	<eval name="nano">50</eval>
	<eval name="score_dat">0</eval>

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

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

	<!-- ノーミスノーボムチェック ＯＫなら１倍、ＮＧなら０ -->
	<global name="nobomb">(($ttc_end-$__ttc_start)-eq$localcounter)*($__ttc_start-gt200)</global>

	<global name="nobomb_stageframe">$_stageplayframe</global>
	<global name="nobomb_ttcframe">$_ttc_frame</global>

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
<!--
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
-->
		<!-- クリスタル -->
<!--
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>

		<cRef label="timer_per_fig_action_create"><p>$2</p><p>$percent*10000</p></cRef>
		<cRef label="crystal_fig_action_create"><p>$crystal_num</p></cRef>
-->
		<wait>1</wait>
		<changeBulletToItem/>

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

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

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


<!--
		<aRef l="boss_item"><p>$crystal_num</p></aRef>
-->
	</repeat>

	<wait>60</wait>
	<!-- *** 次の形態のボスの作成 *** -->

	<repeat><times>$_revenge_state-eq1</times>
		<createRef label="enemy_create_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>58000</p><p>200000</p><p>$__boss_score+200000</p><p>1000000</p>
		</createRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<!-- *** タイムアップならフラグを立てて終了 *** -->
		<global name="timeup">1</global>
		<actionRef label="stage_main_boss2_final_revenge_action"/>
	</repeat>

<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</p>
		</createRef>
	</repeat>
-->
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

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

<revenge label="stage_boss2_02_revenge">
	<actionRef l="enemy_explosion_create_action_04"></actionRef>


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

	<eval name="ttc_end">$_ttc_frame</eval>

	<eval name="nano">100</eval>
	<eval name="score_dat">0</eval>

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

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

	<!-- ノーミスノーボムチェック ＯＫなら２倍、ＮＧなら１倍 -->
	<!-- 第１形態のノーボムフラグもチェックする -->
	<eval name="etb_j">(($ttc_end-$__ttc_start)-eq$localcounter)*($__ttc_start-gt300)*$__nobomb+1</eval>

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

<!--	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge> -->
	<w>1</w>

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

	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 or 自爆で弾消 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-(($localcounter+$__usetime)/$__alltime)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat*$etb_j</p></actionRef>
		<!-- クリスタル -->
<!--
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>
-->
		<cRef label="timer_per_fig_action_create_et"><p>$2</p><p>$percent*10000</p><p>$etb_j</p></cRef>
<!--		<cRef label="crystal_fig_action_create_et"><p>$crystal_num</p></cRef> -->
		<wait>1</wait>
		<changeColor>
			<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue><tm>120</tm>
		</changeColor>
		<changeBulletToItem/>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<cRef label="timer_per_fig_action_create"><p>$2</p><p>0</p></cRef>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>400</cx><cy>300</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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


	<wait>1</wait>

	<repeat><times>$_revenge_state-eq3</times>
		<!-- *** タイムアップならフラグを立てる *** -->
		<global name="timeup">1</global>
	</repeat>
	<!-- ノーコンティニューとタイムアップの判定 -->
	<global name="lastboss_judge2">($__timeup-eq0)*($_continuenum-eq0)</global>
	<!-- debug -->
<!--
	<global name="lastboss_judge2">0</global>
-->
	<repeat><times>1-($__lastboss_judge2-eq1)</times>
		<cRef l="lastboss2_bad_dummy"></cRef>
	</repeat>


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

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

		<debugval><num>$crystal_num</num></debugval>
<!--
		<aRef l="boss_item"><p>$crystal_num</p></aRef>
-->
	</repeat>
<!--
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-100000</num></addRank>
	</repeat>
-->
	<wait>60</wait>


	<!-- *** 終了アクションへ *** -->
	<actionRef label="stage_main_boss2_final_revenge_action"></actionRef>
</revenge>



<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_final_revenge_action">
	<targetRevenge label="boss_life"></targetRevenge>

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

	<w>1</w>

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




</exbulletml>
