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

<!-- **************************************************************************** -->
<!-- *** ボム用 ring                         ********************************** -->
<!-- **************************************************************************** -->

<create label="bomb_shot_create_ring">
	<direction type="absolute">0</direction>
	<speed type="absolute">0</speed>
	<cx>$1-2</cx><cy>$2+9</cy>
	<vital>16</vital><flag>1</flag>
	<child>1</child>
	<shotRef label="bomb_bullet_ring"></shotRef>
</create>

<shot label="bomb_bullet_ring">
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>60</radius></collision>	
	<img type="add">
		<file type="dds">light_ring</file>
		<left>0</left><top>0</top><right>64</right><bottom>64</bottom>
		<width>8</width><height>8</height>
		<alpha>165</alpha><red>225</red><green>225</green><blue>225</blue>
	</img>
	<setBreakable><num>1</num></setBreakable>
	<definedAction type="synctoplayerx"></definedAction>
	<definedAction type="synctoplayery"></definedAction>

	<a>

		<changeColor>
		<alpha>16</alpha><red>225</red><green>225</green><blue>225</blue><tm>60</tm>
		</changeColor>
		<changeImgSize>
		<width>128</width><height>128</height><tm>15</tm>
		</changeImgSize>
		<w>15</w>
		<changeImgSize>
		<width>172</width><height>172</height><tm>15</tm>
		</changeImgSize>
		<w>15</w>
		<changeImgSize>
		<width>200</width><height>200</height><tm>15</tm>
		</changeImgSize>
		<w>15</w>
		<changeImgSize>
		<width>216</width><height>216</height><tm>30</tm>
		</changeImgSize>
		<w>15</w>

		<vanish/>
	</a>
</shot>

<!-- ********************************************************************* -->
<!-- *** ボス直前の弾消し                                              *** -->
<action label="prepare_boss_action">
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>320</cx><cy>240</cy>
		<object>
			<child>1</child>
			<img type="normal">
				<file type="dds">rectwhite</file>
				<left>0</left><top>0</top><right>8</right><bottom>8</bottom>
				<width>500</width><height>600</height>
				<alpha>64</alpha><red>200</red><green>200</green><blue>200</blue>
			</img>
			<setDrawLevel><num>30</num></setDrawLevel>
			<wait>3</wait>
			<vanish/>
		</object>
	</create>

	<create>
		<speed>0</speed><direction>0</direction>
		<cx>500</cx><cy>600</cy><vital>0</vital>
		<bombRef label="bomb_clearbomb"></bombRef>
	</create>

</action>


<!-- ********************************************************************* -->
<!-- *** ラスボス直前の発光                                              *** -->
<action label="prepare_lastboss_light_action">
	<targetRevenge l="crystal_light_sound_object"/>
	<targetRevenge l="crystal_light_white_object2"/>
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>400</cx><cy>300</cy>
		<object>
			<child>1</child>
			<img type="normal">
				<file type="dds">rectwhite</file>
				<left>0</left><top>0</top><right>8</right><bottom>8</bottom>
				<width>800</width><height>600</height>
				<alpha>96</alpha><red>200</red><green>200</green><blue>200</blue>
			</img>
			<setDrawLevel><num>30</num></setDrawLevel>
			<changeColor>
				<alpha>255</alpha><red>200</red><green>200</green><blue>200</blue><tm>60</tm>
			</changeColor>
			<wait>90</wait>
			<changeColor>
				<alpha>25</alpha><red>200</red><green>200</green><blue>200</blue><tm>10</tm>
			</changeColor>
			<wait>15</wait>
			<vanish/>
		</object>
	</create>
</action>


<!-- ********************************************************************* -->
<!-- *** ラスボス直前の発光                                              *** -->
<action label="ending_lastboss_light_action">
	<targetRevenge l="crystal_light_sound_object"/>
	<targetRevenge l="crystal_light_white_object2"/>
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>400</cx><cy>300</cy>
		<object>
			<child>1</child>
			<img type="normal">
				<file type="dds">rectwhite</file>
				<left>0</left><top>0</top><right>8</right><bottom>8</bottom>
				<width>800</width><height>600</height>
				<alpha>96</alpha><red>200</red><green>200</green><blue>200</blue>
			</img>
			<setDrawLevel><num>30</num></setDrawLevel>
			<changeColor>
				<alpha>255</alpha><red>200</red><green>200</green><blue>200</blue><tm>120</tm>
			</changeColor>
			<wait>150</wait>
			<changeColor>
				<alpha>25</alpha><red>200</red><green>200</green><blue>200</blue><tm>10</tm>
			</changeColor>
			<wait>15</wait>
			<vanish/>
		</object>
	</create>
</action>


<!-- ********************************************************************* -->
<!-- *** ボス直前のワーニング                                              *** -->
<action label="boss_warning_action">
</action>


<!-- ********************************************************************* -->
<!-- *** VITAL ゲージの作成                                              *** -->
<create label="boss_vital_create0">
	<speed>0</speed>
	<direction type="absolute">180</direction>
<!--
	<cx>150+40+210</cx><cy>18</cy>
-->
	<cx>280+352/2</cx><cy>20</cy>
	<objectRef label="boss_vital0"></objectRef>
</create>

<object label="boss_vital0">
	<img type="normal">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352</width><height>16</height>
		<alpha>255</alpha><red>255</red><green>32</green><blue>32</blue>
	</img>

	<setDrawLevel><num>6</num></setDrawLevel>

</object>

<create label="boss_vital_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
<!--
	<cx>150+40+210</cx><cy>18</cy>
-->
	<cx>280+352/2</cx><cy>20</cy>
	<child>1</child>
	<objectRef label="boss_vital"></objectRef>
</create>

<object label="boss_vital">
	<img type="normal">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352</width><height>16</height>
		<alpha>255</alpha><red>255</red><green>32</green><blue>32</blue>
	</img>

	<setDrawLevel><num>6</num></setDrawLevel>

	<eval name="maxvital">$_parent_vital</eval>
	<repeat><times>-1</times>
		<repeat><times>($_parent_vital-gt0)*($maxvital-gt0)</times>
			<changeImgSize>
				<width>352*$_parent_vital/$maxvital</width><height>16</height><term>2</term>
			</changeImgSize>
			<setPosition type="absolute">
				<x>280</x><y>20-8</y>
			</setPosition>
		</repeat>
		<wait>1</wait>
	</repeat>
</object>



<create label="lastboss2_vital_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
<!--
	<cx>150+40+210</cx><cy>18</cy>
-->
	<cx>280+352/2</cx><cy>20</cy>
	<child>1</child>
	<objectRef label="lastboss2_vital"></objectRef>
</create>

<object label="lastboss2_vital">
	<img type="normal">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352</width><height>16</height>
		<alpha>255</alpha><red>0</red><green>90</green><blue>255</blue>
	</img>

	<setDrawLevel><num>7</num></setDrawLevel>

	<eval name="maxvital">$_parent_vital</eval>
	<repeat><times>-1</times>
		<repeat><times>($_parent_vital-gt0)*($maxvital-gt0)</times>
			<changeImgSize>
				<width>352*$_parent_vital/$maxvital</width><height>16</height><term>2</term>
			</changeImgSize>
			<setPosition type="absolute">
				<x>280</x><y>20-8</y>
			</setPosition>
		</repeat>
		<wait>1</wait>
	</repeat>
</object>


<!-- ********************************************************************* -->
<!-- *** VITALチェックの作成                                              *** -->

<create label="boss_vitalcheck_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>320</cx><cy>240</cy>
	<child>1</child>
	<objectRef label="boss_vitalcheck"></objectRef>
</create>

<object label="boss_vitalcheck">

	<a>
	<eval name="maxvital">$_parent_vital</eval>
	<repeat><times>-1</times>
		<repeat><times>((($_parent_vital/$maxvital)*10)-lt2)</times>

			<soundtrack><file type="ogg">vital_check</file></soundtrack>
			<vanish/>
				
		</repeat>
		<wait>1</wait>
	</repeat>
	</a>
</object>

<!-- ********************************************************************* -->
<!-- *** ラスボス最終形態用VITALチェックの作成                                              *** -->

<create label="lastboss2_vitalcheck_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>320</cx><cy>240</cy>
	<child>1</child>
	<objectRef label="lastboss2_vitalcheck"></objectRef>
</create>

<object label="lastboss2_vitalcheck">

	<a>
	<eval name="maxvital">$_parent_vital</eval>
	<repeat><times>-1</times>
		<repeat><times>((($_parent_vital/$maxvital)*10)-lt1)</times>

			<soundtrack><file type="ogg">vital_check</file></soundtrack>
			<vanish/>
				
		</repeat>
		<wait>1</wait>
	</repeat>
	</a>
</object>

<!-- ********************************************************************* -->
<!-- *** barrier用vital ゲージの作成                                              *** -->
<create label="barrier_vital_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>150+40+210</cx><cy>20</cy>
	<child>1</child>
	<objectRef label="barrier_vital"></objectRef>
</create>

<object label="barrier_vital">

	<img type="normal">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352</width><height>16</height>
		<alpha>255</alpha><red>0</red><green>90</green><blue>255</blue>
	</img>

	<setDrawLevel><num>7</num></setDrawLevel>

	<eval name="maxvital">$_parent_vital</eval>
	<repeat><times>-1</times>
		<repeat><times>($_parent_vital-gt0)*($maxvital-gt0)</times>
			<changeImgSize>
				<width>352*$_parent_vital/$maxvital</width><height>16</height><term>2</term>
			</changeImgSize>
			<setPosition type="absolute">
				<x>280</x><y>20-8</y>
			</setPosition>
		</repeat>
		<wait>1</wait>
	</repeat>
</object>


<!-- ********************************************************************* -->
<!-- *** Boss位置表示の作成                                            *** -->
<create label="boss_underbar_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>600-5</cy>
	<dobjectRef label="boss_underbar"></dobjectRef>
</create>

<dobject label="boss_underbar">
	<child>1</child>
	<img type="normal">
		<file type="dds">enemy_marker</file>
		<left>0</left><top>0</top><right>48</right><bottom>10</bottom>
		<width>48</width><height>10</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>

	<setDrawLevel><num>6</num></setDrawLevel>
	<definedAction type="synctoparentx"></definedAction>

</dobject>

<!-- ********************************************************************* -->
<!-- *** Bossパーツ位置表示の作成                                            *** -->
<create label="bossparts_underbar_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>600-4</cy>
	<dobjectRef label="bossparts_underbar"></dobjectRef>
</create>

<dobject label="bossparts_underbar">
	<child>1</child>
	<img type="normal">
		<file type="dds">enemy_parts_marker</file>
		<left>0</left><top>0</top><right>32</right><bottom>8</bottom>
		<width>32</width><height>8</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>

	<setDrawLevel><num>6</num></setDrawLevel>
	<definedAction type="synctoparentx"></definedAction>

</dobject>



<!-- ********************************************************************* -->
<!-- *** Bossタイマー                                                  *** -->
<create label="stage_boss_timer_create0">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>280+352/2</cx><cy>20+16</cy>
	<objectRef label="stage_boss_timer0"></objectRef>
</create>

<object label="stage_boss_timer0">
	<child>1</child>
	<imgRef label="timer_image"></imgRef>
	<setDrawLevel><num>6</num></setDrawLevel>
</object>

<create label="stage_boss_timer_create">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>280+352/2</cx><cy>20+16</cy>
	<objectRef label="stage_boss_timer"><param>$1</param></objectRef>
</create>

<object label="stage_boss_timer">
	<child>1</child>
	<actionRef label="timer_common_action"><param>$1</param></actionRef>
</object>

<action label="timer_common_action">
	<revengeRef label="timer_revenge"></revengeRef>
	<imgRef label="timer_image"></imgRef>
	<setDrawLevel><num>6</num></setDrawLevel>

	<setPosition type="absolute">
		<x>280</x><y>20+16-8</y>
	</setPosition>

	<w>1</w>

	<changeImgSize>
		<width>0</width><height>16</height><term>$1</term>
	</changeImgSize>

	<repeat><times>$1</times>
		<setPosition type="absolute">
			<x>280</x><y>20+16-8</y>
		</setPosition>
		<wait>1</wait>
	</repeat>

	<vanish></vanish>
</action>


<create label="stage_boss_timer_create_rev_dummy">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>280+352/2</cx><cy>20+16</cy>
	<objectRef label="stage_boss_timer_rev_dummy"><param>$1</param></objectRef>
</create>

<object label="stage_boss_timer_rev_dummy">
	<child>1</child>
	<actionRef label="timer_common_action_rev_dummy"><param>$1</param></actionRef>
</object>

<action label="timer_common_action_rev_dummy">
	<revengeRef label="timer_revenge_dummy"></revengeRef>
	<imgRef label="timer_image"></imgRef>
	<setDrawLevel><num>6</num></setDrawLevel>

	<setPosition type="absolute">
		<x>280</x><y>20+16-8</y>
	</setPosition>

	<w>1</w>

	<changeImgSize>
		<width>0</width><height>16</height><term>$1</term>
	</changeImgSize>

	<repeat><times>$1</times>
		<setPosition type="absolute">
			<x>280</x><y>20+16-8</y>
		</setPosition>
		<wait>1</wait>
	</repeat>

	<vanish></vanish>
</action>


<create label="stage_boss_timer_create_lastboss2">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>280+352/2</cx><cy>20+16</cy>
	<objectRef label="stage_boss_timer_lastboss2"><param>$1</param><param>$2</param></objectRef>
</create>

<object label="stage_boss_timer_lastboss2">
	<child>1</child>
	<actionRef label="timer_common_action_lastboss2"><param>$1</param><param>$2</param></actionRef>
</object>

<action label="timer_common_action_lastboss2">
	<revengeRef label="timer_revenge"></revengeRef>

	<debugstr><string>timer_lastboss2</string></debugstr>
	<debugval><num>$1</num></debugval>
	<debugval><num>$2</num></debugval>

	<imgRef label="timer_image_lastboss2"><p>$1</p><p>$2</p></imgRef>
	<setDrawLevel><num>6</num></setDrawLevel>

	<setPosition type="absolute">
		<x>280</x><y>20+16-8</y>
	</setPosition>

	<w>1</w>

	<changeImgSize>
		<width>0</width><height>16</height><term>$1</term>
	</changeImgSize>

	<repeat><times>$1</times>
		<setPosition type="absolute">
			<x>280</x><y>20+16-8</y>
		</setPosition>
		<wait>1</wait>
	</repeat>

	<vanish></vanish>
</action>


<create label="stage_boss_revenger_create">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>320</cx><cy>240</cy>
	<objectRef label="stage_boss_revenger_object"><param>$1</param></objectRef>
</create>

<object label="stage_boss_revenger_object">
	<child>1</child>

	<wait>1+$1</wait>

	<!-- ボス自爆 -->
	<global name="end_flag">1</global>
	<parentRevenge></parentRevenge>
	<vanish></vanish>
</object>


<revenge label="timer_revenge">
	<changeColor>
		<alpha>0</alpha><red>100</red><green>100</green><blue>100</blue><term>15</term>
	</changeColor>
	<wait>15</wait>
	<vanish></vanish>
</revenge>

<revenge label="timer_revenge_dummy">
	<w>1</w>
	<changeImgSize>
		<width>352*($__alltime-$__usetime)/$__alltime</width><height>16</height><term>1</term>
	</changeImgSize>
	<setPosition type="absolute">
		<x>280</x><y>20+16-8</y>
	</setPosition>

	<repeat><times>-1</times>
		<wait>1</wait>
		<repeat><times>($__boss_barrier-eq1)</times>
			<vanish></vanish>
		</repeat>
	</repeat>
</revenge>


<img type="normal" label="timer_image">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352</width><height>16</height>
		<alpha>255</alpha><red>255</red><green>240</green><blue>0</blue>
</img>

<img type="normal" label="timer_image_lastboss2">
		<file type="dds">itemimg1</file>
		<left>32*4</left><top>32*11+16</top><right>32*8</right><bottom>32*11+32</bottom>
		<width>352*$1/$2</width><height>16</height>
		<alpha>255</alpha><red>255</red><green>240</green><blue>0</blue>
</img>


<!-- ********************************************************************* -->
<!-- *** ボスのスコア加算action                                        *** -->
<action l="boss_score_add_action">
	<!-- 通常スコアの加算 -->
	<setBigNum bigname="boss_score_big"><num>$1</num><exp>3</exp></setBigNum>	
	<mulBigNumBigNum bigname="boss_score_big" n="_rate"></mulBigNumBigNum>
	<addBigNumToRawScore bigname="boss_score_big"></addBigNumToRawScore>
	<w>1</w>

	<!-- タイムボーナスの加算 -->
	<setBigNum bigname="boss_time_bonus_big"><num>$2</num><exp>3</exp></setBigNum>	
	<mulBigNumBigNum bigname="boss_time_bonus_big" n="_rate"></mulBigNumBigNum>
	<addBigNumToRawScore bigname="boss_time_bonus_big"></addBigNumToRawScore>
	<w>1</w>

</action>


<!-- ********************************************************************* -->
<!-- *** Bossタイマーパーセント                                        *** -->
<create label="timer_per_fig_action_create">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>320</cx><cy>240</cy>
	<objectRef label="timer_per_fig_action_object"><p>$1</p><p>$2</p></objectRef>
</create>

<object label="timer_per_fig_action_object">

	<aRef l="timer_per_fig_action"><p>$1</p><p>$2</p></aRef>

</object>

<a l="timer_per_fig_action">

	<!-- TIME BONUS -->
<!--
	<cRef l="str_create_timer_per"><p>84</p><p>0</p><p>310</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>73</p><p>0</p><p>330</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>77</p><p>0</p><p>350</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>69</p><p>0</p><p>370</p><p>150</p></cRef>

	<cRef l="str_create_timer_per"><p>66</p><p>0</p><p>410</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>79</p><p>0</p><p>430</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>78</p><p>0</p><p>450</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>85</p><p>0</p><p>470</p><p>150</p></cRef>
	<cRef l="str_create_timer_per"><p>83</p><p>0</p><p>490</p><p>150</p></cRef>
-->

	<cRef l="str_create_timer_bonus"><p>400</p><p>140</p></cRef>
	<w>5</w>
	<eval name="t_x">0</eval>
	<w>1</w>
	<repeat><times>$1-gt999999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>1000000</p><p>235</p><p>180</p></cRef>
		<evaladd name="t_x">1</evaladd>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt99999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>100000</p><p>235+$t_x*20</p><p>180</p></cRef>
		<evaladd name="t_x">1</evaladd>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt9999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>10000</p><p>235+$t_x*20</p><p>180</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>1000</p><p>255+$t_x*20</p><p>180</p></cRef>
	</repeat>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>100</p><p>275+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>10</p><p>295+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>1</p><p>315+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
<!--
	<cRef l="stage_boss_timer_per"><p>$1</p><p>10</p><p>355</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>1</p><p>375</p><p>180</p></cRef>
-->
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>335+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>355+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>375+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>108</p><p>0</p><p>405+$t_x*20</p><p>180</p></cRef>
	<w>1</w>

	<cRef l="stage_boss_timer_per"><p>$2</p><p>1000</p><p>435+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>100</p><p>455+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>46</p><p>0</p><p>470+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>10</p><p>485+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>1</p><p>505+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>37</p><p>0</p><p>525+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
</a>

<create l="stage_boss_timer_per">
	<direction type="absolute">0</direction><speed type="absolute">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<child>1</child>
	<object>
		<eval n="m">($1%($2*10))/$2</eval>
		<eval n="x">($m+16)%10</eval>
		<eval n="y">(($m+16)/10)%255</eval>
		<imgRef l="ryumin_str_img"><p>$x</p><p>$y</p></imgRef>			
		<setDrawLevel><num>26</num></setDrawLevel>				
		<w>80</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>
</create>


<create l="str_create_timer_per">
	<dir type="abs">0</dir><speed type="abs">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<object label="str_object">
		<imgRef label="ryumin_str_img"><p>($1-32)%10</p><p>(($1-32)/10)%255</p></imgRef>	
		<setDrawLevel><num>26</num></setDrawLevel>
		<w>80</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>	
</create>

<create l="str_create_timer_bonus">
	<dir type="abs">0</dir><speed type="abs">0.3</speed>
	<cx>$1</cx><cy>$2</cy>
	<object label="str_object">
		<img type="normal">
			<file type="dds">supporter_str</file>
			<left>0</left><top>64*3</top><right>256</right><bottom>256</bottom>
			<width>256</width><height>64</height>
			<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
		</img>
		<setDrawLevel><num>26</num></setDrawLevel>
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>	
</create>

<create l="str_create_timer_crystal">
	<dir type="abs">0</dir><speed type="abs">0.3</speed>
	<cx>$1</cx><cy>$2</cy>
	<object label="str_object">
		<img type="normal">
			<file type="dds">supporter_str</file>
			<left>256</left><top>64*3</top><right>512</right><bottom>256</bottom>
			<width>256</width><height>64</height>
			<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
		</img>
		<setDrawLevel><num>26</num></setDrawLevel>
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>	
</create>

<action l="boss_vital_frame_create_action">
	<!-- vital -->
	<createRef label="boss_frame_left_create"><p>280+16</p><p>20</p></createRef>
	<createRef label="boss_frame_center_create"><p>280+352/2</p><p>20</p></createRef>
	<createRef label="boss_frame_right_create"><p>280+352-16</p><p>20</p></createRef>

	<!-- timer -->
	<createRef label="boss_frame_left_create"><p>280+16</p><p>20+16</p></createRef>
	<createRef label="boss_frame_center_create"><p>280+352/2</p><p>20+16</p></createRef>
	<createRef label="boss_frame_right_create"><p>280+352-16</p><p>20+16</p></createRef>

</action>

<create label="boss_frame_left_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef label="boss_vital_frame"><p>32*4</p><p>32*11</p><p>32</p><p>16</p><p>32</p><p>16</p></objectRef>
</create>

<create label="boss_frame_center_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef label="boss_vital_frame"><p>32*4+16</p><p>32*11</p><p>32</p><p>16</p><p>352-16</p><p>16</p></objectRef>
</create>

<create label="boss_frame_right_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef label="boss_vital_frame"><p>32*5</p><p>32*11</p><p>32</p><p>16</p><p>32</p><p>16</p></objectRef>
</create>


<object label="boss_vital_frame">
	<img type="normal">
		<file type="dds">itemimg1</file>
		<left>$1</left><top>$2</top><right>$1+$3</right><bottom>$2+$4</bottom>
		<width>$5</width><height>$6</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<setDrawLevel><num>8</num></setDrawLevel>
</object>


<!-- ********************************************************************* -->
<!-- *** Bossタイマーパーセント EnemyTension                           *** -->
<create label="timer_per_fig_action_create_et">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>320</cx><cy>240</cy>
	<objectRef label="timer_per_fig_action_object_et"><p>$1</p><p>$2</p><p>$3</p></objectRef>
</create>

<object label="timer_per_fig_action_object_et">

	<aRef l="timer_per_fig_action_et"><p>$1</p><p>$2</p><p>$3</p></aRef>

</object>

<a l="timer_per_fig_action_et">

	<!-- TIME BONUS -->
	<cRef l="str_create_timer_bonus"><p>400</p><p>140</p></cRef>
	<w>5</w>
	<eval name="t_x">0</eval>
	<w>1</w>

	<repeat><times>$1-gt999999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>1000000</p><p>235</p><p>180</p></cRef>
		<evaladd name="t_x">1</evaladd>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt99999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>100000</p><p>235+$t_x*20</p><p>180</p></cRef>
		<evaladd name="t_x">1</evaladd>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt9999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>10000</p><p>235+$t_x*20</p><p>180</p></cRef>
	</repeat>
	<w>1</w>
	<repeat><times>$1-gt999</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>1000</p><p>255+$t_x*20</p><p>180</p></cRef>
	</repeat>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>100</p><p>275+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>10</p><p>295+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>1</p><p>315+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
<!--
	<cRef l="stage_boss_timer_per"><p>$1</p><p>10</p><p>355</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>1</p><p>375</p><p>180</p></cRef>
-->
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>335+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>355+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>48</p><p>0</p><p>375+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>108</p><p>0</p><p>405+$t_x*20</p><p>180</p></cRef>
	<w>1</w>

	<cRef l="stage_boss_timer_per"><p>$2</p><p>1000</p><p>435+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>100</p><p>455+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>46</p><p>0</p><p>470+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>10</p><p>485+$t_x*20</p><p>180</p></cRef>
	<w>1</w>
	<cRef l="stage_boss_timer_per"><p>$2</p><p>1</p><p>505+$t_x*20</p><p>180</p></cRef>
	<cRef l="str_create_timer_per"><p>37</p><p>0</p><p>525+$t_x*20</p><p>180</p></cRef>
	<w>1</w>

	<repeat><times>$3-eq2</times>
		<cRef l="str_create_timer_per_et2"><p>108</p><p>0</p><p>550+$t_x*20</p><p>180</p></cRef>
		<cRef l="stage_boss_timer_per_et2"><p>2</p><p>1</p><p>570+$t_x*20</p><p>180</p></cRef>
	</repeat>

</a>

<create l="stage_boss_timer_per_et">
	<direction type="absolute">0</direction><speed type="absolute">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<child>1</child>
	<object>
		<eval n="m">($1%($2*10))/$2</eval>
		<eval n="x">($m+16)%10</eval>
		<eval n="y">(($m+16)/10)%255</eval>
		<imgRef l="ryumin_str_img"><p>$x</p><p>$y</p></imgRef>			
		<setDrawLevel><num>26</num></setDrawLevel>				
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>
</create>

<create l="stage_boss_timer_per_et2">
	<direction type="absolute">0</direction><speed type="absolute">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<child>1</child>
	<object>
		<eval n="m">($1%($2*10))/$2</eval>
		<eval n="x">($m+16)%10</eval>
		<eval n="y">(($m+16)/10)%255</eval>
		<imgRef l="ryumin_str_img"><p>$x</p><p>$y</p></imgRef>			
		<setDrawLevel><num>26</num></setDrawLevel>				
		<changeColor>
		<alpha>255</alpha><red>255</red><green>5</green><blue>5</blue><tm>1</tm>
		</changeColor>
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>5</green><blue>5</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>
</create>



<create l="str_create_timer_per_et">
	<dir type="abs">0</dir><speed type="abs">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<object label="str_object">
		<imgRef label="ryumin_str_img"><p>($1-32)%10</p><p>(($1-32)/10)%255</p></imgRef>	
		<setDrawLevel><num>26</num></setDrawLevel>
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>	
</create>

<create l="str_create_timer_per_et2">
	<dir type="abs">0</dir><speed type="abs">0.3</speed>
	<cx>$3</cx><cy>$4-16</cy>
	<object label="str_object">
		<imgRef label="ryumin_str_img"><p>($1-32)%10</p><p>(($1-32)/10)%255</p></imgRef>	
		<setDrawLevel><num>26</num></setDrawLevel>
		<changeColor>
		<alpha>255</alpha><red>255</red><green>5</green><blue>5</blue><tm>1</tm>
		</changeColor>
		<w>120</w>
		<changeColor>
		<alpha>32</alpha><red>255</red><green>5</green><blue>5</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>
	</object>	
</create>


<!-- ********************************************************************* -->
<!-- *** Bossクリスタル                           *** -->

<create label="crystal_fig_action_create">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>320</cx><cy>240</cy>
	<objectRef label="crystal_fig_action_object"><p>$1</p></objectRef>
</create>

<object label="crystal_fig_action_object">

	<aRef l="crystal_fig_action"><p>$1</p></aRef>

</object>

<a l="crystal_fig_action">

	<!-- CRYSTAL -->
<!--
	<cRef l="str_create_timer_per"><p>67</p><p>0</p><p>310</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>82</p><p>0</p><p>330</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>89</p><p>0</p><p>350</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>83</p><p>0</p><p>370</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>84</p><p>0</p><p>390</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>65</p><p>0</p><p>410</p><p>220</p></cRef>
	<cRef l="str_create_timer_per"><p>76</p><p>0</p><p>430</p><p>220</p></cRef>
-->
	<cRef l="str_create_timer_crystal"><p>352</p><p>214</p></cRef>


	<cRef l="str_create_timer_per"><p>109</p><p>0</p><p>470</p><p>230</p></cRef>
	<w>1</w>
	<repeat><times>$1-gt9</times>
		<cRef l="stage_boss_timer_per"><p>$1</p><p>10</p><p>490</p><p>230</p></cRef>
	</repeat>
	<cRef l="stage_boss_timer_per"><p>$1</p><p>1</p><p>510-($1-lt10)*20</p><p>230</p></cRef>
</a>


<create label="crystal_fig_action_create_et">
	<speed>0</speed><direction type="absolute">0</direction>
	<cx>320</cx><cy>240</cy>
	<objectRef label="crystal_fig_action_object_et"><p>$1</p></objectRef>
</create>

<object label="crystal_fig_action_object_et">

	<aRef l="crystal_fig_action_et"><p>$1</p></aRef>

</object>

<a l="crystal_fig_action_et">

	<!-- CRYSTAL -->
<!--
	<cRef l="str_create_timer_per_et"><p>67</p><p>0</p><p>310</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>82</p><p>0</p><p>330</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>89</p><p>0</p><p>350</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>83</p><p>0</p><p>370</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>84</p><p>0</p><p>390</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>65</p><p>0</p><p>410</p><p>220</p></cRef>
	<cRef l="str_create_timer_per_et"><p>76</p><p>0</p><p>430</p><p>220</p></cRef>
-->
	<cRef l="str_create_timer_crystal"><p>352</p><p>214</p></cRef>


	<cRef l="str_create_timer_per_et"><p>109</p><p>0</p><p>470</p><p>230</p></cRef>
	<w>1</w>
	<repeat><times>$1-gt9</times>
		<cRef l="stage_boss_timer_per_et"><p>$1</p><p>10</p><p>490</p><p>230</p></cRef>
	</repeat>
	<cRef l="stage_boss_timer_per_et"><p>$1</p><p>1</p><p>510-($1-lt10)*20</p><p>230</p></cRef>
</a>


<!-- ********************************************************************* -->
<!-- *** ボスライフ表示の作成                                              *** -->
<create label="boss_life_create">
	<speed>0</speed>
	<direction type="absolute">180</direction>
	<cx>150+16</cx><cy>18</cy>
	<objectRef label="boss_life"></objectRef>
</create>

<object label="boss_life">
	<actionRef l="boss_vital_frame_create_action"></actionRef>

	<create>
		<cx>150+4+32*2</cx><cy>20+8</cy><speed>0</speed><dir type="abs">0</dir>
		<child>1</child>
		<object>
			<img type="normal">
				<file type="dds">itemimg1</file>
				<left>32*0</left><top>32*11</top><right>32*4</right><bottom>32*12</bottom>
				<width>32*4</width><height>32</height>
				<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>			
			</img>
			<setDrawLevel><num>7</num></setDrawLevel>
		</object>
	</create>

	<create>
		<cx>150+4+16+8</cx><cy>20-1</cy><speed>0</speed><dir type="abs">0</dir>
		<child>1</child>
		<object>
			<eval name="n">$__boss_life</eval>
			<img type="normal">
				<file type="dds">itemimg1</file>
				<left>32*$n</left><top>32*12</top><right>32*$n+16</right><bottom>32*13</bottom>
				<width>16</width><height>32</height>
				<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>			
			</img>
			<setDrawLevel><num>7</num></setDrawLevel>
			<rep><ts>-1</ts>
				<eval name="k">$n-$__boss_life+1</eval>
				<setImgUV>
					<left>16*$k</left><top>32*12</top><right>16*$k+16</right><bottom>32*13</bottom>
				</setImgUV>
				<w>1</w>
			</rep>
		</object>
	</create>

	<create>
		<cx>150+4+16+8+16+2+4</cx><cy>20+16-1</cy><speed>0</speed><dir type="abs">0</dir>
		<child>1</child>
		<object>
			<eval name="n">$__boss_life</eval>
			<img type="normal">
				<file type="dds">itemimg1</file>
				<left>32*$n</left><top>32*12</top><right>32*$n+32</right><bottom>32*13</bottom>
				<width>16</width><height>32</height>
				<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>			
			</img>
			<setDrawLevel><num>7</num></setDrawLevel>
			<rep><ts>-1</ts>
				<eval name="k">$__boss_life</eval>
				<setImgUV>
					<left>16*$k</left><top>32*12</top><right>16*$k+16</right><bottom>32*13</bottom>
				</setImgUV>
				<w>1</w>
			</rep>
		</object>
	</create>

<!--
	<eval name="i">$__boss_life</eval>

	<imgRef l="ryumin_str_img"><p>0</p><p>1</p><p>16</p></imgRef>			
	<setDrawLevel><num>6</num></setDrawLevel>

	<repeat><times>-1</times>
		<eval name="i">$__boss_life</eval>
		<setImgUV>
			<left>(($i+6)%10)*24</left><top>((($i+6)/10)%2)*24+24</top><right>(($i+6)%10)*24+24</right><bottom>((($i+6)/10)%2)*24+2*24</bottom>
		</setImgUV>	
		<wait>1</wait>
	</repeat>
-->


</object>


<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_boss_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_boss_dummy"></targetRevenge>
	<cRef label="stage_boss_timer_create"><p>$1</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="boss_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>

<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_lastboss_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_lastboss_dummy"></targetRevenge>
	<cRef label="stage_boss_timer_create"><p>$1</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="boss_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>

<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_lastboss2_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_boss_dummy"></targetRevenge>
	<cRef label="stage_boss_timer_create_rev_dummy"><p>$1</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="boss_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>

<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_lastboss2_2_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_lastboss2_dummy"></targetRevenge>
	<global name="boss_barrier">1</global>
	<cRef label="stage_boss_timer_create_lastboss2"><p>$1</p><p>$2</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="lastboss2_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>



<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_exboss2_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_boss_dummy"></targetRevenge>
	<cRef label="stage_boss_timer_create_rev_dummy"><p>$1</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="boss_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>

<!-- ********************************************************************* -->
<!-- *** ボス各形態開始時                                              *** -->
<action label="start_exboss2_2_bullet">
<!--	<actionRef label="boss_timer_fig"></actionRef>
	<actionRef  label="create_timer"></actionRef>
-->
	<targetRevenge label="stage_boss_timer0"></targetRevenge>
	<targetRevenge label="enemy_boss_dummy"></targetRevenge>
	<global name="boss_barrier">1</global>
	<cRef label="stage_boss_timer_create_lastboss2"><p>$1</p><p>$2</p></cRef>
	<cRef label="stage_boss_revenger_create"><p>$1</p></cRef>
	<createRef label="lastboss2_vitalcheck_create"/>
	<global name="counter_tmp">$_counter</global>
	<global name="ttc_start">$_ttc_frame</global>
	<global name="temp_grank">$__grank</global>
</action>



<!-- ********************************************************************* -->
<!-- *** ボスTensionBarrier                                            *** -->
<!-- vital スコア 大きさ ナノマシンの数 -->
<create l="boss_barrier_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>$1</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="boss_barrier"><p>$3</p><p>$4</p><p>$2</p></enemyRef>
</create>

<enemy l="boss_barrier">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<imgRef l="boss_barrier_img"><p>$1/2</p></imgRef> <!-- バリア半径 -->
	<imgRef l="boss_barrier_img_2"><p>$1/2</p></imgRef> <!-- バリア半径 -->
	<setDrawLevel><num>16</num></setDrawLevel>
	<setDrawLevel><num>17</num><flag>16</flag></setDrawLevel>

	<revRef label="boss_barrier_revenge"><p>$2</p><p>$3</p></revRef>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>

		<!-- *** バリア用体力ゲージ作成 *** -->
		<createRef label="barrier_vital_create"></createRef>

		<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term></changeImgSize>
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term><flag>16</flag></changeImgSize>
		<w>180</w>
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius></collision>

	</a>

</enemy>


<img type="add" l="boss_barrier_img">
	<file type="dds">enemy_circle_1</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1</width><height>$1</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="boss_barrier_img_2">
	<file type="dds">enemy_circle_2</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1</width><height>$1</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
	<flag>16</flag>
</img>


<revenge l="boss_barrier_revenge">
	<actionRef l="enemy_explosion_create_action_03_barrier"></actionRef>

	<repeat><times>$_revenge_state-eq1</times>
		<soundtrack><file type="ogg">barrier_break</file></soundtrack>
		<aRef l="boss_attack_child_revenge"></aRef>
		<w>1</w>
		<changeBulletToItem/>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$1</times>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_middle"><p>$temp_x*2</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
			<w>1</w>
		</repeat>

		<w>1</w>
		<actionRef l="boss_score_add_action"><p>$2</p><p>0</p></actionRef>
		<w>4</w>

		<global name="boss_barrier">1</global>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<w>10</w>
	</repeat>
	<vanish></vanish>
</revenge>

<!-- ********************************************************************* -->
<!-- *** 中ボスTensionBarrier                                            *** -->
<!-- vital スコア 大きさ ナノマシンの数 -->
<create l="mboss_barrier_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>$1</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="mboss_barrier"><p>$3</p><p>$4</p><p>$2</p></enemyRef>
</create>

<enemy l="mboss_barrier">

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

	<imgRef l="mboss_barrier_img"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<imgRef l="mboss_barrier_img_2"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<setDrawLevel><num>16</num></setDrawLevel>
	<setDrawLevel><num>17</num><flag>16</flag></setDrawLevel>

	<revRef label="mboss_barrier_revenge"><p>$2</p><p>$3</p></revRef>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>

		<!-- *** バリア用体力ゲージ作成 *** -->
		<createRef label="barrier_vital_create"></createRef>

		<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term></changeImgSize>
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term><flag>16</flag></changeImgSize>
		<w>180</w>
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius></collision>

	</a>

</enemy>


<img type="add" l="mboss_barrier_img">
	<file type="dds">enemy_circle_1</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="mboss_barrier_img_2">
	<file type="dds">enemy_circle_2</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
	<flag>16</flag>
</img>


<revenge l="mboss_barrier_revenge">
	<actionRef l="enemy_explosion_create_action_03_barrier"></actionRef>

	<repeat><times>$_revenge_state-eq1</times>
		<aRef l="mboss_attack_child_revenge"></aRef>
		<w>1</w>
		<soundtrack><file type="ogg">barrier_break</file></soundtrack>
		<changeBulletToItem/>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$1</times>
			<createRef label="item_create_02_middle"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_middle"><p>$temp_x*2</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
			<w>1</w>
		</repeat>

		<w>1</w>
		<actionRef l="boss_score_add_action"><p>$2</p><p>0</p></actionRef>
		<w>4</w>

		<global name="boss_barrier">1</global>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<w>10</w>
	</repeat>
	<vanish></vanish>
</revenge>



<!-- ********************************************************************* -->
<!-- *** 中ボスホシミ姉妹TensionBarrier                                            *** -->
<!-- vital スコア 大きさ ナノマシンの数 -->
<create l="mboss_hoshimi_barrier_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>$1</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="mboss_hoshim_barrier"><p>$3</p><p>$4</p><p>$2</p></enemyRef>
</create>

<enemy l="mboss_hoshim_barrier">

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

	<imgRef l="mboss_hoshimi_barrier_img"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<imgRef l="mboss_hoshimi_barrier_img_2"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<setDrawLevel><num>16</num></setDrawLevel>
	<setDrawLevel><num>17</num><flag>16</flag></setDrawLevel>

	<revRef label="mboss_hoshimi_barrier_revenge"><p>$2</p><p>$3</p></revRef>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>

		<!-- *** バリア用体力ゲージ作成 *** -->
		<createRef label="barrier_vital_create"></createRef>

		<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term></changeImgSize>
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term><flag>16</flag></changeImgSize>
		<w>180</w>
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius></collision>

	</a>

</enemy>


<img type="add" l="mboss_hoshimi_barrier_img">
	<file type="dds">supporter_circle_1</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="mboss_hoshimi_barrier_img_2">
	<file type="dds">supporter_circle_2</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
	<flag>16</flag>
</img>


<revenge l="mboss_hoshimi_barrier_revenge">
	<actionRef l="enemy_explosion_create_action_03_barrier2"></actionRef>

	<repeat><times>$_revenge_state-eq1</times>
		<aRef l="mboss_attack_child_revenge"></aRef>
		<w>1</w>
		<soundtrack><file type="ogg">barrier_break</file></soundtrack>
		<changeBulletToItem/>

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$1</times>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_middle"><p>$temp_x*2</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
			<w>1</w>
		</repeat>

		<w>1</w>
		<actionRef l="boss_score_add_action"><p>$2</p><p>0</p></actionRef>
		<w>4</w>

		<global name="boss_barrier">1</global>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<w>10</w>
	</repeat>
	<vanish></vanish>
</revenge>



<!-- ********************************************************************* -->
<!-- *** ラスボスTensionBarrier                                            *** -->
<!-- vital スコア 大きさ 当たり判定なし -->
<create l="lastboss_barrier_create">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>$1</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="lastboss_barrier"><p>$3</p><p>$4</p><p>$2</p></enemyRef>
</create>

<enemy l="lastboss_barrier">

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

	<imgRef l="lastboss_barrier_img"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<imgRef l="lastboss_barrier_img_2"><p>$1/4</p></imgRef> <!-- バリア半径 -->
	<setDrawLevel><num>16</num></setDrawLevel>
	<setDrawLevel><num>17</num><flag>16</flag></setDrawLevel>

	<revRef label="lastboss_barrier_revenge"><p>$2</p><p>$3</p></revRef>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>

		<!-- *** バリア用体力ゲージ作成 *** -->
<!--
		<createRef label="barrier_vital_create"></createRef>
-->
		<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term></changeImgSize>
		<changeImgSize><width>$1+56</width><height>$1+56</height><term>120</term><flag>16</flag></changeImgSize>
		<w>180</w>
<!--
		<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius></collision>
-->
	</a>

</enemy>


<img type="add" l="lastboss_barrier_img">
	<file type="dds">supporter_circle_1</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
</img>
<img type="add" l="lastboss_barrier_img_2">
	<file type="dds">supporter_circle_2</file>
	<left>0</left><top>0</top><right>256</right><bottom>256</bottom>
	<width>$1*2</width><height>$1*2</height>
	<alpha>160</alpha><red>255</red><green>255</green><blue>255</blue>
	<flag>16</flag>
</img>


<revenge l="lastboss_barrier_revenge">

	<changeColor>
		<alpha>10</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
	</changeColor>
	<w>2</w>
	<soundtrack><file type="ogg">barrier_break</file></soundtrack>
	<w>58</w>
	<vanish></vanish>
</revenge>



<!-- ********************************************************************* -->
<!-- *** ボスTensionBarrie ダミー                                            *** -->
<!-- vital スコア 大きさ ナノマシンの数 -->
<create l="boss_barrier_create_dummy">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="boss_barrier_dummy"><p>$1</p></enemyRef>
</create>

<enemy l="boss_barrier_dummy">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>

		<changeCollision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius><term>110</term></changeCollision>
		<w>181</w>
		<vanish/>
	</a>

</enemy>

<!-- ********************************************************************* -->
<!-- *** ボスTensionBarrie ダミー                                            *** -->
<!-- vital スコア 大きさ ナノマシンの数 -->
<create l="lastboss2_barrier_create_dummy">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>32</flag>
	<enemyRef label="lastboss2_barrier_dummy"><p>$1</p></enemyRef>
</create>

<enemy l="lastboss2_barrier_dummy">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>($1/2-18)</radius></collision>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>
	</a>

</enemy>


<!-- ********************************************************************* -->
<!-- *** exボスTensionBarrie ダミー                                            *** -->
<create l="enemy_create_exboss2_barrier_dummy">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>32</flag>
	<enemyRef label="exboss2_barrier_dummy"><p>$1</p></enemyRef>
</create>

<enemy l="exboss2_barrier_dummy">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>$1</radius></collision>
	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>
	</a>

</enemy>

<!-- ********************************************************************* -->
<!-- *** ボスランダム移動                                             *** -->
<!-- *** 56Frame ************* -->
<action label="boss_random_move_50">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt100)+($_self_cy-gt180)</times>
		<eval name="ANGLEY">1-($_self_cy-gt180)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt100)+($_self_cy-gt180))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、60〜120-->
	<eval name="MOVEBASE">60+(($_self_cy*11+$_player_cx*7)%16)*4*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->
<!--
	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>
	<wait>5</wait>
-->

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/40</speed><term>5</term>
	</changeSpeed>
	<wait>45</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>5</wait>
</action>


<action label="boss_random_move_50_stage3B">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt130)+($_self_cy-gt180)</times>
		<eval name="ANGLEY">1-($_self_cy-gt180)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt130)+($_self_cy-gt180))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、60〜120-->
	<eval name="MOVEBASE">60+(($_self_cy*11+$_player_cx*7)%16)*4*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->
<!--
	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>
	<wait>5</wait>
-->

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/40</speed><term>5</term>
	</changeSpeed>
	<wait>45</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>5</wait>
</action>


<!-- *** 56Frame ************* -->
<action label="boss_random_move_50_stage5">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt150)+($_self_cy-gt180)</times>
		<eval name="ANGLEY">1-($_self_cy-gt180)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt150)+($_self_cy-gt180))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、50〜95-->
	<eval name="MOVEBASE">50+(($_self_cy*11+$_player_cx*7)%16)*3*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->
<!--
	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>
	<wait>5</wait>
-->

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/20</speed><term>5</term>
	</changeSpeed>
	<wait>25</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>25</wait>
</action>



<!-- ********************************************************************* -->
<!-- *** ボスランダム移動                                             *** -->
<action label="boss_random_move_40">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt120)+($_self_cy-gt200)</times>
		<eval name="ANGLEY">1-($_self_cy-gt200)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt120)+($_self_cy-gt200))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、50〜98-->
	<eval name="MOVEBASE">50+(($_self_cy*11+$_player_cx*7)%12)*4*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->
<!--
	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>
	<wait>5</wait>
-->

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/40</speed><term>5</term>
	</changeSpeed>
	<wait>35</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>5</wait>
</action>

<!-- ********************************************************************* -->
<!-- *** ボスランダム移動                                             *** -->
<action label="boss_random_move_40_stage5">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt120)+($_self_cy-gt170)</times>
		<eval name="ANGLEY">1-($_self_cy-gt170)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt120)+($_self_cy-gt170))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt160)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、50〜98-->
	<eval name="MOVEBASE">50+(($_self_cy*11+$_player_cx*7)%12)*4*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->
<!--
	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>
	<wait>5</wait>
-->

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/40</speed><term>5</term>
	</changeSpeed>
	<wait>35</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>5</wait>
</action>



<!-- ********************************************************************* -->
<!-- *** ボスランダム移動                                             *** -->
<action label="boss_random_move_40_stageEX">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt320)+($_self_cx-gt480)</times>
		<debugstr><string>bossX1move</string></debugstr>

		<eval name="ANGLEX">1-($_self_cx-lt320)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt320)+($_self_cx-gt480))</times>
		<debugstr><string>bossX2move</string></debugstr>

		<eval name="ANGLEX">($_self_cx+$_player_cx*13+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt120)+($_self_cy-gt200)</times>
		<eval name="ANGLEY">1-($_self_cy-gt200)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt120)+($_self_cy-gt200))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>5</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<!--移動量、50〜86-->
	<eval name="MOVEBASE">50+(($_self_cy*11+$_player_cx*7)%12)*3*(($limit_spx+$limit_spy)-lt1)</eval>

	<!-- debug -->

	<debugstr><string>boss1move</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$ANGLEX</num></debugval>
	<debugval><num>$ANGLEY</num></debugval>
	<debugval><num>$dir1</num></debugval>
	<debugval><num>$dir2</num></debugval>
	<debugval><num>$limit_spx</num></debugval>
	<debugval><num>$limit_spy</num></debugval>
	<debugval><num>$MOVEBASE</num></debugval>


	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
	<changeSpeed><speed>$MOVEBASE/40</speed><term>5</term>
	</changeSpeed>
	<wait>35</wait>
	<changeSpeed><speed>0</speed><term>5</term>
	</changeSpeed>
	<wait>5</wait>
</action>

<!-- ********************************************************************* -->
<!-- *** ボスランダム移動方向決定                                      *** -->
<action label="boss_random_direction">

<!--Ｘ軸、Ｙ軸の変化にも注意-->
	<!-- 右(0)へ行くか、左(1)へ行くか -->
	<repeat><times>($_self_cx-lt350)+($_self_cx-gt450)</times>
		<eval name="ANGLEX">1-($_self_cx-lt350)</eval>
	</repeat>
	<repeat><times>1-(($_self_cx-lt350)+($_self_cx-gt450))</times>
		<eval name="ANGLEX">($_self_cx+$_player_cx+$_player_cy)%2</eval>
	</repeat>

	<!-- 上(0)へ行くか、下(1)へ行くか -->
	<repeat><times>($_self_cy-lt70)+($_self_cy-gt160)</times>
		<eval name="ANGLEY">1-($_self_cy-gt160)</eval>
	</repeat>
	<repeat><times>1-(($_self_cy-lt70)+($_self_cy-gt160))</times>
		<eval name="ANGLEY">($_self_cy+$_player_cx+$_player_cy)%2</eval>
	</repeat>
	<wait>1</wait>

	<!-- 移動方向決定 -->
	<eval name="dir1">(($_self_cy+$_self_cx+$_player_cx+$_player_cy)%21)*2.5</eval>
	<repeat><times>$ANGLEX</times>
		<eval name="dir2">280-$ANGLEY*70+$dir1</eval>
	</repeat>
	<repeat><times>1-$ANGLEX</times>		
		<eval name="dir2">30+$ANGLEY*70+$dir1</eval>
	</repeat>

	<!-- X移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spx">($_self_cx-lt400)*($ANGLEX)+(1-($_self_cx-lt400))*(1-$ANGLEX)</eval>

	<!-- Y移動速度制限ありなし判定(1:制限あり) -->
	<eval name="limit_spy">1-(($dir2-gt60)*($dir2-lt120)+($dir2-gt240)*($dir2-lt300))</eval>
	<eval name="limit_spy">$limit_spy*(1-(($_self_cy-gt240)*(1-$ANGLEY)+($_self_cy-lt120)*($ANGLEY)))</eval>

	<wait>1</wait>

	<changeDirection>
		<direction type="absolute">$dir2</direction><term>1</term>
	</changeDirection>
	<wait>1</wait>
</action>

<!-- ********************************************************************* -->
<!-- *** ダミーボス                                            *** -->

<create label="enemy_create_boss_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<child>1</child>
	<enemyRef label="enemy_boss_dummy"></enemyRef>
</create>

<enemy l="enemy_boss_dummy" type="ground">
	<revengeRef l="enemy_boss_dummy_revenge"/>

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

</enemy>

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

<!-- ********************************************************************* -->
<!-- *** ダミーラスボス２回目                                            *** -->

<create label="enemy_create_lastboss2_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<child>1</child>
	<enemyRef label="enemy_lastboss2_dummy"></enemyRef>
</create>

<enemy l="enemy_lastboss2_dummy" type="ground">
	<revengeRef l="enemy_lastboss2_dummy_revenge"/>

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

</enemy>

<revenge l="enemy_lastboss2_dummy_revenge">
	<vanish></vanish>
</revenge>

<!-- ********************************************************************* -->
<!-- *** ダミーラスボス２回目wing当たり判定                                            *** -->
<create l="enemy_create_lastboss_dummy_wing">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx+$1</cx><cy>$_self_cy+$2</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>128</flag> 
	<child>1</child>
	<enemyRef label="enemy_lastboss_dummy_wing"><p>$3</p></enemyRef>
</create>

<enemy l="enemy_lastboss_dummy_wing" type="ground">

	<revRef l="enemy_lastboss_dummy_wing_revenge"></revRef>
	<!-- debug用 -->
<!--
	<img label="enemy_img_b_01_debug" type="normal">
		<file type="dds">rectwhite</file>
		<left>0</left><top>0</top><right>64</right><bottom>64</bottom>
		<width>128</width><height>128</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
-->

	<collision type="rect"><left>90*$1</left><top>-90</top><right>90*$1</right><bottom>32</bottom></collision>	
	<w>1</w>
	<changeCollision type="rect"><left>-90</left><top>-90</top><right>90</right><bottom>32</bottom><term>179</term></changeCollision>
	<w>179</w>
</enemy>

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


<!-- ********************************************************************* -->
<!-- *** ダミーボス                                            *** -->

<create label="enemy_create_lastboss_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<child>1</child>
	<enemyRef label="enemy_lastboss_dummy"></enemyRef>
</create>

<enemy l="enemy_lastboss_dummy" type="ground">
	<revengeRef l="enemy_lastboss_dummy_revenge"/>

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

</enemy>

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


<!-- ********************************************************************* -->
<!-- *** ダミーボス2                                            *** -->

<create label="lastboss2_create_rect_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>32</flag> <!-- tenshionのみ有効 -->
	<child>1</child>
	<enemyRef label="lastboss2_rect_dummy"></enemyRef>
</create>

<enemy l="lastboss2_rect_dummy">
	<revengeRef l="lastboss2_rect_dummy_revenge"/>

	<collision type="rect"><left>-214</left><top>-90</top><right>214</right><bottom>32</bottom></collision>	
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

</enemy>

<revenge l="lastboss2_rect_dummy_revenge">
	<vanish></vanish>
</revenge>


<!-- ********************************************************************* -->
<!-- *** EXダミーボスパーツ                                            *** -->

<create label="enemy_create_boss_dummy_parts">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<child>1</child>
	<enemyRef label="enemy_boss_dummy_parts"></enemyRef>
</create>

<enemy l="enemy_boss_dummy_parts" type="ground">
	<revengeRef l="enemy_boss_dummy_parts_revenge"/>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>12</radius></collision>
	<changeCollision type="circle"><cx>0</cx><cy>0</cy><radius>32</radius><term>60</term></changeCollision>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>

</enemy>

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


<!-- ************************************revenge時 弾消し********************************* -->
<create l="boss_revnege_bullettoitem_01">
	<speed>0</speed><direction type="abs">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>1</vital>
	<flag>2</flag>	<!-- 弾のみが対象のボム。触れたらナノマシンに変化 -->
	<bomb>
		<collision type="circle">
			<cx>0</cx><cy>0</cy><radius>48</radius>
		</collision>
		<changeCollision type="circle"><cx>0</cx><cy>0</cy><radius>512</radius><term>30</term></changeCollision>
		<w>30</w>
		<changeBulletToItem/>
		<w>1</w>
		<vanish></vanish>
	</bomb>
</create>


<!-- ********************************************************************* -->
<!-- *** ボス背景黒　暫定                                            *** -->

<create label="boss_bg_black_create">
	<direction type="absolute">90</direction>
	<speed type="absolute">0</speed>
	<cx>400</cx><cy>300</cy>
	<child>1</child>
	<objectRef label="boss_bg_black"></objectRef>
</create>

<object label="boss_bg_black">
	<img type="normal">
		<file type="dds">rectwhite</file>
		<left>0</left><top>0</top><right>64</right><bottom>64</bottom>
		<width>500</width><height>600</height>
		<alpha>185</alpha><red>0</red><green>0</green><blue>0</blue>
	</img>
	<setDrawLevel><num>3</num></setDrawLevel>

</object>

<!-- ********************************************************************* -->
<!-- *** ボス背景黒　暫定                                            *** -->

<create label="boss_bg_black_create_nochild">
	<direction type="absolute">90</direction>
	<speed type="absolute">0</speed>
	<cx>400</cx><cy>300</cy>
	<objectRef label="boss_bg_black_nochild"></objectRef>
</create>

<object label="boss_bg_black_nochild">
	<img type="normal">
		<file type="dds">rectwhite</file>
		<left>0</left><top>0</top><right>64</right><bottom>64</bottom>
		<width>500</width><height>600</height>
		<alpha>185</alpha><red>0</red><green>0</green><blue>0</blue>
	</img>
	<setDrawLevel><num>3</num></setDrawLevel>

</object>

<!-- ********************************************************************* -->
<!-- *** ホシミ姉妹cutin                                            *** -->
<a l="supporter_cutin_action">

<!-- ホシミ姉妹以外 -->
<repeat><times>1-($_twinstype-eq5)</times>

	<!-- ツバサ -->
	<repeat><times>$_weapontype-eq0</times>
		<createRef l="create_supporter_tsubasa_cutin"/>
	</repeat>

	<!-- マイハ -->
	<repeat><times>$_weapontype-eq1</times>
		<createRef l="create_supporter_maiha_cutin"/>
	</repeat>

</repeat>

<!-- ホシミ姉妹 -->
<repeat><times>$_twinstype-eq5</times>
	<createRef l="create_supporter_hoshimim_cutin"/>
	<createRef l="create_supporter_hoshimit_cutin"/>

</repeat>

</a>

<create l="create_supporter_maiha_cutin">
	<sp>0</sp>
	<dir type="abs">90</dir>
	<cx>-170</cx><cy>370</cy>
	<objectRef l="supporter_maiha_cutin_object"></objectRef>
</create>

<object label="supporter_maiha_cutin_object">
	
	<img type="normal">
		<file type="dds">maiha_cutin_char</file>
		<left>0</left><top>0</top><right>512</right><bottom>512</bottom>
		<width>512</width><height>512</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<setDrawLevel><num>31</num></setDrawLevel>
	<a>
		<chS><sp>27</sp><tm>1</tm></chS>
		<w>15</w>
		<chS><sp>0.1</sp><tm>30</tm></chS>

		<w>105</w>

		<changeColor>
			<alpha>35</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>

	</a>
</object>

<create l="create_supporter_tsubasa_cutin">
	<sp>0</sp>
	<dir type="abs">90</dir>
	<cx>-200</cx><cy>380</cy>
	<objectRef l="supporter_tsubasa_cutin_object"></objectRef>
</create>

<object label="supporter_tsubasa_cutin_object">
	
	<img type="normal">
		<file type="dds">tubasa_cutin_char</file>
		<left>0</left><top>0</top><right>512</right><bottom>512</bottom>
		<width>512</width><height>512</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<setDrawLevel><num>31</num></setDrawLevel>
	<a>
		<chS><sp>33</sp><tm>1</tm></chS>
		<w>15</w>
		<chS><sp>0.1</sp><tm>30</tm></chS>

		<w>105</w>

		<changeColor>
			<alpha>35</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>

	</a>
</object>



<create l="create_supporter_hoshimim_cutin">
	<sp>0</sp>
	<dir type="abs">90</dir>
	<cx>-250</cx><cy>330</cy>
	<objectRef l="supporter_hoshimim_cutin_object"></objectRef>
</create>

<object label="supporter_hoshimim_cutin_object">
	
	<img type="normal">
		<file type="dds">maiha_cutin_wing</file>
		<left>0</left><top>0</top><right>512</right><bottom>512</bottom>
		<width>512</width><height>512</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<setDrawLevel><num>31</num></setDrawLevel>
	<a>
		<chS><sp>24</sp><tm>1</tm></chS>
		<w>15</w>
		<chS><sp>0.1</sp><tm>30</tm></chS>

		<w>105</w>

		<changeColor>
			<alpha>35</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>

	</a>
</object>

<create l="create_supporter_hoshimit_cutin">
	<sp>0</sp>
	<dir type="abs">90</dir>
	<cx>-250</cx><cy>460</cy>
	<objectRef l="supporter_hoshimit_cutin_object"></objectRef>
</create>

<object label="supporter_hoshimit_cutin_object">
	
	<img type="normal">
		<file type="dds">tubasa_cutin_wing</file>
		<left>0</left><top>0</top><right>512</right><bottom>512</bottom>
		<width>512</width><height>512</height>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
	</img>
	<setDrawLevel><num>31</num></setDrawLevel>
	<a>
		<chS><sp>30</sp><tm>1</tm></chS>
		<w>15</w>
		<chS><sp>0.1</sp><tm>30</tm></chS>

		<w>105</w>

		<changeColor>
			<alpha>35</alpha><red>255</red><green>255</green><blue>255</blue><tm>60</tm>
		</changeColor>
		<w>60</w>
		<vanish/>

	</a>
</object>


<!-- *** 中ボス共通アニメーション-->
<action l="enemy_midboss_anime_action">
	<rep><ts>-1</ts>
		
		<eval n="i">0</eval>
		<rep><ts>8</ts>
			<eval n="y">0</eval>
			<rep><ts>$_self_vx-gt0.5</ts><eval n="y">1</eval></rep>
			<rep><ts>$_self_vx-lt-0.5</ts><eval n="y">2</eval></rep>
			
			<setImgUV>
				<left>$i*64</left><top>$y*128</top><right>$i*64+64</right><bottom>$y*128+64</bottom>		
			</setImgUV>
			<evaladd n="i">1</evaladd>
			<w>4</w>
		</rep>

		<eval n="i">0</eval>
		<rep><ts>7</ts>
			<eval n="y">0</eval>
			<rep><ts>$_self_vx-gt0.5</ts><eval n="y">1</eval></rep>
			<rep><ts>$_self_vx-lt-0.5</ts><eval n="y">2</eval></rep>

			<setImgUV>
				<left>$i*64</left><top>$y*128+64</top><right>$i*64+64</right><bottom>$y*128+128</bottom>		
			</setImgUV>
			<evaladd n="i">1</evaladd>
			<w>4</w>
		</rep>


	</rep>
</action>

<!-- ********************************************************************* -->
<!-- *** アイテム出現                                            *** -->
<a l="boss_item">

	<eval name="t_random">($1+$_player_cx+$_self_cx)%61</eval>
	<eval name="t_random2">($1+$_player_cy+$_self_cy)%61</eval>

	<eval name="t_1">$1%3</eval>
	<eval name="t_2">($1/3)%10</eval>
	<w>1</w>

	<repeat><times>$t_2</times>
		<createRef label="item_create_01_big"><p>30-$t_random</p><p>30-$t_random2</p></createRef>
		<eval name="t_random">($t_random+47)%61</eval>
		<eval name="t_random2">($t_random2+25)%61</eval>
	</repeat>
	<w>1</w>
	<repeat><times>$t_1-eq2</times>
		<createRef label="item_create_01_middle"><p>15-$t_random</p><p>15-$t_random2</p></createRef>
	</repeat>
	<repeat><times>$t_1-eq1</times>
		<createRef label="item_create_01"><p>15-$t_random</p><p>15-$t_random2</p></createRef>
	</repeat>

</a>


<!-- ********************************************************************* -->
<!-- ***  stage6Aラスト Reverse-net突入時　演出                  *** -->
<action label="sidewall_stage6A_create_action">

	<actionRef label="bg_start_B_action"></actionRef>

	<cRef l="01red_create_org2"/>
	<w>15</w>
	<targetRevenge label="left_sidewall_object"></targetRevenge>
	<targetRevenge label="right_sidewall_object"></targetRevenge>


	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>75</cx><cy>300</cy>
		<object label="left_sidewall_object">
			<imgRef label="left_sidewall_2_img"></imgRef>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>800-75</cx><cy>300</cy>
		<object  label="right_sidewall_object">
			<repeat><times>$_weapontype-eq0</times>
				<imgRef label="right_sidewall_tsubasa_2_img"></imgRef>
			</repeat>
			<repeat><times>1-($_weapontype-eq0)</times>
				<imgRef label="right_sidewall_maiha_2_img"></imgRef>
			</repeat>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<w>25</w>
</action>	


<!-- ********************************************************************* -->
<!-- ***  stage6Aラスト Reverse-net突入時　演出ホシミ姉妹専用                  *** -->
<action label="sidewall_stage6A_hoshimi_create_action">

	<actionRef label="bg_start_B_action"></actionRef>

	<cRef l="01red_create_org2"/>
	<w>15</w>
	<targetRevenge label="left_sidewall_object"></targetRevenge>
	<targetRevenge label="right_sidewall_object"></targetRevenge>


	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>75</cx><cy>300</cy>
		<object label="left_sidewall_object">
			<repeat><times>$_weapontype-eq0</times>
				<imgRef label="left_sidewall_maiha_2_img"></imgRef>
			</repeat>
			<repeat><times>1-($_weapontype-eq0)</times>
				<imgRef label="left_sidewall_tsubasa_2_img"></imgRef>
			</repeat>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>800-75</cx><cy>300</cy>
		<object  label="right_sidewall_object">
			<repeat><times>$_weapontype-eq0</times>
				<imgRef label="right_sidewall_tsubasa_2_img"></imgRef>
			</repeat>
			<repeat><times>1-($_weapontype-eq0)</times>
				<imgRef label="right_sidewall_maiha_2_img"></imgRef>
			</repeat>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<w>25</w>
</action>	


<!-- ********************************************************************* -->
<!-- ***  stage6Bラスト Ill-net強制戻し　演出                  *** -->
<action label="sidewall_stage6B_create_action">

	<actionRef label="bg_start_A_action"></actionRef>

	<cRef l="01r_create_org"/>
	<w>15</w>
	<targetRevenge label="left_sidewall_object"></targetRevenge>
	<targetRevenge label="right_sidewall_object"></targetRevenge>


	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>75</cx><cy>300</cy>
		<object label="left_sidewall_object">
			<repeat><times>$_weapontype-eq0</times>
				<imgRef label="left_sidewall_maiha_img"></imgRef>
			</repeat>
			<repeat><times>1-($_weapontype-eq0)</times>
				<imgRef label="left_sidewall_tsubasa_img"></imgRef>
			</repeat>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<create>
		<speed>0</speed><direction type="absolute">0</direction>
		<cx>800-75</cx><cy>300</cy>
		<object  label="right_sidewall_object">
			<repeat><times>$_weapontype-eq0</times>
				<imgRef label="right_sidewall_tsubasa_img"></imgRef>
			</repeat>
			<repeat><times>1-($_weapontype-eq0)</times>
				<imgRef label="right_sidewall_maiha_img"></imgRef>
			</repeat>
			<setDrawLevel><num>24</num></setDrawLevel>
		</object>
	</create>
	<w>25</w>
</action>	





</exbulletml>
