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


<!-- ********************************************************************* -->
<!-- *** mboss 魔法陣 mb02                                             *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb02_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="mboss_02_object"></objectRef>
</create>

<object l="mboss_02_object">

	<imgRef label="enemy_img_mb_02_magic_red"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	
	<a>
		<w>10</w>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_02_object_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_02_object_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_02_object_act02"/>
		</repeat>

		<vanish/>

	</a>
</object>

<a l="mboss_02_object_act00">
	<eval name="t_sp">4.7+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02"><p>2</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>-2</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_m02s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>15</w>
</a>

<a l="mboss_02_object_act01">
	<eval name="t_sp">5.1+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02"><p>3</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>-3</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>18</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_m02s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>12</w>
</a>

<a l="mboss_02_object_act02">
	<eval name="t_sp">5.3+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02"><p>4</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>-4</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_m02"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>20</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_m02s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>10</w>
</a>


<!-- ********************************************************************* -->
<!-- *** mboss 魔法陣 mb02_1                                             *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb02_1_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<objectRef l="mboss_02_1_object"></objectRef>
</create>

<object l="mboss_02_1_object">

	<imgRef label="enemy_img_mb_01_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	
	<a>
		<w>10</w>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_02_1_object_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_02_1_object_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_02_1_object_act02"/>
		</repeat>


		<vanish/>

	</a>
</object>

<a l="mboss_02_1_object_act00">
	<eval name="t_sp">5.4+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02_1ab"><p>180</p><p>$t_sp</p></fRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_m02_1s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>15</w>
</a>

<a l="mboss_02_1_object_act01">
	<eval name="t_sp">5.8+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02_1ab"><p>180</p><p>$t_sp</p></fRef>
	<repeat><times>18</times>
		<w>1</w>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_m02_1s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>12</w>
</a>

<a l="mboss_02_1_object_act02">
	<eval name="t_sp">6.0+$__temp_grank*0.1</eval>
	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_m02_1ab"><p>180</p><p>$t_sp</p></fRef>
	<repeat><times>22</times>
		<w>1</w>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_m02_1s"><p>0</p><p>$t_sp</p></fRef>
	</repeat>
	<w>8</w>
</a>


<!-- ********************************************************************* -->
<!-- *** mboss パーツ                                                  *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_mb10_child">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>4500</vital>
	<score>2400000</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_mb10_object"><p>$3</p></enemyRef>
</create>

<enemy l="enemy_mb10_object">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<preRef label="enemy_present_mboss_parts"></preRef>
	<revRef l="enemy_st3A_mb10_child_revenge"><p>5</p><p>80</p><p>32</p></revRef>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>15</w>
		
		<!-- 本体攻撃用object作成 -->
		<cRef l="mboss_10_child_object_create"><p>$1</p></cRef>

		<eval name="flag">0</eval>
		<repeat><times>-1</times>
			<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
				<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="mboss_10_child_object_create2"><p>$1</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>
	</a>

</enemy>

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

<object l="mboss_10_child_object">

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

	<a>
		<w>$1</w>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_10_child_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_10_child_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_10_child_act02"/>
		</repeat>


	</a>
</object>


<a l="mboss_10_child_act00">
	<repeat><times>-1</times>
		<eval name="t_off">0.6-1.2*($_self_cx-gt400)</eval>
		<eval name="t_sp">1.6+$__temp_grank*0.1</eval>
			<w>25</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>-35</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>70</p><p>$t_sp</p><p>-12</p></fRef>
			<w>3</w>
			<repeat><times>10</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>-35</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>70</p><p>$t_sp</p><p>-12</p></fRef>
				<w>3</w>
			</repeat>
			<w>115</w>
			<eval name="t_off">-1*$t_off</eval>
			<w>77</w>
	</repeat>
</a>

<a l="mboss_10_child_act01">
	<repeat><times>-1</times>
		<eval name="t_off">0.8-1.6*($_self_cx-gt400)</eval>
		<eval name="t_sp">1.8+$__temp_grank*0.1</eval>
			<w>25</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<w>3</w>
			<repeat><times>13</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<w>3</w>
			</repeat>
			<w>106</w>
			<eval name="t_off">-1*$t_off</eval>
			<w>77</w>
	</repeat>
</a>

<a l="mboss_10_child_act02">
	<repeat><times>-1</times>
			<eval name="t_off">1-2*($_self_cx-gt400)</eval>
			<eval name="t_sp">2.9+$__temp_grank*0.1</eval>
			<w>25</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>-50</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>25</p><p>$t_sp</p><p>-12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>50</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>25</p><p>$t_sp</p><p>-12</p></fRef>
			<w>4</w>
			<repeat><times>12</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>-50</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>25</p><p>$t_sp</p><p>-12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>50</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>25</p><p>$t_sp</p><p>-12</p></fRef>
				<w>4</w>
			</repeat>
			<w>30</w>

			<eval name="t_off">1-2*($_self_cx-gt400)</eval>
			<eval name="t_sp">2.8+$__temp_grank*0.1</eval>
			<w>25</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<w>4</w>
			<repeat><times>12</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10ab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10s"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<w>4</w>
			</repeat>
			<w>8</w>
			<eval name="t_off">-1*$t_off</eval>
			<w>58</w>
	</repeat>

</a>



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

<object l="mboss_10_child_object2">

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

	<a>
		<w>45+$1</w>
		<!-- 破壊前と同じ -->
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_10_child_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_10_child_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_10_child_act02"/>
		</repeat>
	</a>
</object>


<!-- ********************************************************************* -->
<!-- *** mboss 分身                                                  *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_mb19_child">
	<speed>0.2</speed>
	<direction type="saim">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>99999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>67</flag>
	<enemyRef label="enemy_mb19_child"><p>$2</p></enemyRef>
</create>

<enemy l="enemy_mb19_child">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>19</radius></collision>
	<revRef l="enemy_st3A_mb19_revenge"/>
	<imgRef label="mboss_shadow"/>
	<imgDirection type="sync">-180*($_player_cy-lt$1)</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<w>5</w>
		<changeSpeed>
			<speed type="absolute">8</speed><term>65</term>
		</changeSpeed>
		<repeat><times>-1</times>
			<w>2</w>
			<cRef label="enemy_create_mb19_child2"><p>$1</p></cRef>
		</repeat>
	</a>
</enemy>

<create l="enemy_create_mb19_child2">
	<speed>0.2</speed>
	<direction type="rel">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>99999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>67</flag>
	<enemyRef label="enemy_mb19_child2"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_mb19_child2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>19</radius></collision>
	<revRef l="enemy_st3A_mb19_revenge2"/>
	<imgRef label="mboss_shadow2"/>
	<imgDirection type="sync">-180*($_player_cy-lt$1)</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<changeColor>
			<alpha>55</alpha><red>105</red><green>105</green><blue>105</blue><tm>35</tm>
		</changeColor>
		<w>25</w>
		<vanish/>
	</a>
</enemy>



<!-- ********************************************************************* -->
<!-- *** boss 魔法陣 b03_2                                               *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_b03_2_child_obj">
	<speed>6</speed>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_03_2_child_object"><p>$2</p></objectRef>
</create>

<object l="boss_03_2_child_object">

	<imgRef label="enemy_img_mb_02_magic_red"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	
	<a>
		<w>39</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>30</w>
		<chD><dir type="abs">180</dir><tm>1</tm></chD>
		<w>1</w>
		<chS><sp>4</sp><tm>1</tm></chS>
		<w>4</w>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_03_2_child_object_act00"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_03_2_child_object_act01"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq3)</times>
			<aRef l="boss_03_2_child_object_act02"><p>$1</p></aRef>
		</repeat>
		

	</a>
</object>

<a l="boss_03_2_child_object_act00">
	<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
	<eval name="t_off">($_player_cx%3)</eval>
	<w>1</w>

	<repeat><times>-1</times>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b03_2ab"><p>$t_off</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b03_2s"><p>22.5*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<evaladd name="t_off">2.5*$1</evaladd>
		<w>1</w>
	</repeat>
	</repeat>

</a>

<a l="boss_03_2_child_object_act01">
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<eval name="t_off">($_player_cx%3)</eval>
	<w>1</w>

	<repeat><times>-1</times>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b03_2ab"><p>$t_off</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b03_2s"><p>22.5*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<evaladd name="t_off">2.9*$1</evaladd>
		<w>1</w>
	</repeat>
	</repeat>

</a>

<a l="boss_03_2_child_object_act02">
	<eval name="t_sp">4.0+$__temp_grank*0.1</eval>
	<eval name="t_off">($_player_cx%3)</eval>
	<w>1</w>

	<repeat><times>-1</times>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b03_2ab"><p>$t_off</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b03_2s"><p>22.5*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<evaladd name="t_off">3.3*$1</evaladd>
		<w>1</w>
	</repeat>
	</repeat>

</a>


<!-- ********************************************************************* -->
<!-- *** boss 最終パーツ 分身暫定                                        *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_b05_child">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>6000</vital>
	<score>3000000</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_b05_child"><p>$3</p></enemyRef>
</create>

<enemy l="enemy_b05_child">

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

	<revRef l="enemy_st3_b05_hannna_revenge"><p>10</p><p>80</p><p>32</p></revRef>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<changeColor>
			<alpha>200</alpha><red>155</red><green>155</green><blue>155</blue><term>15</term>
		</changeColor>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>15</w>
		
		<!-- 本体攻撃用object作成 -->
		<cRef l="boss_05_child_object_create"><p>$1</p></cRef>

		<eval name="flag">0</eval>
		<repeat><times>-1</times>
			<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
				<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="boss_05_child_object_create2"><p>$1</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>

	</a>
</enemy>

<create label="boss_05_child_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_05_child_object"><p>$1</p></objectRef>
</create>

<object l="boss_05_child_object">

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

	<a>
	<repeat><times>-1</times>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_05_child_object_act00"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_05_child_object_act01"><p>$1</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="boss_05_child_object_act02"><p>$1</p></aRef>
		</repeat>
	</repeat>
	</a>
</object>

<a l="boss_05_child_object_act00">
	<w>20</w>
	<cRef label="enemy_laser_create_b_05ab"><p>190-20*$1</p><p>$1</p></cRef>
	<eval name="t_sp">11</eval>
	<eval name="t_sp2">2.0+$__temp_grank*0.1</eval>
	<eval name="t_dir">-89</eval>
	<w>120</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>4</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>190-20*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.27</evaladd>
		<evaladd name="t_dir">59+($_player_cx%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-100</eval>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>4</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>190-20*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.27</evaladd>
		<evaladd name="t_dir">59+($_player_cy%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-98</eval>
	</repeat>
	<w>270</w>

</a>

<a l="boss_05_child_object_act01">
	<w>20</w>
	<cRef label="enemy_laser_create_b_05ab"><p>186-12*$1</p><p>$1</p></cRef>
	<eval name="t_sp">11</eval>
	<eval name="t_sp2">2.1+$__temp_grank*0.1</eval>
	<eval name="t_dir">-80</eval>
	<w>120</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>4</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>186-12*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.27</evaladd>
		<evaladd name="t_dir">51+($_player_cx%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-89</eval>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>4</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>186-12*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.27</evaladd>
		<evaladd name="t_dir">51+($_player_cy%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-83</eval>
	</repeat>
	<w>275</w>

</a>

<a l="boss_05_child_object_act02">
	<w>20</w>
	<cRef label="enemy_laser_create_b_05ab"><p>182-4*$1</p><p>$1</p></cRef>
	<eval name="t_sp">11</eval>
	<eval name="t_sp2">2.2+$__temp_grank*0.1</eval>
	<eval name="t_dir">-90</eval>
	<w>120</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>5</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>182-4*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.22</evaladd>
		<evaladd name="t_dir">38+($_player_cx%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-80</eval>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<repeat><times>5</times>
		<fRef l="enemy_fire_b05"><p>$t_sp</p><p>182-4*$1</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		<evaladd name="t_sp">-0.22</evaladd>
		<evaladd name="t_dir">38+($_player_cy%7)</evaladd>
		<w>1</w>
		</repeat>
		<eval name="t_dir">-80</eval>
	</repeat>
	<w>275</w>

</a>


<!-- バリア破壊後 -->
<create label="boss_05_child_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_05_child_object2"><p>$1</p></objectRef>
</create>

<object l="boss_05_child_object2">

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

	<a>
		<w>45</w>
		<repeat><times>-1</times>
			<repeat><times>$_difficulty-eq0</times>
				<aRef l="boss_05_child_object_act00"><p>$1</p></aRef>
			</repeat>
			<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
				<aRef l="boss_05_child_object_act01"><p>$1</p></aRef>
			</repeat>
			<repeat><times>$_difficulty-eq3</times>
				<aRef l="boss_05_child_object_act02"><p>$1</p></aRef>
			</repeat>
		</repeat>


	</a>
</object>

<!-- ********************************************************************* -->
<!-- *** boss 分身攻撃                                                  *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_hannna_attack">
	<speed>0.2</speed>
	<direction type="saim">$1</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>99999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>67</flag>
	<enemyRef label="enemy_hannna_child"><p>$2</p></enemyRef>
</create>

<enemy l="enemy_hannna_child">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>19</radius></collision>
	<revRef l="enemy_st3A_mb19_revenge"/>
	<imgRef label="hannna_shadow"/>
	<imgDirection type="sync">-180*($_player_cy-lt$1)</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<w>5</w>
		<changeSpeed>
			<speed type="absolute">8</speed><term>65</term>
		</changeSpeed>
		<repeat><times>-1</times>
			<w>2</w>
			<cRef label="enemy_create_hannna_attack2"><p>$1</p></cRef>
		</repeat>
	</a>
</enemy>

<create l="enemy_create_hannna_attack2">
	<speed>0.2</speed>
	<direction type="rel">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>99999</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>67</flag>
	<enemyRef label="enemy_hannna_child2"><p>$1</p></enemyRef>
</create>

<enemy l="enemy_hannna_child2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>19</radius></collision>
	<revRef l="enemy_st3A_mb19_revenge2"/>
	<imgRef label="hannna_shadow2"/>
	<imgDirection type="sync">-180*($_player_cy-lt$1)</imgDirection>
	<setDrawLevel><num>17</num></setDrawLevel>

	<setBreakable><num>1</num></setBreakable>
	<a>
		<changeColor>
			<alpha>55</alpha><red>105</red><green>105</green><blue>105</blue><tm>35</tm>
		</changeColor>
		<w>25</w>
		<vanish/>
	</a>
</enemy>

</exbulletml>
