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

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

	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">5</global>

	<!-- *** 背景白チェック *** -->
	<global name="bg_white">1</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>
	<createRef label="enemy_create_main_boss">
<!-- seret debug -->
<!--	<createRef label="enemy_create_main_boss2"> -->
		<p>320</p>
		<p>-12</p>
		<p>14000+($__grank*600)</p>
		<p>0</p>
		<p>320000+($__grank*6000)</p>
		<p>$__main_boss_prate</p>
	</createRef>

	<wait>60</wait>

</action>

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

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

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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">20_shizuma_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*1</loop></play>
	</sound>
	<actionRef label="stageG_4_bgm_title_action"/>


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

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


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

<create label="enemy_create_main_boss2">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>$4</inv>
	<score>$5</score>
	<prate>$6</prate>
	<flag>16</flag>
	<enemyRef label="enemy_main_boss"></enemyRef>
</create>

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

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

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

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

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

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<eval name="cross_over">90</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">282</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_main_boss_03_revenge"><p>$cross_over</p></revengeRef>
		<aRef l="p_avrage_add"/>

		<global name="timer">10</global>
		<global name="timerwait">238</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_04_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">279</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<eval name="cross_over">100</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_05_revenge"><p>$cross_over</p></revengeRef>
		<global name="timer">12</global>
		<global name="timerwait">274</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_06_revenge"><p>$cross_over</p></revengeRef>
		<global name="timer">14</global>
		<global name="timerwait">390</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_06_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<!-- secret -->
	<repeat><times>$__boss_state-eq7</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_07_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">14</global>
		<global name="timerwait">390</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_07_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>


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

<action  label="stage_main_boss_01_action">
	<changeSpeed>
		<speed>4.7</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</wait>

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

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

	<!-- *** 一人戦闘の場合のvital変更 *** -->
<!--
	<setVital>
	<vital>13200+($__grank*300)-($__twins_set-eq1)*(9800+($__grank*200))-($__twins_set-eq1)*($_twinstype-eq3)*(200+($__grank*200))</vital>
	</setVital>
-->
	<!-- *** 第 1 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create2"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">273</global>
<!--		<actionRef  label="create_timer"></actionRef> -->

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

<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
<!--
	<debugstr><string>boss1-1</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
<repeat><times>4</times>

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

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

	<!-- 最初の方向、弾の止まるwait、最終角度、右回り左周り -->
	<eval name="last_dir">32+($__temp_grank*4)</eval>

	<cRef label="create_b_01d"><p>150</p><p>60</p><p>$last_dir</p><p>1</p></cRef>
	<w>18</w>
	<cRef label="create_b_01d"><p>-150</p><p>51</p><p>-1*$last_dir</p><p>-1</p></cRef>
	<w>18</w>
	<cRef label="create_b_01d"><p>30</p><p>42</p><p>$last_dir</p><p>1</p></cRef>
	<w>18</w>
	<cRef label="create_b_01d"><p>-30</p><p>33</p><p>-1*$last_dir</p><p>-1</p></cRef>
	<w>18</w>
	<cRef label="create_b_01d"><p>90</p><p>24</p><p>$last_dir</p><p>1</p></cRef>
	<w>18</w>
<!--	<cRef label="create_b_01d"><p>-90</p><p>15</p><p>-1*$last_dir</p><p>-1</p></cRef> -->
	<w>18</w>

	<eval name="mv_dir">1-2*($_player_cx%2)</eval>

	<chD><dir type="abs">75*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>115</w>

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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="7way_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="7way_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="7way_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="7way_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="7way_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="7way_act5"/>
	</repeat>

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

	<cRef label="mahoujin_create_b1_01ab"><p>-122*$mv_dir</p><p>$mv_dir</p></cRef>
	<w>25</w>
	<cRef label="mahoujin_create_b1_01ab"><p>-70*$mv_dir</p><p>$mv_dir</p></cRef>
	<w>5</w>

	<chD><dir type="abs">-90*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">3.5</sp><tm>10</tm></chS>
	<w>33</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>10</w>
	<cRef label="mahoujin_create_b1_01ab"><p>122*$mv_dir</p><p>-1*$mv_dir</p></cRef>
	<w>25</w>
	<cRef label="mahoujin_create_b1_01ab"><p>70*$mv_dir</p><p>-1*$mv_dir</p></cRef>
	<w>10</w>

	<chD><dir type="abs">105*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp type="abs">2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>180</w>


	<!-- タイマーチェック -->

	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>
	<debugval><num>$mv_dir</num></debugval>

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

</action>

<a l="7way_act0">
	<eval name="sp">2.1+($__temp_grank*0.15)</eval>
	<eval name="off">1.5+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>

	<w>30</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_b_1_03s"><p>18</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<w>40</w>

</a>

<a l="7way_act1">
	<eval name="sp">2.1+($__temp_grank*0.15)</eval>
	<eval name="off">1.5+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>

	<w>30</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_1_03s"><p>14.4</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<w>40</w>

</a>

<a l="7way_act2">
	<eval name="sp">2.1+($__temp_grank*0.15)</eval>
	<eval name="off">1.5+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>

	<w>30</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_b_1_03s"><p>12</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<w>40</w>

</a>

<a l="7way_act3">
	<eval name="sp">2.1+($__temp_grank*0.15)</eval>
	<eval name="off">1.5+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>

	<w>30</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_1_03s"><p>9</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<w>40</w>

</a>

<a l="7way_act4">
	<eval name="sp">2.35+($__temp_grank*0.15)</eval>
	<eval name="off">1.75+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>

	<w>30</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>5</w>
	</repeat>
	<w>40</w>

</a>


<a l="7way_act5">
	<eval name="sp">2.35+($__temp_grank*0.15)+($__temp_grank-gt4)*0.15</eval>
	<eval name="off">1.75+($__temp_grank*0.25)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>4</w>
	<repeat><times>6</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>

	<w>29</w>

	<eval name="sp">2.2+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>-36</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
	</repeat>
	<w>4</w>
	<repeat><times>6</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<add name="sp">-0.1</add>
		<fRef l="enemy_fire_b_1_03s"><p>48-$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_b_1_03s"><p>48</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_1_03s"><p>8</p><p>$sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>
	<w>39</w>

</a>


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

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

	<changePosition type="center">
		<x>320</x><y>190</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

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

	<cRef label="mahoujin_create_b2_01"><p>65</p><p>1</p></cRef>
	<w>6</w>
	<cRef label="mahoujin_create_b2_01"><p>-65</p><p>-1</p></cRef>

<repeat><times>9</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<chD><dir type="abs">80-160*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>

	<w>68</w>

	<repeat><times>$__temp_grank-gt3</times>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_03"><p>0</p><p>1.2+($__temp_grank*0.05)</p></fRef>
	</repeat>
	<repeat><times>$__temp_grank-lt4</times>
		<w>2</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_02_act4"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_02_act5"><p>0</p><p>1</p></aRef>
	</repeat>
	<w>70</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_02_act0"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_02_act1"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_02_act2"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_02_act3"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_02_act4"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_02_act5"><p>0</p><p>1</p></aRef>
	</repeat>

	<w>18</w>

	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_03"><p>0</p><p>1.2+($__temp_grank*0.05)</p></fRef>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>

	<w>68</w>
	<repeat><times>$__temp_grank-lt4</times>
		<w>2</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_02_act4"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_02_act5"><p>0</p><p>1</p></aRef>
	</repeat>

	<repeat><times>$__temp_grank-gt3</times>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_03"><p>0</p><p>1.2+($__temp_grank*0.05)</p></fRef>
	</repeat>
	<w>70</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_02_act0"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_02_act1"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_02_act2"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_02_act3"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_02_act4"><p>0</p><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_02_act5"><p>0</p><p>1</p></aRef>
	</repeat>
	<w>18</w>
	<repeat><times>$__temp_grank-gt3</times>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_03"><p>0</p><p>1.2+($__temp_grank*0.05)</p></fRef>
	</repeat>

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

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss2</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

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

<a l="boss_02_act0">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>-45-2.4*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>0.8*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>40.2*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>0.8*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>

<a l="boss_02_act1">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>(-45-3)*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>39*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>


<a l="boss_02_act2">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>(-45-3.9)*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.3*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>37.2*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.3*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>

<a l="boss_02_act3">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>(-45-4.5)*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.5*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>36*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.5*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>

<a l="boss_02_act4">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>(-45-4.8)*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.6*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>35.4*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.6*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>

<a l="boss_02_act5">
	<eval name="sp">0.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>(-45-5.1)*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.7*$2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
	<w>1</w>
	<fRef l="enemy_fire_b_2_01s"><p>34.8*$2</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_2_01s"><p>1.7*$2</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
</a>

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

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

	<changePosition type="center">
		<x>320</x><y>180</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

	<eval name="ch_vital">32</eval>
	<eval name="ad_vital">8</eval>
	<eval name="item">0</eval>
	<w>1</w>

<repeat><times>3</times>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

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

	<eval name="dir">77+($_player_cx%7)</eval>
	<eval name="dir2">117+($_player_cy%7)</eval>

	<repeat><times>4</times>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir</p><p>($item%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir</p><p>(($item+1)%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir2</p><p>(($item+2)%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir2</p><p>(($item+3)%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<add name="dir">-5</add>
	<add name="dir2">5</add>
	<add name="item">4</add>
	<w>25</w>
	</repeat>

	<chD><dir type="abs">-81+162*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>10</w>

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

	<eval name="dir">77+($_player_cx%7)</eval>
	<eval name="dir2">117+($_player_cy%7)</eval>

	<repeat><times>4</times>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir</p><p>($item%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir</p><p>(($item+1)%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir2</p><p>(($item+2)%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir2</p><p>(($item+3)%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<add name="dir">-5</add>
	<add name="dir2">5</add>
	<add name="item">4</add>
	<w>25</w>
	</repeat>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>10</w>


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

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

	<eval name="dir">77+($_player_cx%7)</eval>
	<eval name="dir2">117+($_player_cy%7)</eval>

	<repeat><times>4</times>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir</p><p>($item%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir</p><p>(($item+1)%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<cRef label="enemy_create_b3_01ab"><p>-1*$dir2</p><p>(($item+2)%21)</p><p>-1</p><p>$ch_vital</p></cRef>
	<cRef label="enemy_create_b3_01ab"><p>$dir2</p><p>(($item+3)%21)</p><p>1</p><p>$ch_vital</p></cRef>
	<add name="ch_vital">$ad_vital</add>
	<w>25</w>
	<add name="dir">-5</add>
	<add name="dir2">5</add>
	<add name="item">4</add>
	<w>25</w>
	</repeat>


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

</action>

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

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

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

	<wait>2</wait>

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

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

<repeat><times>5</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_04_act2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_04_act3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_04_act4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_04_act5"><p>1</p></aRef>
	</repeat>

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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_04_act2"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_04_act3"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_04_act4"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_04_act5"><p>-1</p></aRef>
	</repeat>

	<chD><dir type="abs">-80+160*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>10</w>


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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_04_act2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_04_act3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_04_act4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_04_act5"><p>1</p></aRef>
	</repeat>

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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_04_act2"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_04_act3"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_04_act4"><p>-1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_04_act5"><p>-1</p></aRef>
	</repeat>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>70</w>

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


</repeat>

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

</action>

<a l="boss_04_act0">
	<eval name="offset">4.8*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">1.9+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>7</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>6</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>24</w>

	<eval name="sp1">1.2+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>90*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-9*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	</repeat>

	<w>30</w>
</a>

<a l="boss_04_act1">
	<eval name="offset">4.6*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">1.9+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>9</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>8</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>26</w>

	<eval name="sp1">1.2+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>88*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>22</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-8*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	</repeat>

	<w>28</w>
</a>

<a l="boss_04_act2">
	<eval name="offset">5*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">1.9+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>9</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>10</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>22.5</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>20</w>

	<eval name="sp1">1.2+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>84*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>24</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-7*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	</repeat>

	<w>26</w>
</a>

<a l="boss_04_act3">
	<eval name="offset">5*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">2.0+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_4_01s"><p>20</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>10</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_4_01s"><p>20</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>11</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_4_01s"><p>20</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>

	<eval name="sp1">1.3+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>84*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>28</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-6*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	</repeat>

	<w>22</w>
</a>

<a l="boss_04_act4">
	<eval name="offset">5.2*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">2.1+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>10</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>11</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>

	<eval name="sp1">1.5+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>84*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>14</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-6*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-6*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
		<fRef l="enemy_fire_b_4_02s"><p>0</p><p>$sp1-0.6</p><p>-40*$1</p></fRef>
	</repeat>


	<w>22</w>
</a>

<a l="boss_04_act5">
	<eval name="offset">5.5*$1</eval>
	<eval name="offset2">0</eval>
	<eval name="sp">2.2+($__temp_grank*0.2)</eval>
	<w>5</w>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>-90</p><p>$offset2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
	</repeat>
	<w>2</w>
	<repeat><times>10</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<repeat><times>11</times>
		<add name="sp">-0.05</add>
		<evaladd name="offset2">-2*$offset</evaladd>
		<fRef l="enemy_fire_b_4_01s"><p>60+$offset</p><p>$offset2</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>18</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<repeat><times>2</times>
			<fRef l="enemy_fire_b_4_01s"><p>60</p><p>$offset2</p><p>$sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>14</w>

	<eval name="sp1">1.6+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>32</p></aRef>
	<fRef l="enemy_fire_b_4_02"><p>85*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
	<repeat><times>34</times>
		<w>1</w>
		<fRef l="enemy_fire_b_4_02s"><p>-5*$1</p><p>$sp1</p><p>-60*$1</p></fRef>
		<fRef l="enemy_fire_b_4_02s"><p>0</p><p>$sp1-0.6</p><p>60*$1</p></fRef>
	</repeat>
	<w>22</w>
</a>


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

<action  label="stage_main_boss_05_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

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

	<wait>2</wait>

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

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


	<eval name="rand1">11</eval>
	<eval name="rand2">13</eval>
	<eval name="rand3">17</eval>

	<w>2</w>
<repeat><times>10</times>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="switch">(($_player_cx+$_player_cy)%6)+($__temp_grank-gt1)*100</eval>

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	
	<eval name="x140">143+(($_player_cx*3)%19)*3</eval>
	<eval name="x200">200+(($_player_cx*7)%10)*6</eval>
	<eval name="x260">260+(($_player_cy*3)%15)*4</eval>
	<eval name="x320">320+(($_player_cy*4)%20)*3</eval>
	<eval name="x380">380+(($_player_cx*3+$_player_cy*7)%30)*2</eval>
	<eval name="x440">440+(($_player_cx*7+$_player_cy*9)%12)*5</eval>
	<eval name="cbul">($__temp_grank-gt2)</eval>
	<w>5</w>

	<repeat><times>1-($switch-eq0)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x140</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq1)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x320</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq2)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x260</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq3)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x380</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq4)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x200</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq5)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x440</p><p>$cbul</p></cRef>
	</repeat>

	<aRef l="lr_move2"/>
	<chS><sp type="abs">2</sp><tm>10</tm></chS>
	<w>24</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>

	<eval name="x140">340-$x140</eval>
	<eval name="x200">460-$x200</eval>
	<eval name="x260">580-$x260</eval>
	<eval name="x320">700-$x320</eval>
	<eval name="x380">820-$x380</eval>
	<eval name="x440">940-$x440</eval>
	<eval name="cbul">($__temp_grank-gt1)</eval>
	<w>5</w>

	<repeat><times>1-($switch-eq0)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x140</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq1)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x320</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq2)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x260</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq3)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x380</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq4)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x200</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq5)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x440</p><p>$cbul</p></cRef>
	</repeat>
	<w>25</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="switch">(($_player_cx+$_player_cy)%6)+($__temp_grank-gt1)*100</eval>

	<eval name="x140">143+(($_player_cx*7+$rand1)%19)*3</eval>
	<eval name="x200">200+(($_player_cx*3+$rand2)%10)*6</eval>
	<eval name="x260">260+(($_player_cy*5+$rand3)%15)*4</eval>
	<eval name="x320">320+(($_player_cy*3+$rand2)%20)*3</eval>
	<eval name="x380">380+(($_player_cx*6+$rand1+$_player_cy*4)%30)*2</eval>
	<eval name="x440">440+(($_player_cx*9+$rand3+$_player_cy*3)%12)*5</eval>
	<eval name="cbul">1</eval>
	<w>5</w>

	<repeat><times>1-($switch-eq0)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x140</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq1)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x320</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq2)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x260</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq3)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x380</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq4)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x200</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq5)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x440</p><p>$cbul</p></cRef>
	</repeat>


	<aRef l="lr_move2"/>
	<chS><sp type="abs">2</sp><tm>10</tm></chS>
	<w>24</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>

	<eval name="x140">340-$x140</eval>
	<eval name="x200">460-$x200</eval>
	<eval name="x260">580-$x260</eval>
	<eval name="x320">700-$x320</eval>
	<eval name="x380">820-$x380</eval>
	<eval name="x440">940-$x440</eval>
	<eval name="cbul">($__temp_grank-gt0)</eval>
	<w>5</w>


	<repeat><times>1-($switch-eq0)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x140</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq1)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x320</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq2)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x260</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq3)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x380</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq4)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x200</p><p>$cbul</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>1-($switch-eq5)</times>
		<cRef label="mahoujin_create_b5_01"><p>$x440</p><p>$cbul</p></cRef>
	</repeat>
	<w>20</w>
	<add name="rand1">1</add>
	<add name="rand2">3</add>
	<add name="rand3">2</add>
	<w>5</w>


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

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

</action>

<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第６形態　                                *** -->
<!-- ***  Secret Magic                                                  *** -->
<!-- 注意　中身が7で記載しているが、第６形態 -->
<action  label="stage_main_boss_06_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="shizuma_magic_action"><p>2</p><param>100</param><param>55</param><param>55</param><param>55</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>240</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>

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

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

	<eval name="f_vital">$_self_vital</eval>

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

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


	<eval name="sp">1.2-($__temp_grank-gt2)*0.24</eval>
	<eval name="off">1</eval>
	<cRef label="mahoujin_create_b7_01d"></cRef>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b7_01"><p>$sp*$off</p><p>90</p><p>30</p><p>32+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<eval name="off">1</eval>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b7_01"><p>$sp*$off</p><p>-90</p><p>30</p><p>31+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<cRef label="mahoujin_create_b7_01"><p>0</p><p>90</p><p>30</p><p>30</p></cRef>

	<w>90</w>
	<eval name="mv_dir">$_self_cx-lt$_player_cx</eval>
	<chD><dir type="abs">-45+90*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>3.6</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
<repeat><times>-1</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

	<eval name="dec_tm">((1-($_self_vital/$f_vital))*13)%100</eval>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_07_act0"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_07_act1"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_07_act2"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_07_act3"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_07_act4"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_07_act5"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>


	<eval name="dec_tm">((1-($_self_vital/$f_vital))*55)%100</eval>
	<!-- 0 左　1右 -->
	<eval name="mv_dir">1</eval>
	<repeat><times>$_self_cx-gt220</times>
		<eval name="mv_dir">($_self_cx-lt$_player_cx)*($_self_cx-lt420)</eval>
	</repeat>
	<chD><dir type="abs">-90+180*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>

	<w>110-$dec_tm</w>


	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="dec_tm">((1-($_self_vital/$f_vital))*13)%100</eval>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_07_act0"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_07_act1"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_07_act2"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_07_act3"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_07_act4"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_07_act5"><p>-1</p><p>$dec_tm</p></aRef>
	</repeat>

	<!-- 0 左　1右 -->
	<eval name="dec_tm">((1-($_self_vital/$f_vital))*55)%100</eval>
	<eval name="mv_dir">1</eval>
	<repeat><times>$_self_cx-gt220</times>
		<eval name="mv_dir">(($_player_cx*7+$_player_cy*3)%2)*($_self_cx-lt420)</eval>
	</repeat>
	<chD><dir type="abs">-90+180*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>

	<w>110-$dec_tm</w>

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

</action>

<a l="boss_07_act0">
	<eval name="sp">2.0+($__temp_grank*0.15)+($2-gt5)*0.1+($2-gt9)*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>34-$2</w>

	<repeat><times>5</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>34-$2</w>
	</repeat>

</a>

<a l="boss_07_act1">
	<eval name="sp">2.0+($__temp_grank*0.15)+($2-gt5)*0.1+($2-gt9)*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>24-$2</w>

	<repeat><times>7</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>24-$2</w>
	</repeat>

</a>


<a l="boss_07_act2">
	<eval name="sp">2.0+($__temp_grank*0.15)+($2-gt5)*0.1+($2-gt9)*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>18-$2</w>

	<repeat><times>9</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>18-$2</w>
	</repeat>

</a>

<a l="boss_07_act3">
	<eval name="sp">2.1+($__temp_grank*0.15)+($2-gt5)*0.15+($2-gt9)*0.15</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>

	<repeat><times>11+($2-gt5)+($2-gt9)</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>60+23*$1</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_7_02s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>
	</repeat>

</a>

<a l="boss_07_act4">
	<eval name="sp">2.1+($__temp_grank*0.15)+($2-gt5)*0.15+($2-gt9)*0.15</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>45+32*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>

	<repeat><times>11+($2-gt5)+($2-gt9)</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>45+32*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>6</w>
	<fRef l="enemy_fire_b_7_02s"><p>45+32*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>
	</repeat>

</a>

<a l="boss_07_act5">
	<eval name="sp">2.1+($__temp_grank*0.15)+($2-gt5)*0.15+($2-gt9)*0.15</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02"><p>-90</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>4</w>
	<fRef l="enemy_fire_b_7_02s"><p>40+29*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>

	<repeat><times>12+($2-gt5)+($2-gt9)</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_02s"><p>40+29*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>4</w>
	<fRef l="enemy_fire_b_7_02s"><p>40+29*$1</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_7_02s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>14-$2</w>
	</repeat>

</a>

<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第７形態　                                *** -->
<!-- ***  Enemy Magic                                                  *** -->
<!-- 注意　中身６で記載しているが第７形態 -->
<action  label="stage_main_boss_07_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="shizuma_magic_action"><p>3</p><param>100</param><param>55</param><param>55</param><param>55</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>240</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>

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

	<!-- *** 会話終了待ち *** -->
	<!-- debug -->
	<!--
	<waitLock><num>11</num></waitLock>
	-->
	<eval name="f_vital">$_self_vital</eval>

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

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

	<eval name="sp">1.2-0.24*($__temp_grank-gt2)</eval>
	<eval name="off">1</eval>
	<cRef label="mahoujin_create_b6_01d"></cRef>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b6_01"><p>$sp*$off</p><p>90</p><p>30</p><p>34+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<eval name="sp">1.2-0.24*($__temp_grank-gt2)</eval>
	<eval name="off">1</eval>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b6_01"><p>$sp*$off</p><p>-90</p><p>30</p><p>33+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<eval name="sp">1.63-0.33*($__temp_grank-gt2)</eval>
	<eval name="off">1</eval>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b6_02"><p>$sp*$off</p><p>0</p><p>30</p><p>32+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<eval name="sp">1.63-0.33*($__temp_grank-gt2)</eval>
	<eval name="off">1</eval>
	<repeat><times>4+($__temp_grank-gt2)</times>
		<cRef label="mahoujin_create_b6_02"><p>$sp*$off</p><p>180</p><p>30</p><p>31+$off</p></cRef>
		<add name="off">1</add>
	</repeat>
	<w>1</w>
	<cRef label="mahoujin_create_b6_01"><p>0</p><p>90</p><p>30</p><p>30</p></cRef>
	<cRef label="mahoujin_create_b6_02"><p>0</p><p>180</p><p>30</p><p>30</p></cRef>



	<w>90</w>
	<eval name="mv_dir">$_self_cx-lt$_player_cx</eval>
	<chD><dir type="abs">-45+90*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>3.6</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>

<repeat><times>-1</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="dec_tm">((1-($_self_vital/$f_vital))*25)%100</eval>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt4</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_06_act0"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_act1"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_act2"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt3</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>


	<eval name="dec_tm">((1-($_self_vital/$f_vital))*25)%100</eval>

	<!-- 0 左　1右 -->
	<eval name="mv_dir">1</eval>
	<repeat><times>$_self_cx-gt220</times>
		<eval name="mv_dir">($_self_cx-lt$_player_cx)*($_self_cx-lt420)</eval>
	</repeat>
	<chD><dir type="abs">-90+180*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>

	<w>10</w>
	<repeat><times>$__temp_grank-lt4</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-eq0</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_act1"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_act2"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>

	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt3</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>


	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="dec_tm">((1-($_self_vital/$f_vital))*25)%100</eval>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt4</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_06_act0"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_act1"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_act2"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt3</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>

	<eval name="dec_tm">((1-($_self_vital/$f_vital))*25)%100</eval>
	<!-- 0 左　1右 -->
	<eval name="mv_dir">1</eval>
	<repeat><times>$_self_cx-gt220</times>
		<eval name="mv_dir">(($_player_cx*7+$_player_cy*3)%2)*($_self_cx-lt420)</eval>
	</repeat>
	<chD><dir type="abs">-90+180*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>
	<repeat><times>$__temp_grank-lt4</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-eq0</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_06_act1"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_06_act2"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>0</p><p>$dec_tm</p></aRef>
	</repeat>
	<w>40-$dec_tm</w>
	<repeat><times>$__temp_grank-lt3</times>
		<w>10</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_06_act3"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_06_act4"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_06_act5"><p>1</p><p>$dec_tm</p></aRef>
	</repeat>

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


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

</action>

<a l="boss_06_act0">
	<eval name="sp">1.4+($__temp_grank*0.1)+($2-gt15)*0.1</eval>
	<w>9</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-100+4*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_6_02s"><p>20</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_6_02s"><p>20</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>

<a l="boss_06_act1">
	<eval name="sp">1.4+($__temp_grank*0.1)+($2-gt15)*0.1</eval>
	<w>9</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-90+4*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_6_02s"><p>18</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_6_02s"><p>18</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>

<a l="boss_06_act2">
	<eval name="sp">1.4+($__temp_grank*0.1)+($2-gt15)*0.1</eval>
	<w>9</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-90+4*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_6_02s"><p>15</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_6_02s"><p>15</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>

<a l="boss_06_act3">
	<eval name="sp">1.4+($__temp_grank*0.1)+($2-gt15)*0.1</eval>
	<w>9</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-84+4*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_6_02s"><p>12</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_6_02s"><p>12</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>

<a l="boss_06_act4">
	<eval name="sp">1.6+($__temp_grank*0.1)+($2-gt9)*0.1+($2-gt18)*0.1</eval>
	<w>9</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-90+5*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_6_02s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_6_02s"><p>10</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>

<a l="boss_06_act5">
	<eval name="sp">1.7+($__temp_grank*0.1)+($2-gt9)*0.1+($2-gt18)*0.1</eval>
	<w>8</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_02"><p>-88+4*$1</p><p>$sp</p><p>3</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_6_02s"><p>8</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_02s"><p>8</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_6_02s"><p>8</p><p>$sp</p><p>2</p></fRef>
	</repeat>
</a>





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

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

	<!-- ランク変動値、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2500*($_difficulty+1)</eval>
	<eval name="crystal">(22+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1200</eval>
	<eval name="distance">$1</eval>

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

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

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

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

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

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

	<wait>1</wait>

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

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

	<wait>60</wait>

	<eval name="vital">14000+($__grank*700)</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>320000+($__grank*6000)</p><p>$__main_boss_prate</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2500*($_difficulty+1)</eval>
	<eval name="crystal">(24+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1380+($__grank-gt2)*60+($__grank-gt3)*60</eval>
	<eval name="distance">$1</eval>

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

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

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

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

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

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

	<wait>1</wait>

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

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

	<wait>60</wait>
	<eval name="vital">10000+($__grank*600)</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>320000+($__grank*7000)</p><p>$__main_boss_prate2</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2500*($_difficulty+1)</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">960</eval>
	<eval name="distance">$1</eval>

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

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

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

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

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

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

	<wait>1</wait>

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

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

	<wait>60</wait>
	<eval name="vital">16000+($__grank*800)</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>330000+($__grank*7000)</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2500*($_difficulty+1)</eval>
	<eval name="crystal">(26+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1320</eval>
	<eval name="distance">$1</eval>

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

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

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

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

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

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

	<wait>1</wait>

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

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

	<wait>60</wait>
	<eval name="vital">15000+($__grank*700)</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>380000+($__grank*7000)</p><p>$__main_boss_prate4</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">2500*($_difficulty+1)</eval>
	<eval name="crystal">(28+$_difficulty*2)</eval>
	<eval name="red_crystal">64</eval>
	<eval name="multi4">1320</eval>
	<eval name="distance">$1</eval>

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

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

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

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

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

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

	<wait>1</wait>

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

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

	<wait>60</wait>

	<actionRef label="boss_revenge_present_3"/>

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

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

	<!-- *** 次の形態のボスの作成 EM *** -->
	<repeat><times>($_prate-lt$base)*($_stagemisscount-eq0)</times>
		<!-- *** 形態数5 secret *** -->
		<aRef l="secret_hint"><p>5</p></aRef>
		<sysvar name="secret">$_secret+1</sysvar>
		<global name="boss_state">$__boss_state+1</global>
		<eval name="vital">24000+($__grank*900)</eval>
		<createRef label="enemy_create_main_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>700000+($__grank*20000)</p><p>$__main_boss_prate5</p>
		</createRef>
	</repeat>
	<repeat><times>1-(($_prate-lt$base)*($_stagemisscount-eq0))</times>
		<!-- *** 形態数4 *** -->

		<eval name="vital">20000+($__grank*900)</eval>
		<createRef label="enemy_create_main_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>500000+($__grank*10000)</p><p>$__main_boss_prate5</p>
		</createRef>
	</repeat>

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


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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<!-- ランク変動値は、４倍、EMB取得で２回入る -->
	<eval name="rank_inc">3500*($_difficulty+1)</eval>
	<eval name="crystal">(32+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">2200</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-50000-($__grank-gt3)*4000-($__grank-gt4)*4000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">450000+($__grank-gt3)*20000+($__grank-gt4)*20000</eval>

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

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

	<!-- まだないよ -->

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

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

	<wait>1</wait>

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

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action"/>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第７形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_main_boss_07_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">5000*($_difficulty+1)</eval>
	<eval name="crystal">(38+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">2570</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-60000-($__grank-gt3)*5000-($__grank-gt4)*5000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">550000+($__grank-gt3)*50000+($__grank-gt4)*50000</eval>

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

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

	<!-- まだないよ -->

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

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


	<wait>1</wait>

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

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action"/>

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



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

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

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



<!-- ********************************************************************* -->
<!-- *** 沙希                                                        *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_action2">

	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">0</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>
	<createRef label="enemy_create_main_boss3">
		<p>320</p>
		<p>-12</p>
		<p>0</p>
		<p>0</p>
		<p>300000+($__grank*6000)</p>
		<p>$__main_boss_prate5</p>
	</createRef>

	<wait>60</wait>

</action>

<!-- ********************************************************************* -->
<!-- *** ボス戦開始                                                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_start2">

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

	<!-- *** ボスの名称表示オブジェクト作成 *** -->
	<!--
	<createRef label="boss_name_stage_main"></createRef>	
	-->
<!--
	<sound type="bgm" label="bgm">
		<track><file type="ogg">20_shizuma_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*1</loop></play>
	</sound>

	<actionRef label="stageG_4_bgm_title_action"/>
-->

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

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


<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_main_boss3">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>29999999</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<enemyRef label="enemy_main_boss3"></enemyRef>
</create>

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト                                            *** -->
<enemy label="enemy_main_boss3">

	<!-- *** 初期設定では衝突判定無し *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_02"></presentRef>

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

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

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

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss3_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss3_01_action"><p>$cross_over</p></actionRef> 
	</repeat>


</enemy>

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

<action  label="stage_main_boss3_01_action">

	<!-- 常時バリア -->
<!--	<createRef l="barrer_x"></createRef> -->

	<changeSpeed>
		<speed>3.0</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>60</wait>

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

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

	<!-- *** 第 1 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create_dummy"></createRef>
	<createRef label="boss_underbar_create2"></createRef>
	<global name="timer">1</global>
	<global name="timerwait">3700</global>

	<actionRef label="enemy_magic_action_black"><p>3</p><param>100</param><param>55</param><param>55</param><param>55</param></actionRef>
	<createRef label="stage1_boss_et2"></createRef>
	<w>150</w>
	<global name="miss_temp">$_stagemisscount</global>


	<!-- *** 実際の戦闘開始 *** -->
<!--	<collision type="circle"><cx>-1</cx><cy>-32</cy><radius>56</radius></collision> -->
	<collision type="rect"><left>-60</left><top>-40</top><right>60</right><bottom>4</bottom></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>
	<!-- 侵食率増加用ダミー -->
	<createRef l="enemy_create_bx_01_dummy"><p>8</p></createRef>

<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet2"/>


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

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

	<!-- １回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<w>68</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<w>68</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<w>60</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>3</p></aRef>
		<w>60</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>4</p></aRef>
		<w>52</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<w>44</w>
	</repeat>


	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>60</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>120</w>

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

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

	<!-- ２回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<w>58</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<w>58</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<w>50</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<w>42</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<w>34</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<w>26</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>50</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>110</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ３回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>1</p></aRef>
		<w>58</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>58</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>50</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>1</p></aRef>
		<w>42</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>34</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>26</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>50</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>110</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ４回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>1</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>40</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>1</p></aRef>
		<w>32</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>24</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>16</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>40</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>100</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ５回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>1</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>1</p></aRef>
		<w>40</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>1</p></aRef>
		<w>32</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>24</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>1</p></aRef>
		<w>16</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>100</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ６回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>2</p></aRef>
		<w>40</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>2</p></aRef>
		<w>32</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>24</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>16</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>100</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ７回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act1"><p>3</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>2</p></aRef>
		<w>40</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act2"><p>4</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>2</p></aRef>
		<w>32</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>24</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>16</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>

	<repeat><times>$__temp_grank-lt4</times>
		<w>100</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<w>20</w>
		<aRef l="boss3_01_sL_act4"/>
		<w>70</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<w>20</w>
		<aRef l="boss3_01_sL_act5"/>
		<w>70</w>
	</repeat>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ８回目 -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>2</p></aRef>
		<w>48</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act2"><p>3</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>2</p></aRef>
		<w>40</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act3"><p>4</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>32</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>24</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>2</p></aRef>
		<w>16</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>15</w>

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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>20</w>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_sL_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_sL_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_sL_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_sL_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_sL_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_sL_act5"/>
	</repeat>
	<w>80</w>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

	<!-- ９回目（最後） -->
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_1_act0"><p>2</p></aRef>
		<aRef l="boss3_01_1_act0s"><p>3</p></aRef>
		<w>38</w>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_1_act1"><p>2</p></aRef>
		<aRef l="boss3_01_1_act1s"><p>3</p></aRef>
		<w>38</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss3_01_1_act2"><p>3</p></aRef>
		<aRef l="boss3_01_1_act2s"><p>3</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss3_01_1_act3"><p>4</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>3</p></aRef>
		<w>22</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss3_01_1_act3"><p>5</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>3</p></aRef>
		<w>14</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss3_01_1_act3"><p>6</p></aRef>
		<aRef l="boss3_01_1_act3s"><p>3</p></aRef>
		<w>6</w>
	</repeat>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>10</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss3_01_L_act0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss3_01_L_act2"/>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss3_01_L_act3"/>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss3_01_L_act4"/>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss3_01_L_act5"/>
	</repeat>
	<w>10</w>

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

	<repeat><times>6</times>
		<repeat><times>$__temp_grank-eq0</times>
			<aRef l="boss3_01_sL_act0"/>
		</repeat>
		<repeat><times>$__temp_grank-eq1</times>
			<aRef l="boss3_01_sL_act1"/>
		</repeat>
		<repeat><times>$__temp_grank-eq2</times>
			<aRef l="boss3_01_sL_act2"/>
		</repeat>
		<repeat><times>$__temp_grank-eq3</times>
			<aRef l="boss3_01_sL_act3"/>
		</repeat>
		<repeat><times>$__temp_grank-eq4</times>
			<aRef l="boss3_01_sL_act4"/>
		</repeat>
		<repeat><times>$__temp_grank-eq5</times>
			<aRef l="boss3_01_sL_act5"/>
		</repeat>
		<w>20</w>
	</repeat>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>boss1-2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>



<!-- <global name="end_flag">1</global> -->

</action>

<a l="boss3_01_1_act0">
	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>-120</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act0s">
	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act1">
	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>-120</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act1s">
	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act2">
	<eval name="sp">2.2</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>-120</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_08s"><p>120+12</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act2s">
	<eval name="sp">2.2</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
<!--
	<fRef l="enemy_fire_b_x_08s"><p>120+12</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
-->
	<w>1</w>
	</repeat>

</a>


<a l="boss3_01_1_act3">
	<eval name="sp">2.0+($__temp_grank*0.1)+($__temp_grank-gt2)*0.1+($__temp_grank-gt3)*0.1+($__temp_grank-gt4)*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>-120</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_08s"><p>120+12</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_08s"><p>120+12</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_1_act3s">
	<eval name="sp">2.0+($__temp_grank*0.1)+($__temp_grank-gt2)*0.1+($__temp_grank-gt3)*0.1+($__temp_grank-gt4)*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$1</times>
	<fRef l="enemy_fire_b_x_01s"><p>120+19</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>120+12</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>120</p><p>$sp-0.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>120+12</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>120</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>120+12</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>120</p><p>$sp-0.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>120+12</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>120</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>120+12</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>120</p><p>$sp-1.25</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>120+12</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>120</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_08s"><p>120+12</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_08s"><p>120</p><p>$sp-1.75</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	</repeat>

</a>

<a l="boss3_01_L_act0">
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09d"><p>90</p></fRef>
	<repeat><times>5</times>
	<w>21</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09ds"><p>-36</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss3_01_L_act2">
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09d"><p>90</p></fRef>
	<repeat><times>6</times>
	<w>18</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09ds"><p>-30</p></fRef>
	</repeat>

</a>

<a l="boss3_01_L_act3">
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09d"><p>90</p></fRef>
	<repeat><times>8</times>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09ds"><p>-22.5</p></fRef>
	</repeat>
	<w>4</w>
</a>

<a l="boss3_01_L_act4">
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09d"><p>90</p></fRef>
	<repeat><times>10</times>
	<w>10</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09ds"><p>-18</p></fRef>
	</repeat>
	<w>8</w>
</a>

<a l="boss3_01_L_act5">
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09d"><p>90</p></fRef>
	<repeat><times>12</times>
	<w>9</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_09ds"><p>-10</p></fRef>
	</repeat>
</a>

<a l="boss3_01_sL_act0">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.2</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-100+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>8</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>8</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>8</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef label="enemy_fire_b_x_10s"><p>8</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>3</w>

</a>

<a l="boss3_01_sL_act1">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.2</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>7</times>
		<fRef label="enemy_fire_b_x_10s"><p>7.2</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>7.2</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>7.2</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b_x_10s"><p>7.2</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>3</w>

</a>


<a l="boss3_01_sL_act2">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.3</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>7</times>
		<fRef label="enemy_fire_b_x_10s"><p>6</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>6</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef label="enemy_fire_b_x_10s"><p>6</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>6</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>3</w>

</a>

<a l="boss3_01_sL_act3">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.3</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>5</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>5</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>5</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>5</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>3</w>

</a>

<a l="boss3_01_sL_act4">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.4</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>4.5</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>4.5</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>4.5</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>4.5</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>3</w>

</a>

<a l="boss3_01_sL_act5">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.5</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>4</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>4</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>4</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>4</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>4</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>2</w>

</a>
<!--
<a l="boss3_01_sL_act5">
	<eval name="dir">$_player_cx%7</eval>
	<eval name="sp">1.6</eval>
	<w>2</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef label="enemy_fire_b_x_10"><p>-90+$dir</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>3.6</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>3.6</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>3.6</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>3.6</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef label="enemy_fire_b_x_10s"><p>3.6</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef label="enemy_fire_b_x_10s"><p>10</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>2</w>

</a>
-->
<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　沙希第１形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_main_boss3_01_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">7500*($_difficulty+1)</eval>
	<eval name="crystal">(40+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">4000</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-100000-($__grank-gt3)*5000-($__grank-gt4)*5000</eval>
	<eval name="emb_prate_tmp0">((-1*$emb_prate)/100000)%10</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">600000+($__grank-gt3)*50000+($__grank-gt4)*50000</eval>


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

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

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<wait>1</wait>
	<changeBulletToItem/>
	<addScore><score>800000+20000*$__grank</score></addScore>

	<wait>1</wait>

		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))</eval>
		<repeat><times>$etb_j</times>
			<actionRef label="emb_letter2"><p>$emb_prate_tmp0</p><p>$emb_prate_tmp1</p><p>$emb_prate_tmp2</p></actionRef>
			<addPRate><num>$emb_prate</num></addPRate>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter+999999*(1-($__miss_temp-eq$_stagemisscount))</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>

	<wait>60</wait>

	<actionRef label="stage_main_boss_final_revenge_action3"/>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_final_revenge_action3">
	<targetRevenge label="boss_life"></targetRevenge>

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

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

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

</exbulletml>
