<?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">4</global>

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

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

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

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

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

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_boss">
		<p>400</p>
		<p>-12</p>
		<p>12000</p>
<!--		<p>12000</p> -->
		<p>12000</p>
		<p>60000+2000*$_difficulty</p>
		<p>500000</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>

	<sound type="bgm" label="bgm">
		<track><file type="ogg">16_bluebell_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*9</loop></play>
	</sound>
<!--
	<actionRef label="stage1_2_bgm_title_action"/>
-->

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

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

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>$6</prate>
	<flag>128</flag> <!-- サポーターが触れると死ぬ -->
	<enemyRef label="enemy_boss"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

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

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<repeat><times>$__boss_state-lt5</times>
		<presentRef label="stage_main_boss_present_01"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq5</times>
		<presentRef label="stage_main_boss_present_last"></presentRef>
	</repeat>

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

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

	<!-- *** ダミーボス作成 *** -->
	<createRef label="enemy_create_boss_dummy"></createRef>

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

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">2880</eval>
		<revengeRef label="stage_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage2"/>

		<eval name="boss_time">2500</eval>
		<revengeRef label="stage_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage2"/>

		<eval name="boss_time">2890</eval>
		<revengeRef label="stage_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage2"/>

		<eval name="boss_time">2660</eval>
		<revengeRef label="stage_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage2"/>

		<eval name="boss_time">5400</eval>
		<revengeRef label="stage_boss_05_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_05_action"><p>$boss_time</p></actionRef> 
	</repeat>



</enemy>

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

<action  label="stage_boss_01_action">
	<changeSpeed>
		<speed>5.5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>29</wait>

	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>31</wait>

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

	<w>30</w>

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

	<!-- 弾幕開始 -->

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

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

<eval name="t_move">1</eval>
<repeat><times>4</times>
	<!-- quickmove -->
	<aRef l="boss_01_act00"><p>1*$t_move</p></aRef>

	<!-- 画面端へ -->
	<chD><dir type="abs">-80*$t_move</dir><tm>1</tm></chD>
	<w>5</w>
	<chS><sp>3</sp><tm>10</tm></chS>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>0</p><p>1</p></cRef>
	<w>15</w>
	<cRef l="enemy_fire_b01_org"><p>0</p><p>-1</p></cRef>
	<w>15</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>1</p><p>1</p></cRef>
	<w>15</w>
	<cRef l="enemy_fire_b01_org"><p>-3</p><p>-1</p></cRef>
	<w>15</w>

	<chS><sp>0</sp><tm>10</tm></chS>
	<w>60</w>
	
	<!-- 縦 -->
	<repeat><times>$_difficulty-eq0</times>
		<aRef l="boss_01_act10"><p>1*$t_move</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="boss_01_act11"><p>1*$t_move</p></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="boss_01_act12"><p>1*$t_move</p></aRef>
	</repeat>

	<w>30</w>

	<!-- 画面中央へ -->
	<chD><dir type="abs">121.5*$t_move</dir><tm>1</tm></chD>
	<w>5</w>
	<chS><sp>3.1</sp><tm>10</tm></chS>
	<w>70</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>95</w>


	<repeat><times>$_difficulty-eq0</times>
		<aRef l="stage_boss_01_act20"/>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_boss_01_act21"/>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="stage_boss_01_act22"/>
	</repeat>
	<w>50</w>

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

	<global name="temp_grank">$__grank</global>
	<eval name="t_move">-1*$t_move</eval>


</repeat>
</action>

<a l="boss_01_act00">

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>0</p><p>1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>-40*$1</p><p>8</p><p>16</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>3</p><p>-1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>60*$1</p><p>16</p><p>8</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>-2</p><p>1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>-60*$1</p><p>16</p><p>8</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>-4</p><p>-1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>60*$1</p><p>16</p><p>8</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>1</p><p>1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>-60*$1</p><p>16</p><p>8</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>0</p><p>-1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>60*$1</p><p>16</p><p>8</p></aRef>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_org"><p>2</p><p>1</p></cRef>
	<aRef l="st4B_boss_01_quickmove"><p>-60*$1</p><p>16</p><p>8</p></aRef>

</a>

<a l="st4B_boss_01_quickmove">
	<chS><sp>1.5</sp><tm>3</tm></chS>
	<chD><dir type="abs">$1</dir><tm>1</tm></chD>
	<w>$2</w>
	<chS><sp>0</sp><tm>3</tm></chS>
	<w>$3</w>
</a>

<a l="boss_01_act10">

	<eval name="t_wait">1</eval>
	<eval name="t_dir">90*$1</eval>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<cRef label="enemy_create_b01_2_child_obj"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></cRef>
<!--		<fRef l="enemy_fire_b01_2ab"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></fRef> -->
		<w>2</w>
		<evaladd name="t_wait">7</evaladd>
		<evaladd name="t_dir">4*$1</evaladd>
		<w>1</w>
	</repeat>


</a>

<a l="boss_01_act11">

	<eval name="t_wait">1</eval>
	<eval name="t_dir">90*$1</eval>
	<eval name="t_sp">4.0+$__temp_grank*0.1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<cRef label="enemy_create_b01_2_child_obj"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></cRef>
<!--		<fRef l="enemy_fire_b01_2ab"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></fRef> -->
		<w>2</w>
		<evaladd name="t_wait">6</evaladd>
		<evaladd name="t_dir">3.5*$1</evaladd>
		<w>1</w>
	</repeat>


</a>

<a l="boss_01_act12">

	<eval name="t_wait">1</eval>
	<eval name="t_dir">90*$1</eval>
	<eval name="t_sp">4.4+$__temp_grank*0.1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>14</times>
		<cRef label="enemy_create_b01_2_child_obj"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></cRef>
<!--		<fRef l="enemy_fire_b01_2ab"><p>$t_wait</p><p>$t_dir</p><p>$t_sp</p></fRef> -->
		<w>2</w>
		<evaladd name="t_wait">5</evaladd>
		<evaladd name="t_dir">2.5*$1</evaladd>
		<w>1</w>
	</repeat>


</a>


<a l="stage_boss_01_act20">
	<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>0</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>22.5</p><p>$t_sp</p></cRef>
	<w>16</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>12</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>37</p><p>$t_sp</p></cRef>
	<w>16</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>6</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>28</p><p>$t_sp</p></cRef>
	<w>16</w>
	<w>20</w>
</a>

<a l="stage_boss_01_act21">
	<eval name="t_sp">3.9+$__temp_grank*0.1</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>0</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>22.5</p><p>$t_sp</p></cRef>
	<w>16</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>12</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>37</p><p>$t_sp</p></cRef>
	<w>16</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>6</p><p>$t_sp</p></cRef>
	<w>16</w>
	<cRef l="enemy_fire_b01_4_org"><p>22</p><p>$t_sp</p></cRef>
	<w>16</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>38</p><p>$t_sp</p></cRef>
	<w>20</w>
</a>

<a l="stage_boss_01_act22">
	<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>0</p><p>$t_sp</p></cRef>
	<w>12</w>
	<cRef l="enemy_fire_b01_4_org"><p>22.5</p><p>$t_sp</p></cRef>
	<w>12</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>12</p><p>$t_sp</p></cRef>
	<w>12</w>
	<cRef l="enemy_fire_b01_4_org"><p>37</p><p>$t_sp</p></cRef>
	<w>12</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>6</p><p>$t_sp</p></cRef>
	<w>12</w>
	<cRef l="enemy_fire_b01_4_org"><p>22</p><p>$t_sp</p></cRef>
	<w>12</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>0</p><p>$t_sp</p></cRef>
	<w>12</w>
	<cRef l="enemy_fire_b01_4_org"><p>22.5</p><p>$t_sp</p></cRef>
	<w>12</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b01_4_org"><p>15</p><p>$t_sp</p></cRef>
	<w>10</w>
	<cRef l="enemy_fire_b01_4_org"><p>31</p><p>$t_sp</p></cRef>
	<w>10</w>

</a>


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

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

	<changePosition type="center">
		<x>400</x><y>165</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>25</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>
	<debugval><num>$_counter</num></debugval>

	<eval name="t_sp">2.8+($_difficulty-gt0)*0.2+($_difficulty-gt2)*0.2+$__temp_grank*0.1</eval>
	<eval name="t_wait">32-($_difficulty-gt0)*12-($_difficulty-gt2)*9</eval>
	<w>1</w>

<repeat><times>6</times>

<eval name="t_rand">($_player_cx+$_player_cy)%3</eval>
<eval name="t_move">1-2*($_player_cx%2)</eval>

<repeat><times>4</times>

	<fRef l="enemy_fire_b02_1ab"><p>180</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b02_1ab"><p>0</p><p>$t_sp</p></fRef>

	<cRef label="enemy_create_b02_1_child_obj"><p>90</p><p>$t_sp</p><p>1+$t_rand</p><p>$t_wait</p></cRef>
	<w>12</w>
	<cRef label="enemy_create_b02_1_child_obj"><p>-90</p><p>$t_sp</p><p>2</p><p>$t_wait</p></cRef>
	<w>12</w>

	<chD><dir type="abs">(90+$t_rand)*$t_move</dir><tm>1</tm></chD>
	<chS><sp>1</sp><tm>6</tm></chS>
	<w>12</w>
	<chS><sp>0</sp><tm>6</tm></chS>
	<w>12</w>

	<fRef l="enemy_fire_b02_1ab"><p>180</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_b02_1ab"><p>0</p><p>$t_sp</p></fRef>

	<cRef label="enemy_create_b02_1_child_obj"><p>90</p><p>$t_sp</p><p>4</p><p>$t_wait</p></cRef>
	<w>12</w>
	<cRef label="enemy_create_b02_1_child_obj"><p>-90</p><p>$t_sp</p><p>3+$t_rand</p><p>$t_wait</p></cRef>
	<w>12</w>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>1</sp><tm>6</tm></chS>
	<w>12</w>
	<chS><sp>0</sp><tm>6</tm></chS>
	<w>10</w>
	<eval name="t_rand">($t_rand+1)%3</eval>
	<w>2</w>
</repeat>

	<w>20</w>

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

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

</action>



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

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

	<changePosition type="center">
		<x>390</x><y>192</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>25</radius></collision>

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

	<cRef label="enemy_create_b03_1_child_obj"><p>110</p></cRef>
	<w>22</w>
	<cRef label="enemy_create_b03_1_child_obj"><p>-110</p></cRef>
	<w>1</w>

<repeat><times>10</times>

	<chD><dir type="abs">($_player_cx+$_player_cy)%360</dir><tm>1</tm></chD>
	<chS><sp>0.3</sp><tm>10</tm></chS>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="boss_03_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="boss_03_act01"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="boss_03_act02"></aRef>
	</repeat>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="boss_03_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="boss_03_act01"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="boss_03_act02"></aRef>
	</repeat>

	<global name="temp_grank">$__grank</global>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>

</repeat>

	<chS><sp>0</sp><tm>10</tm></chS>

</action>

<a l="boss_03_act00">

	<eval name="t_sp">2.4+$__temp_grank*0.1</eval>
	<w>12</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>0</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>27</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>23</p><p>$t_sp</p><p>-1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>27</w>

<!--
	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>-19</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>12</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>39</p><p>$t_sp</p><p>-1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>2</w>
-->
</a>


<a l="boss_03_act01">

	<eval name="t_sp">2.6+$__temp_grank*0.1</eval>
	<w>12</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>0</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>23</p><p>$t_sp</p><p>-1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>-19</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>39</p><p>$t_sp</p><p>-1</p></cRef>
	<repeat><times>4</times>
		<cRef l="enemy_fire_b03_3orgs"><p>72</p><p>$t_sp</p><p>1</p></cRef>
		<w>7</w>
	</repeat>
	<w>2</w>


</a>

<a l="boss_03_act02">

	<eval name="t_sp">2.9+$__temp_grank*0.1</eval>
	<cRef l="enemy_fire_b03_3org"><p>0</p><p>$t_sp-0.7</p><p>1</p></cRef>
	<w>4</w>
	<cRef l="enemy_fire_b03_3orgs"><p>120</p><p>$t_sp-0.7</p><p>1</p></cRef>
	<w>4</w>
	<cRef l="enemy_fire_b03_3orgs"><p>120</p><p>$t_sp-0.7</p><p>1</p></cRef>
	<w>4</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>0</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>7</times>
		<cRef l="enemy_fire_b03_3orgs"><p>45</p><p>$t_sp</p><p>1</p></cRef>
		<w>4</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>23</p><p>$t_sp+1.0</p><p>-1</p></cRef>
	<repeat><times>7</times>
		<cRef l="enemy_fire_b03_3orgs"><p>45</p><p>$t_sp+1.0</p><p>1</p></cRef>
		<w>4</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>-19</p><p>$t_sp</p><p>1</p></cRef>
	<repeat><times>7</times>
		<cRef l="enemy_fire_b03_3orgs"><p>45</p><p>$t_sp</p><p>1</p></cRef>
		<w>4</w>
	</repeat>
	<w>2</w>

	<aRef l="enemy_bullet_action2"><p>64</p></aRef>
	<cRef l="enemy_fire_b03_3org"><p>39</p><p>$t_sp</p><p>-1</p></cRef>
	<repeat><times>7</times>
		<cRef l="enemy_fire_b03_3orgs"><p>45</p><p>$t_sp</p><p>1</p></cRef>
		<w>4</w>
	</repeat>
	<w>2</w>


</a>



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

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

	<changePosition type="center">
		<x>400</x><y>182</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>25</radius></collision>

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

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

<repeat><times>4</times>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="boss_04_act00"><p>$t_count</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="boss_04_act01"><p>$t_count</p></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="boss_04_act02"><p>$t_count</p></aRef>
	</repeat>


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

</repeat>
<!--
	<repeat><times>8</times>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_04_act00"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_04_act01"></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="boss_04_act02"></aRef>
		</repeat>

		<global name="temp_grank">$__grank</global>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>


	</repeat>
-->

</action>

<a l="boss_04_act00">
	<eval name="t_sp">3.0+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.5+$__temp_grank*0.1</eval>
	<eval name="t_sp3">1.4+$__temp_grank*0.1</eval>

	<chD><dir type="abs">-80+160*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>

	<w>1</w>
	<chS><sp>0.1</sp><tm>30</tm></chS>

	<cRef label="enemy_create_b04_1_child_obj"><p>120</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>120</w>


	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<cRef label="enemy_create_b04_1_child_obj"><p>150</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>120</w>

</a>

<a l="boss_04_act01">
	<eval name="t_sp">3.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.7+$__temp_grank*0.1</eval>
	<eval name="t_sp3">1.5+$__temp_grank*0.1</eval>

	<chD><dir type="abs">-80+160*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>

	<w>1</w>
	<chS><sp>0.1</sp><tm>30</tm></chS>

	<cRef label="enemy_create_b04_1_child_obj"><p>120</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>120</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>


	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<cRef label="enemy_create_b04_1_child_obj"><p>150</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>120</w>

</a>

<a l="boss_04_act02">
	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.9+$__temp_grank*0.1</eval>
	<eval name="t_sp3">1.7+$__temp_grank*0.1</eval>

	<chD><dir type="abs">-80+160*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>

	<w>1</w>
	<chS><sp>0.1</sp><tm>30</tm></chS>

	<cRef label="enemy_create_b04_1_child_obj"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>


	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<cRef label="enemy_create_b04_1_child_obj"><p>150</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>25</w>
	<cRef label="enemy_create_b04_1_child_objs"><p>-60</p><p>$t_sp</p><p>$1</p><p>$t_sp2</p></cRef>
	<w>65</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b04_2org"><p>$t_sp3</p></cRef>

</a>

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

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

	<changePosition type="center">
		<x>400</x><y>170</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<!-- カットイン -->
	<aRef l="boss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
	<cRef l="boss_barrier_create"><p>16000</p><p>12000</p><p>256</p><p>20</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>

	<w>110</w>

	<!-- 移動速度、移動方向、wait -->
	<!-- 移動速度、移動方向、wait -->
	<repeat><times>$_difficulty-eq0</times>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>120</p><p>1</p></cRef>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>240</p><p>6</p></cRef>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>0</p><p>12</p></cRef>
	</repeat>
	<repeat><times>$_difficulty-gt0</times>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>45</p><p>1</p></cRef>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>135</p><p>6</p></cRef>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>225</p><p>11</p></cRef>
		<cRef l="enemy_create_b05_child"><p>1.2</p><p>315</p><p>15</p></cRef>
	</repeat>
	<w>70</w>

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

	<!-- 本体攻撃用object作成 -->
	<cRef l="boss_05_object_create"></cRef>

	<!-- 本体攻撃用object作成(パーツ全破壊後) -->
	<cRef l="boss_05_object_create3"></cRef>

	<eval name="flag">0</eval>
	<repeat><times>-1</times>
		<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
			<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>
			<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
			<eval name="flag">1</eval>
			<cRef l="boss_05_object_create2"></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


</action>

<create label="boss_05_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_05_object"></objectRef>
</create>

<object l="boss_05_object">

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

	<a>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="boss_05_object_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="boss_05_object_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="boss_05_object_act02"/>
		</repeat>

	</a>
</object>

<a l="boss_05_object_act00">
	<w>10</w>
	<eval name="t_lsp">8</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-80</p><p>$t_lsp</p></cRef>
	<w>7</w>

	<repeat><times>3</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>3</times>
		<cRef l="enemy_laser_b05s"><p>19</p><p>$t_lsp</p></cRef>
		<w>8</w>
	</repeat>
	</repeat>

	<w>78</w>

</repeat>
</a>

<a l="boss_05_object_act01">
	<w>10</w>
	<eval name="t_lsp">8</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-84</p><p>$t_lsp</p></cRef>
	<w>7</w>

	<repeat><times>3</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>4</times>
		<cRef l="enemy_laser_b05s"><p>14</p><p>$t_lsp</p></cRef>
		<w>8</w>
	</repeat>
	</repeat>

	<w>48</w>

</repeat>
</a>

<a l="boss_05_object_act02">
	<w>10</w>
	<eval name="t_lsp">8.4</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-88</p><p>$t_lsp</p></cRef>
	<w>5</w>

	<repeat><times>4</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>4</times>
		<cRef l="enemy_laser_b05s"><p>11</p><p>$t_lsp</p></cRef>
		<w>6</w>
	</repeat>
	</repeat>

	<w>30</w>

</repeat>
</a>

<!-- バリア破壊後 -->
<create label="boss_05_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_05_object2"></objectRef>
</create>

<object l="boss_05_object2">

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

	<a>
		<w>45</w>
		<repeat><times>-1</times>

			<repeat><times>$_difficulty-eq0</times>
				<aRef l="boss_05_object_act10"/>
			</repeat>
			<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
				<aRef l="boss_05_object_act11"/>
			</repeat>
			<repeat><times>$_difficulty-eq3</times>
				<aRef l="boss_05_object_act12"/>
			</repeat>
		</repeat>

	</a>
</object>

<a l="boss_05_object_act10">
	<w>5</w>
	<eval name="t_lsp">8</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-72</p><p>$t_lsp</p></cRef>
	<w>7</w>

	<repeat><times>3</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>3</times>
		<cRef l="enemy_laser_b05s"><p>18</p><p>$t_lsp</p></cRef>
		<w>8</w>
	</repeat>
	</repeat>

	<w>78</w>

</repeat>
</a>

<a l="boss_05_object_act11">
	<w>5</w>
	<eval name="t_lsp">8</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-78</p><p>$t_lsp</p></cRef>
	<w>7</w>

	<repeat><times>3</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>4</times>
		<cRef l="enemy_laser_b05s"><p>13</p><p>$t_lsp</p></cRef>
		<w>6</w>
	</repeat>
	</repeat>


	<w>66</w>

</repeat>
</a>

<a l="boss_05_object_act12">
	<w>5</w>
	<eval name="t_lsp">8.4</eval>
	<w>5</w>

<repeat><times>-1</times>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_laser_b05"><p>-80</p><p>$t_lsp</p></cRef>
	<w>7</w>

	<repeat><times>4</times>
	<aRef label="enemy_laser_action"/>
	<repeat><times>4</times>
		<cRef l="enemy_laser_b05s"><p>10</p><p>$t_lsp</p></cRef>
		<w>5</w>
	</repeat>
	</repeat>

	<w>49</w>

</repeat>
</a>



<!-- パーツ全破壊後 -->
<create label="boss_05_object_create3">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_05_object3"></objectRef>
</create>

<object l="boss_05_object3">

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

	<a>
	<eval name="num">3+($_difficulty-gt0)</eval>
	<repeat><times>-1</times>
		<repeat><times>$__boss_parts-eq$num</times>

			<aRef l="boss_05_object_act20"/>


		</repeat>
		<w>6</w>
	</repeat>

	</a>
</object>

<a l="boss_05_object_act20">
	<w>5</w>
	<eval name="t_sp">2.6+$__temp_grank*0.1</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2"><p>0</p><p>$t_sp</p><p>6</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>1</p></fRef>
	</repeat>
	<w>30-($_difficulty-gt0)*6-($_difficulty-gt2)*6</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b05_2s"><p>9</p><p>$t_sp</p><p>6</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b05_2s"><p>6</p><p>$t_sp</p><p>1</p></fRef>
	</repeat>
	<w>30-($_difficulty-gt0)*6-($_difficulty-gt2)*6</w>

</a>

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

<action  label="stage_boss_05_secret_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

</action>


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

<a l="boss_attack_child_revenge">
	<targetRevenge label="boss_05_object"></targetRevenge>
	<targetRevenge label="boss_05_child_object"></targetRevenge>
	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge>
</a>


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

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

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">44</eval>
	<eval name="score_dat">0</eval>

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

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<actionRef label="boss_revenge_present_1"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>
-->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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


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

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

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>13000</p><p>14000</p><p>62000+2000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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

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

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

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

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

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<actionRef label="boss_revenge_present_1"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>
-->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- Normal- テンションアップ -->
	<repeat><times>($_difficulty-lt2)*($_tension-lt8)</times>
		<createRef label="item_create_03"><p>225</p></createRef>
	</repeat>
	<wait>1</wait>

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

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14600</p><p>16000</p><p>64000+2000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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


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

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

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

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

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

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

	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<actionRef label="boss_revenge_present_1"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>
-->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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


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

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>18000</p><p>68000+2000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>
<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</p>
		</createRef>
	</repeat>
-->
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

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

<revenge label="stage_boss_04_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

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

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

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

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


	<!-- 爆発アクション -->
<!-- 未実装 -->
<!--
	<actionRef label="boss_revenge_present_1"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>
-->
	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- Stage4B 4形態目は弾が残る -->
	<targetRevenge label="enemy_bullet_b04_2_org"></targetRevenge>


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

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14200+($_twinstype-eq2)*6000</p><p>24000</p><p>80000+5000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>
<!--
	<repeat><times>1-($__boss_scret-eq0)</times>
		<sysvar name="secret">$_secret+1</sysvar>
		<createRef label="enemy_create_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>14000</p><p>50000</p><p>200000+20000*$_difficulty+$score_dat</p><p>500000</p>
		</createRef>
	</repeat>
-->
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

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

<revenge label="stage_boss_05_revenge">

	<actionRef l="enemy_explosion_create_action_04"></actionRef>

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

	<eval name="nano">68</eval>
	<eval name="score_dat">0</eval>

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

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

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

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

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

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

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

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


	<wait>1</wait>

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

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

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

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

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


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

<revenge label="stage_boss_04_secret_revenge">



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

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

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

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


</exbulletml>
