<?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">$__grank</global>
	<createRef label="enemy_create_main_boss">
<!-- seret debug -->
<!--	<createRef label="enemy_create_main_boss2"> -->
		<p>320</p>
		<p>-12</p>
		<p>13000+($__grank*700)</p>
		<p>0</p>
		<p>300000+($__grank*6000)</p>
		<p>$__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">18_materialblack_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*3</loop></play>
	</sound>
	<actionRef label="stageG_2_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">280</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">8</global>
		<global name="timerwait">233</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">260</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_05_revenge"><p>$cross_over</p></revengeRef>
		<global name="timer">12</global>
		<global name="timerwait">236</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">372</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">372</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">236</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"/>

<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>


	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_act1_0"/>
	</repeat>
	<repeat><times>($__temp_grank-eq1)+($__temp_grank-eq2)</times>
		<aRef l="boss_01_act1_1"/>
	</repeat>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="boss_01_act1_2"/>
	</repeat>


	<chD><dir type="abs">-80+160*($_player_cx%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.4</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>80</w>

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

	<cRef label="enemy_fire_b_1_04d"/>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">4.8</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="enemy_fire_b_1_04d"/>
	</repeat>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.4</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>

	<cRef label="enemy_fire_b_1_04d"/>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<eval name="sp1">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03d"><p>0</p><p>$sp1</p></fRef>
	<w>60</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03d"><p>3</p><p>$sp1</p></fRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_1_03d"><p>3</p><p>$sp1</p></fRef>
	</repeat>
	<w>60</w>

	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.2</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>30</w>

	<!-- タイマーチェック -->

	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>midboss2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>

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

</action>

<a l="boss_01_act1_0">
	<eval name="sp">2.5+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>0</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>18</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>90</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>36</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>54</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>90</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>

</a>

<a l="boss_01_act1_1">
	<eval name="sp">2.5+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>0</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>18</p><p>$sp</p></fRef>
	<repeat><times>4</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>36</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>54</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>72</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>

</a>

<a l="boss_01_act1_2">
	<eval name="sp">2.5+($__temp_grank*0.15)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>0</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>15</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>30</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>40</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>45</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<w>1</w>
		<fRef l="enemy_fire_b_1_01s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>40</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></cRef>
	<w>6</w>
	<cRef label="mahoujin_create_b2_01"><p>-65</p></cRef>

<repeat><times>12</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>$__temp_grank-eq0</times>
		<aRef l="boss_02_act1"/>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_02_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_02_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_02_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_02_act4"/>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_02_act5"/>
	</repeat>



	<!-- 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_act1">
	<eval name="sp">1.8+($__temp_grank*0.1)</eval>
	<eval name="off">3-6*($_player_cx-gt320)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ab"><p>180</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_2_01s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>18</w>
	<repeat><times>1</times>
		<fRef l="enemy_fire_b_2_01s"><p>67.5+$off</p><p>$sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b_2_01s"><p>45</p><p>$sp</p></fRef>
		</repeat>
		<w>18</w>
	</repeat>

	<repeat><times>7</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_2_01s"><p>67.5+$off</p><p>$sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b_2_01s"><p>45</p><p>$sp</p></fRef>
		</repeat>
		<w>18</w>
	</repeat>
	</repeat>
	<fRef l="enemy_fire_b_2_01s"><p>67.5+$off</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_2_01s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>12</w>

</a>
<a l="boss_02_act2">
	<eval name="sp">1.8+($__temp_grank*0.1)</eval>
	<eval name="off">3-6*($_player_cx-gt320)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ab"><p>180</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>15</w>
	<repeat><times>1</times>
		<fRef l="enemy_fire_b_2_01s"><p>60+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>15</w>
	</repeat>

	<repeat><times>9</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_2_01s"><p>60+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>15</w>
	</repeat>
	</repeat>
</a>

<a l="boss_02_act3">
	<eval name="sp">1.8+($__temp_grank*0.1)</eval>
	<eval name="off">3-6*($_player_cx-gt320)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ab"><p>180</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>12</w>
	<repeat><times>1</times>
		<fRef l="enemy_fire_b_2_01s"><p>60+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>12</w>
	</repeat>

	<repeat><times>11</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_2_01s"><p>60+$off</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>12</w>
	</repeat>
	</repeat>
	<fRef l="enemy_fire_b_2_01s"><p>60+$off</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_2_01s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>12</w>
</a>

<a l="boss_02_act4">
	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<eval name="off">3-6*($_player_cx-gt320)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ab"><p>180</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
	</repeat>
	<w>9</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>9</w>
	</repeat>

	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>9</w>
	</repeat>
	</repeat>
		<w>3</w>
</a>

<a l="boss_02_act5">
	<eval name="sp">2.1+($__temp_grank*0.1)</eval>
	<eval name="off">3-6*($_player_cx-gt320)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01ab"><p>180</p><p>$sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
	</repeat>
	<w>8</w>
	<repeat><times>2</times>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>8</w>
	</repeat>

	<repeat><times>11</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>8</w>
	</repeat>
	</repeat>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_b_2_01s"><p>54+$off</p><p>$sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b_2_01s"><p>36</p><p>$sp</p></fRef>
		</repeat>
		<w>6</w>
</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"/>

<repeat><times>1</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>

	<cRef label="mahoujin_create_b3_01"><p>75</p><p>2</p><p>1</p><p>1</p></cRef>
	<w>2</w>
	<cRef label="mahoujin_create_b3_01"><p>115</p><p>1.1</p><p>1</p><p>5</p></cRef>
	<w>2</w>
	<cRef label="mahoujin_create_b3_01"><p>-75</p><p>2</p><p>-1</p><p>0</p></cRef>
	<w>2</w>
	<cRef label="mahoujin_create_b3_01"><p>-115</p><p>1.1</p><p>-1</p><p>3</p></cRef>

	<repeat><times>6</times>
	<w>300</w>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	</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>

<!-- ********************************************************************* -->
<!-- *** 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"/>
	<eval name="off">0</eval>

<repeat><times>5</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>
	

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>91+$off</p><p>84+$off</p><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>92+$off</p><p>85+$off</p><p>0</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss_04_act2"><p>92.5+$off</p><p>86+$off</p><p>0</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss_04_act3"><p>96+$off</p><p>87+$off</p><p>0</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss_04_act4"><p>96+$off</p><p>87+$off</p><p>0</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss_04_act5"><p>96+$off</p><p>87+$off</p><p>0</p></aRef>
	</repeat>

	<chD><dir type="abs">-81+162*($_player_cx%2)</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.5</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>$__temp_grank-eq0</times>
		<aRef l="boss_04_act0"><p>94+$off</p><p>81+$off</p><p>2</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_04_act1"><p>95+$off</p><p>82+$off</p><p>2</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq2)</times>
		<aRef l="boss_04_act2"><p>96+$off</p><p>83+$off</p><p>2</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq3)</times>
		<aRef l="boss_04_act3"><p>97+$off</p><p>84+$off</p><p>2</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq4)</times>
		<aRef l="boss_04_act4"><p>97+$off</p><p>84+$off</p><p>2</p></aRef>
	</repeat>
	<repeat><times>($__temp_grank-eq5)</times>
		<aRef l="boss_04_act5"><p>97+$off</p><p>84+$off</p><p>2</p></aRef>
	</repeat>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">1.5</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp type="abs">0</sp><tm>10</tm></chS>
	<w>10</w>

	<evaladd name="off">1</evaladd>

	<!-- 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="sp">1.5+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>6</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>9</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>9</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>9</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>18</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>49</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>6</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-9</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-9</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>6</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-9</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-18</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>49</w>

</a>


<a l="boss_04_act1">
	<eval name="sp">1.5+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>8</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>8</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>8</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>18.4</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>49</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-8</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-8</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-8</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-18.4</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>49</w>

</a>

<a l="boss_04_act2">
	<eval name="sp">1.5+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>7</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>7</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>7</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>18.5</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>43</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-7</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-7</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-7</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-18.5</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>43</w>

</a>
<!--
<a l="boss_04_act2">
	<eval name="sp">1.5+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>33</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>33</w>

</a>
-->
<a l="boss_04_act3">
	<eval name="sp">1.7+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>33</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>33</w>

</a>


<a l="boss_04_act4">
	<eval name="sp">1.6+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>33</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>33</w>

</a>

<a l="boss_04_act5">
	<eval name="sp">1.6+($__temp_grank*0.1)</eval>
	<eval name="sp2">2.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01ab"><p>$1</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>6</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3</p></fRef>
	</repeat>
	<w>33</w>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01"><p>$2</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
	<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_01s"><p>-6</p><p>$sp</p><p>$sp2</p><p>-1</p><p>$3+1</p></fRef>
		<fRef l="enemy_fire_b_4_04s"><p>0</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>23</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>12</times>
		<w>2</w>
		<fRef l="enemy_fire_b_4_03s"><p>-16</p><p>$sp</p><p>$sp2</p><p>1</p><p>$3+1</p></fRef>
	</repeat>
	<w>33</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"/>


	<createRef label="enemy_laser_create_b_05"/>

<repeat><times>5</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="sp">1.85+($__temp_grank*0.25)-($__temp_grank-lt1)*0.1-($__temp_grank-lt2)*0.1</eval>

	<repeat><times>2</times>
	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+22</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+11</p></fRef>
	<w>18</w>
	</repeat>

	<aRef l="lr_move2"/>
	<eval name="mv_sp">1+(($_player_cx+$_self_cx)%9)*0.1</eval>
	<chS><sp>$mv_sp</sp><tm>20</tm></chS>
	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+24</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+9</p></fRef>
	<w>10</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>8</w>

	<repeat><times>2</times>
	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+23</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+13</p></fRef>
	<w>18</w>
	</repeat>

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

	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+21</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+10</p></fRef>
	<w>80</w>

	<aRef l="lr_move2"/>
	<eval name="mv_sp">1+(($_player_cx+$_self_cx)%9)*0.1</eval>
	<chS><sp>$mv_sp</sp><tm>20</tm></chS>
	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+22</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+11</p></fRef>
	<w>10</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>8</w>

	<repeat><times>2</times>
	<eval name="dir">-100+(($_player_cx*3+$_self_cx*4)%37)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+26</p></fRef>
	<w>18</w>
	<fRef l="enemy_fire_b_5_01d"><p>$sp</p><p>$dir+13</p></fRef>
	<w>18</w>
	</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>

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

<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="enemy_magic_action_black"><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>160</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>
	-->

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="item">0</eval>
	<!-- 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="sp">1.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_01d"><p>$sp</p></fRef>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.8</sp><tm>10</tm></chS>
	<wait>20</wait>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_01d"><p>$sp</p></fRef>

	<wait>20</wait>

	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">4.5</sp><tm>40</tm></chS>

	<repeat><times>4</times>
		<add name="sp">-0.3</add>
		<wait>23</wait>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_6_01d"><p>$sp</p></fRef>
	</repeat>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>
	<w>60</w>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp type="abs">5.0</sp><tm>20</tm></chS>

	<eval name="sp">1.0+($__temp_grank*0.1)</eval>

	<w>17</w>
	<repeat><times>3</times>
		<add name="sp">-0.05</add>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_6_01d"><p>$sp</p></fRef>
		<w>13</w>
	</repeat>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>
	<w>20</w>
	<repeat><times>$__temp_grank-gt2</times>
		<eval name="sp">1.7+($__temp_grank*0.1)</eval>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_6_01d"><p>$sp</p></fRef>
	</repeat>
	<w>70</w>

	<cRef label="mahoujin_create_b6_01"><p>75</p></cRef>
	<cRef label="mahoujin_create_b6_02"><p>-75</p></cRef>

	<!-- 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>

	<eval name="rp_count">0</eval>
	<w>30</w>
<repeat><times>13</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
<repeat><times>2</times>

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

	<repeat><times>$__temp_grank-lt3</times>
		<aRef l="main_boss_06_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="main_boss_06_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="main_boss_06_act4"/>
	</repeat>

	<w>4</w>
	<add name="rp_count">1+($__temp_grank-gt3)</add>
	<w>1</w>
	<repeat><times>(($rp_count%2)-eq0)</times>
	<eval name="sp">0.7+($__temp_grank*0.1)+($__temp_grank-gt2)*0.1+($__temp_grank-gt3)*0.1</eval>
	<eval name="off">19-$__temp_grank</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_04"><p>-3*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>-2*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>-1*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>0</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>2*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_6_04"><p>3*$off</p><p>$sp</p></fRef>
	</repeat>

</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="main_boss_06_act2">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>
	<eval name="dir">0.3+($__temp_grank*0.1)</eval>

	<eval name="sp">1.7+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-60</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.1</add>
	<fRef l="enemy_fire_b_6_03s"><p>-120+$dir</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.7+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-60</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.1</add>
	<fRef l="enemy_fire_b_6_03s"><p>-120-$dir</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_06_act3">
	<eval name="rp_tm">5+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.8+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-56</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.12</add>
	<fRef l="enemy_fire_b_6_03s"><p>-112+0.6</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-56</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.12</add>
	<fRef l="enemy_fire_b_6_03s"><p>-112-0.6</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_06_act4">
	<eval name="rp_tm">6+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-56</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.12</add>
	<fRef l="enemy_fire_b_6_03s"><p>-112+0.7</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_6_03"><p>-56</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.12</add>
	<fRef l="enemy_fire_b_6_03s"><p>-112-0.7</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_6_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第７形態　                                *** -->
<!-- ***  Secret Magic                                                  *** -->

<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="enemy_magic_action_black"><p>3</p><param>50</param><param>25</param><param>25</param><param>25</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>160</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>
	-->

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="item">0</eval>
	<!-- 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="sp">1.9+($__temp_grank*0.1)</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_01d"><p>$sp</p></fRef>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp type="abs">2.8</sp><tm>10</tm></chS>
	<wait>20</wait>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_01d"><p>$sp</p></fRef>

	<wait>20</wait>

	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<chS><sp type="abs">4.5</sp><tm>40</tm></chS>

	<repeat><times>4</times>
		<add name="sp">-0.3</add>
		<wait>23</wait>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_7_01d"><p>$sp</p></fRef>
	</repeat>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>
	<w>60</w>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp type="abs">5.0</sp><tm>20</tm></chS>

	<eval name="sp">1.0+($__temp_grank*0.1)</eval>

	<w>17</w>
	<repeat><times>3</times>
		<add name="sp">-0.05</add>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_7_01d"><p>$sp</p></fRef>
		<w>13</w>
	</repeat>

	<chS><sp type="abs">0</sp><tm>20</tm></chS>
	<w>20</w>
	<repeat><times>$__temp_grank-gt2</times>
		<eval name="sp">1.7+($__temp_grank*0.1)</eval>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_7_01d"><p>$sp</p></fRef>
	</repeat>
	<w>120</w>

	<cRef label="mahoujin_create_b7_01"><p>75</p></cRef>
	<cRef label="mahoujin_create_b7_02"><p>-75</p></cRef>

	<!-- 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>

	<eval name="rp_count">0</eval>
	<eval name="rp_count2">0</eval>
	<w>90</w>
<repeat><times>13</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
<repeat><times>2</times>

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

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="main_boss_07_act0"><p>$rp_count2*0.25</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="main_boss_07_act1"><p>$rp_count2*0.25</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="main_boss_07_act2"><p>$rp_count2*0.25</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="main_boss_07_act3"><p>$rp_count2*0.3</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="main_boss_07_act4"><p>$rp_count2*0.35</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="main_boss_07_act5"><p>$rp_count2*0.35</p></aRef>
	</repeat>

	<add name="rp_count2">1</add>
	<w>4</w>

	<add name="rp_count">1+($__temp_grank-gt2)</add>
	<w>1</w>
	<repeat><times>(($rp_count%2)-eq0)</times>
	<eval name="sp">1.6+($__temp_grank*0.1)</eval>
	<eval name="off">15-$__temp_grank</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_04"><p>-3*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>-2*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>-1*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>0</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>2*$off</p><p>$sp</p></fRef>
	<fRef l="enemy_fire_b_7_04"><p>3*$off</p><p>$sp</p></fRef>
	</repeat>

</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="main_boss_07_act0">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-96-$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>32</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-192+3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>32</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-96+$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>32</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-192-3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>32</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_07_act1">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-72-$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>24</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-144+3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>24</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-72+$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>24</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-144-3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>24</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_07_act2">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60-$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>20</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120+3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>20</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60+$1</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>20</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120-3</p><p>$sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_7_03s"><p>20</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_07_act3">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-72-$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-144+3</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-72+$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120-3</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>18</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_07_act4">
	<eval name="rp_tm">4+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60-$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120+3</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60+$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120-3</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>

<a l="main_boss_07_act5">
	<eval name="rp_tm">6+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60-$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120+1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">1.9+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-60+$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-120-1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>15</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>
<!--
<a l="main_boss_07_act5">
	<eval name="rp_tm">6+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-56-$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-112+1.2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">2.0+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-56+$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-112-1.2</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</a>
-->
<!--
<a l="main_boss_07_act5">
	<eval name="rp_tm">6+$__temp_grank</eval>
	<eval name="wt_tm">48-($__temp_grank*2)</eval>

	<eval name="sp">2.1+($__temp_grank*0.1)</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-56-$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-112+1.5</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="sp">2.1+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_7_03"><p>-56+$1</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	<repeat><times>$rp_tm</times>
	<w>2</w>
	<add name="sp">-0.2</add>
	<fRef l="enemy_fire_b_7_03s"><p>-112-1.5</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_7_03s"><p>14</p><p>$sp</p></fRef>
	</repeat>
	</repeat>
	<w>$wt_tm</w>
	<chS><sp>0.8</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

</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">2400*($_difficulty+1)</eval>
	<eval name="crystal">(22+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1150</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>$vital</p><p>0</p><p>300000+($__grank*6000)</p><p>$__main_boss_prate2</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">2400*($_difficulty+1)</eval>
	<eval name="crystal">(22+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1200+($__grank-gt2)*60+($__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">9500+($__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_prate3</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">2400*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">900</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>$vital</p><p>0</p><p>320000+($__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">2400*($_difficulty+1)</eval>
	<eval name="crystal">(24+$_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">14500+($__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>$vital</p><p>0</p><p>350000+($__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">2400*($_difficulty+1)</eval>
	<eval name="crystal">(28+$_difficulty*2)</eval>
	<eval name="red_crystal">64</eval>
	<eval name="multi4">1400</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">$__boss_state+1</global>
		<eval name="vital">20000+($__grank*900)</eval>
		<createRef label="enemy_create_main_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>650000+($__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">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>450000+($__grank*10000)</p><p>$__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">3200*($_difficulty+1)</eval>
	<eval name="crystal">(30+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">1900</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-40000-($__grank-gt3)*4000-($__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">400000+($__grank-gt3)*20000+($__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"><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">4500*($_difficulty+1)</eval>
	<eval name="crystal">(36+$_difficulty*2)</eval>
	<eval name="red_crystal">70</eval>
	<eval name="multi4">2000</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-50000-($__grank-gt3)*5000-($__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">500000+($__grank-gt3)*50000+($__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"><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>
	
</exbulletml>
