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


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

<action  label="stage_middle_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>160</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_sp">3.2+($_difficulty-gt0)*0.2+($_difficulty-gt2)*0.3+$__temp_grank*0.1</eval>

	<w>1</w>

<repeat><times>7</times>
	<!-- abs角度、小弾速度、最初のwait、大弾速度 -->

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>90</p><p>$t_sp</p><p>7</p><p>4</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>-90</p><p>$t_sp</p><p>7</p><p>4</p></fRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>90</p><p>$t_sp</p><p>7</p><p>4</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>-90</p><p>$t_sp</p><p>7</p><p>4</p></fRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>90</p><p>$t_sp</p><p>6</p><p>4</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>-90</p><p>$t_sp</p><p>6</p><p>4</p></fRef>
	</repeat>

	<w>6</w>
	<aRef label="boss_random_move_40"/>
	<w>36</w>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>90</p><p>$t_sp</p><p>10</p><p>4.2</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>-90</p><p>$t_sp</p><p>10</p><p>4.2</p></fRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>90</p><p>$t_sp</p><p>10</p><p>4.2</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>-90</p><p>$t_sp</p><p>10</p><p>4.2</p></fRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>90</p><p>$t_sp</p><p>9</p><p>4.2</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>-90</p><p>$t_sp</p><p>9</p><p>4.2</p></fRef>
	</repeat>

	<w>6</w>
	<aRef label="boss_random_move_40"/>
	<w>36</w>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>-90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>-90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>-90</p><p>$t_sp</p><p>7</p><p>3</p></fRef>
	</repeat>

	<w>6</w>
	<w>82</w>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_easy"><p>-90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_normal"><p>-90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="enemy_bullet_action2"><p>64</p></aRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
		<fRef l="enemy_fire_mb02_1ab_hard"><p>-90</p><p>$t_sp</p><p>8</p><p>3.5</p></fRef>
	</repeat>

	<w>6</w>
	<aRef label="boss_random_move_40"/>
	<w>66</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>







<!-- ********************************************************************* -->
<!-- *** 中ボス戦(２回目）                                             *** -->
<!-- ***                                                               *** -->

<!-- 暫定 -->
<!-- ボススコア、タイマー -->
<!-- ボスの周りのリング -->
<!-- start boss bullet -->

<action label="stage_middle_boss_action2">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">0</global>

	<!-- *** 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>

	<!-- *** 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_middle_boss2">
		<p>400</p>
		<p>-12</p>
		<p>12000</p>
<!--		<p>16000</p> -->
		<p>6500</p>
		<p>20000+4000*$_difficulty+$__mboss_score</p>
		<p>500000</p>
	</createRef>
	<wait>1</wait>

	<!-- *** 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>
<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_middle_boss2">
	<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>
	<enemyRef label="enemy_middle_boss2"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト                                            *** -->
<enemy label="enemy_middle_boss2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_middle_boss_present_02"></presentRef>

	<!-- *** 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>

	<!-- タイマー差分初期化 -->
	<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 *** -->
	<eval name="boss_time">4200</eval>
	<revengeRef label="stage_middle_boss2_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
	<actionRef  label="stage_middle_boss2_01_action"><p>$boss_time</p></actionRef> 


</enemy>


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

<action  label="stage_middle_boss2_01_action">

	<!-- 背景黒は暫定 -->
	<cRef label="boss_bg_black_create"/>

	<changeSpeed>
		<speed>5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>15</wait>


	<changeSpeed>
		<speed>0</speed><tm>40</tm>
	</changeSpeed>
	<wait>25</wait>

	<!-- バリア作成 -->
	<wait>1</wait>

	<!-- カットイン -->
	<aRef l="mboss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>

	<cRef l="mboss_barrier_create"><p>12000</p><p>5000</p><p>256</p><p>20</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>
	<w>110</w>

	<cRef l="enemy_create_mb10_child"><p>1.1</p><p>85</p><p>1</p></cRef>
	<cRef l="enemy_create_mb10_child"><p>1.1</p><p>-85</p><p>46</p></cRef>
	<w>70</w>

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


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

	<eval name="save_cx">$_self_cx</eval>
	<eval name="save_cy">$_self_cy</eval>
	<eval name="t_count">1</eval>

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



	<!-- 本体攻撃用object作成 -->
	<cRef l="mboss2_01_object_create"></cRef>

	<!-- パーツ全破壊後攻撃用 -->
	<cRef l="mboss2_01_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="mboss2_01_object_create2"></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


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

</action>

<!-- 通常 -->
<create label="mboss2_01_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss2_01_object"></objectRef>
</create>

<object l="mboss2_01_object">

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

	<a>
	<w>50</w>
	<repeat><times>-1</times>

		<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
		<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
		<eval name="t_sp2">1.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.05</eval>
		<w>13</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
		<w>12</w>
		<aRef label="enemy_laser_action"/>
		<cRef l="enemy_create_mb19_child"><p>0</p><p>$t_sp2</p></cRef>
		<w>13</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
		<w>25</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
		<w>25</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
		<w>12</w>

		<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
		<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
		<w>13</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
		<w>25</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
		<w>25</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
		<w>25</w>
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
		<w>12</w>


	</repeat>

	</a>
</object>

<!-- バリア破壊後 -->
<create label="mboss2_01_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss2_01_object2"></objectRef>
</create>

<object l="mboss2_01_object2">

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

	<a>

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="mboss2_01_object2_act00"/>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss2_01_object2_act01"/>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="mboss2_01_object2_act02"/>
	</repeat>
	</a>
</object>


<a l="mboss2_01_object2_act00">
<eval name="t_count">-1</eval>
<repeat><times>-1</times>
	<eval name="t_count">-1*$t_count</eval>
	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.05</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>0</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>

	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>-20*$t_count</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>
</repeat>

</a>

<a l="mboss2_01_object2_act01">
<repeat><times>-1</times>
	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.05</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>0</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>

	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>27</p><p>$t_sp2</p></cRef>

	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>-27</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>
</repeat>

</a>


<a l="mboss2_01_object2_act02">
<repeat><times>-1</times>
	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.05</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>0</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>

	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>20</p><p>$t_sp2</p></cRef>

	<eval name="t_wait">($_player_cx+$_player_cy)%6</eval>
	<eval name="t_sp">3.2+$_difficulty*0.2-($_difficulty-gt1)*0.2+$__temp_grank*0.1</eval>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>93</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-92</p><p>$t_wait</p><p>$t_sp</p></fRef>
	<w>25</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>91</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>
	<aRef label="enemy_laser_action"/>
	<cRef l="enemy_create_mb19_child"><p>-20</p><p>$t_sp2</p></cRef>
	<w>13</w>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<fRef l="enemy_fire_mb11ab"><p>-94</p><p>$t_wait*2</p><p>$t_sp</p></fRef>
	<w>12</w>
</repeat>

</a>


<!-- パーツ全破壊後 -->
<create label="mboss2_01_object_create3">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss2_01_object3"></objectRef>
</create>

<object l="mboss2_01_object3">

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

	<a>
	<repeat><times>-1</times>
		<repeat><times>$__boss_parts-eq2</times>
			<repeat><times>$_difficulty-eq0</times>
				<aRef l="mboss2_01_object3_act00"/>
			</repeat>
			<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
				<aRef l="mboss2_01_object3_act01"/>
			</repeat>
			<repeat><times>$_difficulty-eq3</times>
				<aRef l="mboss2_01_object3_act02"/>
			</repeat>
		</repeat>
	<w>24</w>
	</repeat>
	</a>
</object>


<a l="mboss2_01_object3_act00">
	<repeat><times>-1</times>
		<eval name="t_off">1-2*($_self_cx-gt400)</eval>
		<eval name="t_sp">1.8+$__temp_grank*0.1</eval>
			<w>5</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>-35</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>70</p><p>$t_sp</p><p>-12</p></fRef>
			<w>3</w>
			<repeat><times>12</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>-35</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>70</p><p>$t_sp</p><p>-12</p></fRef>
				<w>3</w>
			</repeat>
			<w>45</w>
			<eval name="t_off">-1*$t_off</eval>
	</repeat>
</a>

<a l="mboss2_01_object3_act01">
	<repeat><times>-1</times>
		<eval name="t_off">1-2*($_self_cx-gt400)</eval>
		<eval name="t_sp">1.8+$__temp_grank*0.1</eval>
			<w>5</w>

			<eval name="t_dir">$_aimdirection</eval>
			<aRef l="enemy_bullet_action8"><p>32</p></aRef>
			<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<w>3</w>
			<repeat><times>15</times>
				<evaladd name="t_sp">0.3</evaladd>
				<evaladd name="t_dir">$t_off</evaladd>
				<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>60</p><p>$t_sp</p><p>12</p></fRef>
				<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
				<w>3</w>
			</repeat>
			<w>36</w>
			<eval name="t_off">-1*$t_off</eval>
	</repeat>
</a>

<a l="mboss2_01_object3_act02">
	<repeat><times>-1</times>
		<eval name="t_off">1-2*($_self_cx-gt400)</eval>
		<eval name="t_sp">2.2+$__temp_grank*0.1</eval>
		<w>5</w>

		<eval name="t_dir">$_aimdirection</eval>
		<aRef l="enemy_bullet_action8"><p>32</p></aRef>
		<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
		<fRef l="enemy_fire_mb10_bigs"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
		<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
		<fRef l="enemy_fire_mb10_bigs"><p>60</p><p>$t_sp</p><p>12</p></fRef>
		<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
		<w>4</w>
		<repeat><times>15</times>
			<evaladd name="t_sp">0.3</evaladd>
			<evaladd name="t_dir">$t_off</evaladd>
			<fRef l="enemy_fire_mb10_bigab"><p>$t_dir</p><p>$t_sp</p><p>0</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>-60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>60</p><p>$t_sp</p><p>12</p></fRef>
			<fRef l="enemy_fire_mb10_bigs"><p>30</p><p>$t_sp</p><p>-12</p></fRef>
			<w>4</w>
		</repeat>
		<w>20</w>
		<eval name="t_off">-1*$t_off</eval>
	</repeat>

</a>


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

<a l="mboss_attack_child_revenge">
	<targetRevenge label="mboss2_01_object"></targetRevenge>
	<targetRevenge label="mboss_10_child_object"></targetRevenge>
</a>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ　２回目第１形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_middle_boss2_01_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">48</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">12</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>
	<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">((($percent*20)%100)-2)*(($percent*100)-gt10)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__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_middle_boss_final_revenge_action2"></actionRef>
</revenge>

<!-- ********************************************************************* -->
<!-- *** 中ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_middle_boss_final_revenge_action2">

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

<!-- 未実装
	<targetRevenge label="namebox"></targetRevenge>
	<actionRef l="bg_midbossend_action"></actionRef>
-->

	<!-- テンションアップ -->
	<createRef label="item_create_03"><p>-45</p></createRef>

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

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