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

<!-- ********************************************************************* -->
<!-- *** 中ボス戦                                                      *** -->
<!-- ***                                                               *** -->

<!-- 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_action">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">4</global>

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

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

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

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

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_middle_boss">
		<p>400</p>
		<p>-12</p>
		<p>16600</p>
<!--		<p>17600</p> -->
		<p>50000</p>
		<p>140000+10000*$_difficulty</p>
		<p>500000</p>
	</createRef>

	<w>60</w>

</action>

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


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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">22_stage6_midboss_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*5</loop></play>
	</sound>

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

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

<!-- ********************************************************************* -->
<!-- *** 中ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_middle_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>0</inv>
	<score>0</score>
	<prate>$6</prate>
	<flag>128</flag>
	<enemyRef label="enemy_middle_boss"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

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

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<repeat><times>$__boss_state-lt5</times>
		<presentRef label="stage_middle_boss_present_01"></presentRef>
	</repeat>
	<repeat><times>$__boss_state-eq5</times>
		<presentRef label="stage_middle_boss_present_last"></presentRef>
	</repeat>

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

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

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

	<!-- タイマー差分初期化 -->
	<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 *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">3820</eval>
		<revengeRef label="stage_middle_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3450</eval>
		<revengeRef label="stage_middle_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3470</eval>
		<revengeRef label="stage_middle_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">3750</eval>
		<revengeRef label="stage_middle_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">6000</eval>
		<revengeRef label="stage_middle_boss_05_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_05_action"><p>$boss_time</p></actionRef> 
	</repeat>

</enemy>


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

<action  label="stage_middle_boss_01_action">
	<changeSpeed>
		<speed>5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</wait>

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

	<wait>40</wait>

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

	<wait>30</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_rotate">-1</eval>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>

<repeat><times>4</times>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_act01_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_act01_act01"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_act01_act02"></aRef>
	</repeat>

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

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="abs">88*$t_move</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>20</w>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_act01_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_act01_act01"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_act01_act02"></aRef>
	</repeat>

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90*$t_move</dir><tm>1</tm></chD>
	<w>60</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>30</w>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_act01_2_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_act01_2_act01"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_act01_2_act02"></aRef>
	</repeat>

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="abs">72*$t_move</dir><tm>1</tm></chD>
	<w>40</w>
	<global name="temp_grank">$__grank</global>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>20</w>
	
	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_act01_3_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_act01_3_act01"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_act01_3_act02"></aRef>
	</repeat>

	<w>20</w>

	<chS><sp>2</sp><tm>10</tm></chS>
	<chD><dir type="abs">-150*$t_move</dir><tm>1</tm></chD>
	<w>28</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>25</w>

	<global name="temp_grank">$__grank</global>
	<w>1</w>


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

</repeat>
</action>


<a l="mboss_act01_act00">

	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01_1s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>4</w>
	<fRef l="enemy_fire_mb01_1s"><p>30</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01_1s"><p>60</p><p>$t_sp</p></fRef>
	</repeat>
	<w>4</w>

	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01_1s"><p>43</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_1s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<fRef l="enemy_fire_mb01_1s"><p>30</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01_1s"><p>60</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>

	<w>20</w>


</a>

<a l="mboss_act01_act01">

	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01_1s"><p>45</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_1s"><p>22.5</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01_1s"><p>45</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>

	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_1s"><p>31</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb01_1s"><p>45</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_1s"><p>22.5</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb01_1s"><p>45</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

	<w>18</w>


</a>

<a l="mboss_act01_act02">

	<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_1s"><p>40</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb01_1s"><p>20</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_1s"><p>40</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_1s"><p>29</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_1s"><p>40</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01_1s"><p>20</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_1s"><p>40</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>24</w>


</a>





<a l="mboss_act01_2_act00">

<repeat><times>2</times>
	<eval name="t_sp2">3.9+$__temp_grank*0.1</eval>
	<eval name="t_dir">1</eval>
	<eval name="t_dir2">0</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>

	<fRef l="enemy_fire_mb01"><p>-48</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">1.5</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<repeat><times>4</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">1.5</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>32</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>22</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	</repeat>
	<w>30</w>
</repeat>

</a>

<a l="mboss_act01_2_act01">

<repeat><times>2</times>
	<eval name="t_sp2">4.1+$__temp_grank*0.1</eval>
	<eval name="t_dir">1</eval>
	<eval name="t_dir2">0</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>

	<fRef l="enemy_fire_mb01"><p>-48</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">1.8</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<repeat><times>4</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">1.8</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01s"><p>16</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	</repeat>
	<w>30</w>
</repeat>

</a>

<a l="mboss_act01_2_act02">

<repeat><times>2</times>
	<eval name="t_sp2">4.6+$__temp_grank*0.1</eval>
	<eval name="t_dir">1</eval>
	<eval name="t_dir2">0</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>

	<fRef l="enemy_fire_mb01"><p>-48</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>

	<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
	</repeat>
	<w>1</w>

	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">2</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>20</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<repeat><times>4</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>5</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<evaladd name="t_dir2">2</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>24</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01s"><p>12</p><p>$t_sp2</p><p>$t_dir</p><p>$t_dir2</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>
	</repeat>
	<w>30</w>
</repeat>

</a>


<a l="mboss_act01_3_act00">

	<eval name="t_sp">5.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-72</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_2s"><p>18</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-108</p><p>$t_sp2</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_3s"><p>9</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01_2s"><p>-108</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_2s"><p>18</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-108</p><p>$t_sp2</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_3s"><p>9</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

	<w>30</w>
	<eval name="t_sp">5.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-36</p><p>$t_sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_2s"><p>9</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-108</p><p>$t_sp2</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01_3s"><p>18</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_2s"><p>-108</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_2s"><p>9</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-108</p><p>$t_sp2</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01_3s"><p>18</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

</a>

<a l="mboss_act01_3_act01">

	<eval name="t_sp">5.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.0+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-70</p><p>$t_sp</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_2s"><p>14</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_3s"><p>7</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01_2s"><p>-105</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>14</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>7</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

	<w>30</w>
	<eval name="t_sp">5.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.0+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-35</p><p>$t_sp</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_2s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_3s"><p>14</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_2s"><p>-105</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>14</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

</a>

<a l="mboss_act01_3_act02">

	<eval name="t_sp">5.9+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.4+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-70</p><p>$t_sp</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_2s"><p>14</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_3s"><p>7</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01_2s"><p>-105</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>14</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>7</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

		<fRef l="enemy_fire_mb01_2s"><p>-105-7</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>14</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105+3.5</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>7</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>

	<w>24</w>
	<eval name="t_sp">5.9+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.4+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<w>1</w>
	<fRef l="enemy_fire_mb01_2"><p>-35</p><p>$t_sp</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_2s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_3s"><p>14</p><p>$t_sp2</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01_2s"><p>-105</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>14</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

		<fRef l="enemy_fire_mb01_2s"><p>-105+3.5</p><p>$t_sp</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_2s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>3</w>
		<fRef l="enemy_fire_mb01_3s"><p>-105+3.5</p><p>$t_sp2</p></fRef>
		<repeat><times>10</times>
			<fRef l="enemy_fire_mb01_3s"><p>14</p><p>$t_sp2</p></fRef>
		</repeat>
		<w>3</w>

</a>

<!-- ********************************************************************* -->
<!-- *** 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>232</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_rotate">1</eval>

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

	<repeat><times>($_difficulty-eq0)</times>
		<repeat><times>5</times>

			<aRef l="mboss_act02_act00"><p>$t_rotate</p></aRef>

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

		</repeat>

	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<repeat><times>5</times>

			<aRef l="mboss_act02_act01"><p>$t_rotate</p></aRef>

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

		</repeat>

	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<repeat><times>5</times>

			<aRef l="mboss_act02_act02"><p>$t_rotate</p></aRef>

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

		</repeat>

	</repeat>


</action>

<a l="mboss_act02_act00">

	<eval name="t_sp">4.4</eval>
	<eval name="t_sp2">2.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">($_player_cx+$_player_cy)%6</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>0</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb02s"><p>72</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	</repeat>
	<w>4</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">2.5*$1</evaladd>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb02s"><p>72</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		</repeat>
		<w>4</w>
	</repeat>

	<repeat><times>2</times>
		<evaladd name="t_dir">16.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">2.5*$1</evaladd>
			<repeat><times>5</times>
				<fRef l="enemy_fire_mb02s"><p>72</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>
	</repeat>


	<repeat><times>5</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
		<evaladd name="t_dir">16.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">2.5*$1</evaladd>
			<repeat><times>5</times>
				<fRef l="enemy_fire_mb02s"><p>72</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>
	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
		<evaladd name="t_dir">16.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">2.5*$1</evaladd>
			<fRef l="enemy_fire_mb02s"><p>72+0.5*$1</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			<repeat><times>4</times>
				<fRef l="enemy_fire_mb02s"><p>72</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>


</a>

<a l="mboss_act02_act01">

	<eval name="t_sp">4.8</eval>
	<eval name="t_sp2">2.7+$__temp_grank*0.1</eval>
	<eval name="t_dir">($_player_cx+$_player_cy)%6</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>30</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb02s"><p>60</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">3*$1</evaladd>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb02s"><p>60</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

	<repeat><times>3</times>
		<evaladd name="t_dir">14.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">3*$1</evaladd>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb02s"><p>60</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>


	<repeat><times>5</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<evaladd name="t_dir">14.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">3*$1</evaladd>
			<repeat><times>6</times>
				<fRef l="enemy_fire_mb02s"><p>60</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>
	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<evaladd name="t_dir">14.5*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">3*$1</evaladd>
			<fRef l="enemy_fire_mb02s"><p>60+0.5*$1</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_mb02s"><p>60</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>


</a>

<a l="mboss_act02_act02">

	<eval name="t_sp">4.9</eval>
	<eval name="t_sp2">2.9+$__temp_grank*0.05</eval>
	<eval name="t_dir">($_player_cx+$_player_cy)%6</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>22.5</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb02s"><p>45</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
	</repeat>
	<w>3</w>
	<repeat><times>2</times>
		<evaladd name="t_dir">7*$1</evaladd>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb02s"><p>45</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
		</repeat>
		<w>3</w>
	</repeat>

	<repeat><times>3</times>
		<evaladd name="t_dir">7*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">7*$1</evaladd>
			<repeat><times>8</times>
				<fRef l="enemy_fire_mb02s"><p>45</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>


	<repeat><times>5</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<evaladd name="t_dir">7*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">7*$1</evaladd>
			<repeat><times>8</times>
				<fRef l="enemy_fire_mb02s"><p>45</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>
	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
		<evaladd name="t_dir">7*$1</evaladd>
		<repeat><times>3</times>
			<evaladd name="t_dir">7*$1</evaladd>
			<fRef l="enemy_fire_mb02s"><p>45+0.5*$1</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_mb02s"><p>45</p><p>$t_sp</p><p>$t_sp2</p><p>$t_dir</p></fRef>
			</repeat>
			<w>3</w>
		</repeat>
	</repeat>
	<w>6</w>
	</repeat>


</a>

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

<action  label="stage_middle_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>400</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>25</radius></collision>

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

	<!-- サウンドダミー -->
	<cRef l="enemy_create_mb03_dummy"/>

	<repeat><times>5</times>
		<debugval><num>$_self_cx</num></debugval>
		<debugval><num>$_self_cy</num></debugval>
		<debugval><num>$_counter</num></debugval>


		<repeat><times>($_difficulty-eq0)</times>
			<aRef l="mboss_act03_act00"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_act03_act01"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq3)</times>
			<aRef l="mboss_act03_act02"></aRef>
		</repeat>

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

</action>


<a l="mboss_act03_act00">
	<eval name="t_sp">2</eval>
	<eval name="t_sp2">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<w>1</w>

	<repeat><times>4</times>
		<repeat><times>5</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_easy_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_easy_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>46</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>

	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90+(($_player_cx%7)*30)</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>111</w>

	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<global name="temp_grank">$__grank</global>
	<w>1</w>

	<repeat><times>4</times>
		<repeat><times>5</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_easy_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_easy_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>46</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>
	
	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>50</w>

</a>

<a l="mboss_act03_act01">
	<eval name="t_sp">2</eval>
	<eval name="t_sp2">3.8+$__temp_grank*0.1</eval>
	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<w>1</w>

	<repeat><times>4</times>
		<repeat><times>6</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>43</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>

	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90+(($_player_cx%7)*30)</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>111</w>

	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<global name="temp_grank">$__grank</global>
	<w>1</w>

	<repeat><times>4</times>
		<repeat><times>6</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>43</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>
	
	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>50</w>

</a>

<a l="mboss_act03_act02">
	<eval name="t_sp">2</eval>
	<eval name="t_sp2">4.2+$__temp_grank*0.1</eval>
	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<w>1</w>

	<repeat><times>5</times>
		<repeat><times>7</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_hard_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_hard_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>34</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>
		<w>30</w>

	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90+(($_player_cx%7)*30)</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>50</w>

	<eval name="t_dir">80</eval>
	<eval name="t_wait">2</eval>
	<global name="temp_grank">$__grank</global>
	<w>1</w>

	<repeat><times>4</times>
		<repeat><times>7</times>
		<evaladd name="t_dir">2</evaladd>
		<cRef l="enemy_mb03_1_hard_orgab"><p>80</p><p>$t_sp</p><p>$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<cRef l="enemy_mb03_1_hard_orgab"><p>-80</p><p>$t_sp</p><p>-1*$t_dir</p><p>$t_sp2</p><p>$t_wait</p></cRef>
		<w>3</w>
		</repeat>
		<w>34</w>
		<evaladd name="t_wait">1</evaladd>
	</repeat>
		<w>24</w>
	
	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>10</tm></chD>
	<w>10</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>50</w>

</a>

<create l="enemy_create_mb03_dummy">
	<speed>0</speed>
	<direction type="absolute">0</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef label="enemy_mb03_dummy"><p>$3</p><p>$4</p></objectRef>
</create>

<object l="enemy_mb03_dummy">

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

		<w>5</w>
		<repeat><times>10</times>
			<soundtrack><file type="ogg">bullet8</file></soundtrack>	
			<w>30</w>
		</repeat>
	</repeat>
	</a>
</object>


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

<action  label="stage_middle_boss_04_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>160</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>62</wait>

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

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>
	<eval name="t_count">0</eval>
	<eval name="t_dir">1</eval>

<repeat><times>10</times>
		<debugval><num>$_self_cx</num></debugval>
		<debugval><num>$_self_cy</num></debugval>
		<debugval><num>$_counter</num></debugval>
	<repeat><times>3</times>

		<repeat><times>1-(($t_count-gt2)+($t_count-lt-2))</times>
			<eval name="t_dir">1-2*($_player_cx%2)</eval>
			<eval name="t_count">$t_count+$t_dir</eval>
		</repeat>
		<repeat><times>($t_count-gt2)+($t_count-lt-2)</times>
			<eval name="t_dir">-1*$t_dir</eval>
			<eval name="t_count">0</eval>
		</repeat>

		<repeat><times>($_difficulty-eq0)</times>
			<aRef l="mboss_act04_act00"><p>$t_dir</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_act04_act01"><p>$t_dir</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq3)</times>
			<aRef l="mboss_act04_act02"><p>$t_dir</p></aRef>
		</repeat>

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

	</repeat>

	<repeat><times>1-(($t_count-gt2)+($t_count-lt-2))</times>
		<eval name="t_dir">1-2*($_player_cx%2)</eval>
		<eval name="t_count">$t_count+$t_dir</eval>
	</repeat>
	<repeat><times>($t_count-gt2)+($t_count-lt-2)</times>
		<eval name="t_dir">-1*$t_dir</eval>
		<eval name="t_count">0</eval>
	</repeat>
	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_act14_act00"><p>$t_dir</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_act14_act01"><p>$t_dir</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_act14_act02"><p>$t_dir</p></aRef>
	</repeat>

</repeat>
	<repeat><times>3</times>

		<repeat><times>1-(($t_count-gt2)+($t_count-lt-2))</times>
			<eval name="t_dir">1-2*($_player_cx%2)</eval>
			<eval name="t_count">$t_count+$t_dir</eval>
		</repeat>
		<repeat><times>($t_count-gt2)+($t_count-lt-2)</times>
			<eval name="t_dir">-1*$t_dir</eval>
			<eval name="t_count">0</eval>
		</repeat>

		<repeat><times>($_difficulty-eq0)</times>
			<aRef l="mboss_act04_act00"><p>$t_dir</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_act04_act01"><p>$t_dir</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq3)</times>
			<aRef l="mboss_act04_act02"><p>$t_dir</p></aRef>
		</repeat>
		<global name="temp_grank">$__grank</global>

	</repeat>
<!--
		<repeat><times>($_difficulty-eq0)</times>
			<aRef l="mboss_act03_act00"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_act03_act01"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq3)</times>
			<aRef l="mboss_act03_act02"></aRef>
		</repeat>
-->

</action>

<a l="mboss_act04_act00">

	<eval name="t_sp">4.7+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04"><p>-78+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>12</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>12</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>


	<repeat><times>6+$__temp_grank</times>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_mb04s"><p>-156+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>57-3*$__temp_grank</w>

</a>

<a l="mboss_act14_act00">

	<eval name="t_sp">4.7+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>-78+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-156+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>7+$__temp_grank</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-156+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>12</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb04_1s"><p>11</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>57-3*$__temp_grank</w>

</a>

<a l="mboss_act04_act01">

	<eval name="t_sp">5.1+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04"><p>-86+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>9.5</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>9.5</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>


	<repeat><times>8+$__temp_grank</times>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_mb04s"><p>-172+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>51-3*$__temp_grank</w>

</a>

<a l="mboss_act14_act01">

	<eval name="t_sp">5.1+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>-86+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-172+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>8+$__temp_grank</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-172+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9.5</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb04_1s"><p>8.5</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>51-3*$__temp_grank</w>

</a>

<a l="mboss_act04_act02">

	<eval name="t_sp">5.7+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04"><p>-82.5+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>9</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04s"><p>9</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>


	<repeat><times>9+$__temp_grank</times>
		<evaladd name="t_sp">-0.2</evaladd>
		<fRef l="enemy_fire_mb04s"><p>-165+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>48-3*$__temp_grank</w>

</a>

<a l="mboss_act14_act02">

	<eval name="t_sp">5.7+$__temp_grank*0.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>-82.5+7*$1</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-165+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>


	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9+$__temp_grank</times>
		<evaladd name="t_sp">-0.1</evaladd>
		<fRef l="enemy_fire_mb04_1s"><p>-165+1*$1</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
		<fRef l="enemy_fire_mb04_1s"><p>9</p><p>$t_sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb04_1s"><p>7</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	</repeat>

	<w>48-3*$__temp_grank</w>

</a>

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

<action  label="stage_middle_boss_05_action">

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

	<changePosition type="center">
		<x>400</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<!-- 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_hoshimi_barrier_create"><p>17500</p><p>50000</p><p>256</p><p>25</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>
	<w>110</w>

	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>88</p><p>1</p><p>-1</p></cRef>
	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>-88</p><p>65</p><p>1</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="mboss_05_object_create"></cRef>

	<!-- パーツ全破壊後攻撃用 -->
	<cRef l="mboss_05_object_create3"></cRef>

	<eval name="flag">0</eval>
	<repeat><times>-1</times>
		<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
			<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>
			<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
			<eval name="flag">1</eval>
			<cRef l="mboss_05_object_create2"></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


</action>

<!-- 通常 -->
<create label="mboss_05_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object"></objectRef>
</create>

<object l="mboss_05_object">

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

	<a>
		<w>30</w>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_05_object_act00"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_05_object_act01"></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_05_object_act02"></aRef>
		</repeat>
	



	</a>
</object>

<a l="mboss_05_object_act00">

	<eval name="t_sp">3.3+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>15</w>
		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14</w>
		<eval name="t_sp">3.3+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act01">

	<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-104</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>12</w>
		<fRef l="enemy_fire_mb05"><p>-104+13</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>11</w>
		<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act02">

	<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>5</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>5</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<!-- バリア破壊後 -->
<create label="mboss_05_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object2"></objectRef>
</create>

<object l="mboss_05_object2">

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

	<a>

		<w>30</w>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_05_object_act20"></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_05_object_act21"></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_05_object_act22"></aRef>
		</repeat>
	

	</a>
</object>


<a l="mboss_05_object_act20">

	<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>8</w>
		<cRef l="enemy_create_akira_attack2"><p>0</p><p>$t_sp-1.0</p></cRef>
		<w>7</w>

		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14-$__boss_parts</w>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>15</w>

		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14-$__boss_parts</w>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>15</w>

		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14-$__boss_parts</w>
		<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
		<w>1</w>


		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>8</w>
		<w>7</w>

		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14-$__boss_parts</w>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-96</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>15</w>

		<fRef l="enemy_fire_mb05"><p>-96+16</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>32</p><p>$t_sp</p></fRef>
		</repeat>
		<w>14-$__boss_parts</w>
		<w>1</w>

	</repeat>
</a>

<a l="mboss_05_object_act21">

	<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-104</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>7</w>
		<cRef l="enemy_create_akira_attack2"><p>0</p><p>$t_sp-1.0</p></cRef>
		<w>5</w>

		<fRef l="enemy_fire_mb05"><p>-104+13</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>11-$__boss_parts</w>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-104</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>12</w>

		<fRef l="enemy_fire_mb05"><p>-104+13</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>11-$__boss_parts</w>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-104</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>12</w>

		<fRef l="enemy_fire_mb05"><p>-104+13</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>11-$__boss_parts</w>
		<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-104</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>12</w>

		<fRef l="enemy_fire_mb05"><p>-104+13</p><p>$t_sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>26</p><p>$t_sp</p></fRef>
		</repeat>
		<w>11-$__boss_parts</w>
		<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act22">

	<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<cRef l="enemy_create_akira_attack2"><p>0</p><p>$t_sp-1.0</p></cRef>
		<w>1</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>5</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4-$__boss_parts</w>
		<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
		<w>1</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<w>1</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>5</w>

		<fRef l="enemy_fire_mb05"><p>-90</p><p>$t_sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>6</w>
		<fRef l="enemy_fire_mb05s"><p>-180+18</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb05s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4-$__boss_parts</w>
		<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>







<!-- パーツ全破壊後 -->
<create label="mboss_05_object_create3">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_05_object3"></objectRef>
</create>

<object l="mboss_05_object3">

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

	<a>


	<repeat><times>-1</times>
		<repeat><times>$__boss_parts-eq2</times>

			<repeat><times>$_difficulty-eq0</times>
				<aRef l="mboss_05_object_act30"></aRef>
			</repeat>
			<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
				<aRef l="mboss_05_object_act31"></aRef>
			</repeat>
			<repeat><times>$_difficulty-eq3</times>
				<aRef l="mboss_05_object_act32"></aRef>
			</repeat>
			<w>1</w>

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

	</a>
</object>

<a l="mboss_05_object_act30">

	<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_akira_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>3</w>
	<repeat><times>17</times>
		<cRef l="enemy_create_akira_attack2s"><p>20</p><p>$t_sp</p></cRef>
		<w>3</w>
	</repeat>
	<fRef l="enemy_fire_mb05"><p>-24</p><p>$t_sp</p></fRef>
	<w>2</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb05s"><p>8</p><p>$t_sp</p></fRef>
		<w>2</w>
	</repeat>
	<w>10</w>

</a>

<a l="mboss_05_object_act31">

	<eval name="t_sp">5.2+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_akira_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>3</w>
	<repeat><times>19</times>
		<cRef l="enemy_create_akira_attack2s"><p>18</p><p>$t_sp</p></cRef>
		<w>3</w>
	</repeat>
	<fRef l="enemy_fire_mb05"><p>-24</p><p>$t_sp</p></fRef>
	<w>2</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb05s"><p>6</p><p>$t_sp</p></fRef>
		<w>2</w>
	</repeat>


</a>

<a l="mboss_05_object_act32">

	<eval name="t_sp">5.5+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_akira_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>2</w>
	<repeat><times>23</times>
		<cRef l="enemy_create_akira_attack2s"><p>15</p><p>$t_sp</p></cRef>
		<w>2</w>
	</repeat>

	<fRef l="enemy_fire_mb05"><p>-20</p><p>$t_sp</p></fRef>
	<w>2</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb05s"><p>5</p><p>$t_sp</p></fRef>
		<w>2</w>
	</repeat>
</a>



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

<a l="mboss_attack_child_revenge">
	<targetRevenge label="mboss_05_object"></targetRevenge>
	<targetRevenge label="mboss_10_child_object"></targetRevenge>
	<targetRevenge label="enemy_akira_attack"></targetRevenge>

</a>


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

<revenge label="stage_middle_boss_01_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">42</eval>
	<eval name="score_dat">0</eval>
	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</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>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>21500</p><p>55000</p><p>150000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_middle_boss_02_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">46</eval>
	<eval name="score_dat">0</eval>
	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</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>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>16300</p><p>60000</p><p>160000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_middle_boss_03_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">50</eval>
	<eval name="score_dat">0</eval>
	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</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>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>18200</p><p>65000</p><p>170000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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



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

<revenge label="stage_middle_boss_04_revenge">
	<actionRef l="enemy_explosion_create_action_03"></actionRef>

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">54</eval>
	<eval name="score_dat">0</eval>
	<eval name="percent">0</eval>
	<eval name="crystal_num">13</eval>

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

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>

		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__grank-gt0)</eval>

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</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>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>21000</p><p>80000</p><p>200000+20000*$_difficulty+$score_dat</p><p>750000</p>
	</createRef>

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


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

<revenge label="stage_middle_boss_05_revenge">
	<actionRef l="enemy_explosion_create_action_04"></actionRef>


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

	<eval name="nano">60</eval>
	<eval name="score_dat">0</eval>

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

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

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

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

	<w>1</w>

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

	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 or 自爆で弾消 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat*$etb_j</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+($__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>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</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>
-->
	<!-- テンションアップ -->
	<createRef label="item_create_03"><p>45</p></createRef>

	<wait>60</wait>

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

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

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

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

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

</action>




</exbulletml>
