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

<!-- ********************************************************************* -->
<!-- *** ボス戦                                                        *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_action">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">8</global>

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

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

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

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

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

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_boss">
		<p>400</p>
		<p>-12</p>
		<p>15600+($_twinstype-eq5)*500</p>
<!--		<p>15600</p> -->
		<p>30000</p>
		<p>110000</p>
		<p>500000</p>
	</createRef>

	<wait>60</wait>

</action>

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


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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">31_bossEX_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*4</loop></play>
	</sound>
<!--
	<actionRef label="stage1_2_bgm_title_action"/>
-->

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

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

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

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

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_01"></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>

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

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">3700</eval>
		<revengeRef label="stage_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3120</eval>
		<revengeRef label="stage_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3600</eval>
		<revengeRef label="stage_boss_06_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_06_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3280</eval>
		<revengeRef label="stage_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3600</eval>
		<revengeRef label="stage_boss_05_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_05_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3120</eval>
		<revengeRef label="stage_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq7</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3260</eval>
		<revengeRef label="stage_boss_07_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_07_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq8</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">3520</eval>
		<revengeRef label="stage_boss_08_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_08_action"><p>$boss_time</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq9</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stageEX"/>

		<eval name="boss_time">7200</eval>
		<revengeRef label="stage_boss_09_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss_09_action"><p>$boss_time</p></actionRef> 
	</repeat>


</enemy>

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

<action  label="stage_boss_01_action">
	<cRef l="enemy_create_b01_0_child"/>
	<changeSpeed>
		<speed>4.5</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>25</wait>

	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>35</wait>

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

	<w>10</w>
	<targetRevenge label="enemy_b01_0_child"></targetRevenge>
	<w>20</w>

	<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>


<repeat><times>3</times>

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


	<cRef l="enemy_create_b01_1_child"><p>180</p></cRef>
	<cRef label="enemy_create_b01_1_child_obj"><p>$_self_cx-16</p><p>$_self_cy</p><p>180</p></cRef>
	<w>99</w>
	<targetRevenge label="enemy_b01_1_child"></targetRevenge>

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

	<w>1</w>
	<chD><dir type="abs">85*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>35</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<global name="temp_grank">$__grank</global>
	<w>60</w>

	<cRef l="enemy_create_b01_2_child"><p>$t_move</p></cRef>
	<cRef label="enemy_create_b01_2_child_obj"><p>$t_move</p></cRef>
	<w>190</w>

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

	<chD><dir type="abs">-86*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>65</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<global name="temp_grank">$__grank</global>
	<w>150</w>

	<targetRevenge label="enemy_b01_2_child"></targetRevenge>


	<w>60</w>
	<chD><dir type="abs">105*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>31</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>65</w>


	
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef l="enemy_create_b01_3_child"><p>-1*$t_move</p></cRef>
	<cRef label="enemy_create_b01_3_child_obj"><p>-1*$t_move</p><p>0</p><p>1</p></cRef>
	<w>29</w>
	<cRef label="enemy_create_b01_3_child_obj"><p>-1*$t_move</p><p>20</p><p>-1</p></cRef>
	<w>29</w>
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b01_3_child_obj"><p>-1*$t_move</p><p>-30</p><p>1</p></cRef>
	<w>29</w>
	<cRef label="enemy_create_b01_3_child_obj"><p>-1*$t_move</p><p>-10</p><p>-1</p></cRef>
	<w>29</w>
	
	<w>50</w>
	<targetRevenge label="enemy_b01_3_child"></targetRevenge>
	<w>50</w>


</repeat>


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


	<cRef l="enemy_create_b01_1_child"><p>180</p></cRef>
	<cRef label="enemy_create_b01_1_child_obj"><p>$_self_cx-16</p><p>$_self_cy</p><p>180</p></cRef>
	<w>99</w>
	<targetRevenge label="enemy_b01_1_child"></targetRevenge>

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

	<w>1</w>
	<chD><dir type="abs">85*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>35</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<global name="temp_grank">$__grank</global>
	<w>60</w>

	<cRef l="enemy_create_b01_2_child"><p>$t_move</p></cRef>
	<cRef label="enemy_create_b01_2_child_obj"><p>$t_move</p></cRef>
	<w>190</w>

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

	<chD><dir type="abs">-86*$t_move</dir><tm>1</tm></chD>
	<chS><sp>3</sp><tm>15</tm></chS>
	<w>65</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<global name="temp_grank">$__grank</global>
	<w>150</w>

	<targetRevenge label="enemy_b01_2_child"></targetRevenge>

</action>



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

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

	<changePosition type="center">
		<x>400</x><y>240</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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


	<eval name="t_count">1</eval>
	<cRef l="enemy_create_b02_child"><p>1</p></cRef>

<repeat><times>25</times>
	<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
	<eval name="t_dir">$_aimdirection</eval>
	<eval name="t_wait">35</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>0</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>35</times>
		<evaladd name="t_wait">-1</evaladd>
		<fRef l="enemy_fire_b02_2s"><p>10</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>

	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<aRef label="boss_random_move_40_stageEX"/>

<!--
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>36</w>
-->
	<eval name="t_dir">$_aimdirection+18*$t_count</eval>
	<eval name="t_wait">35</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b02_2"><p>30</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>35</times>
		<evaladd name="t_wait">-1</evaladd>
		<fRef l="enemy_fire_b02_2s"><p>10</p><p>$t_sp</p><p>$t_dir</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>

	<eval name="t_count">-1*$t_count</eval>

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

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

</repeat>

<repeat><times>4</times>
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>30</w>
</repeat>


</action>




<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第６形態（形態３と６は入れ替え）            *** -->
<!-- ***                                                               *** -->

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

	<changePosition type="center">
		<x>400</x><y>172</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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


	<cRef l="enemy_create_b03_child"><p>45</p></cRef>
	<cRef l="enemy_create_b03_child"><p>135</p></cRef>
	<w>1</w>
	<cRef label="enemy_create_b03_child_obj"><p>45</p><p>6</p></cRef>
	<cRef label="enemy_create_b03_child_obj2"><p>-45</p><p>15</p></cRef>
	<cRef label="enemy_create_b03_child_obj3"><p>-135</p><p>19</p></cRef>
	<cRef label="enemy_create_b03_child_obj4"><p>135</p><p>27</p></cRef>
	<w>15</w>

	<repeat><times>-1</times>
	<repeat><times>10</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>
	<global name="temp_grank">$__grank</global>
	</repeat>

</action>


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

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

	<changePosition type="center">
		<x>382</x><y>150</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

	<cRef l="enemy_create_b04_child"></cRef>
	<cRef label="enemy_create_b04_child_obj"></cRef>
	<chD><dir type="abs">90</dir><tm>1</tm></chD>
	<chS><sp>0.7</sp><tm>10</tm></chS>

	<w>1</w>

<repeat><times>8</times>
	<eval name="OFFSET">0</eval>
	<eval name="OFFSET2">-5</eval>

	<w>1</w>

	<fireRef label="stage5_bossTmp02_fire00A"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>
	<fireRef label="stage5_bossTmp02_fire00B"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>

	<chS><sp>0</sp><tm>10</tm></chS>
	
	<fireRef label="stage5_bossTmp02_fire00C"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>
	<fireRef label="stage5_bossTmp02_fire00D"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>
<!--
	<changeDirection><dir type="relative">177+(($_player_cy*3)%7)</dir><tm>1</tm></changeDirection>
-->
	<fireRef label="stage5_bossTmp02_fire00A"><p>$OFFSET</p><p>$OFFSET2</p><p>-1</p></fireRef>
	<wait>36</wait>
	<fireRef label="stage5_bossTmp02_fire00B"><p>$OFFSET</p><p>$OFFSET2</p><p>-1</p></fireRef>
	<wait>36</wait>

	<fireRef label="stage5_bossTmp02_fire00C"><p>$OFFSET</p><p>$OFFSET2</p><p>-1</p></fireRef>
	<wait>36</wait>
	<fireRef label="stage5_bossTmp02_fire00D"><p>-10</p><p>$OFFSET2</p><p>-1</p></fireRef>
	<wait>36</wait>

	<global name="temp_grank">$__grank</global>
	<w>69</w>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>0.7</sp><tm>10</tm></chS>
	<w>1</w>

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

</repeat>

	<eval name="OFFSET">0</eval>
	<eval name="OFFSET2">-5</eval>

	<w>1</w>

	<fireRef label="stage5_bossTmp02_fire00A"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>
	<fireRef label="stage5_bossTmp02_fire00B"><p>$OFFSET</p><p>$OFFSET2</p><p>1</p></fireRef>
	<wait>36</wait>

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

</action>

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

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

	<changePosition type="center">
		<x>400</x><y>256</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<!-- 弾幕開始 -->
	<aRef label="start_boss_bullet"><p>$1</p></aRef>
	
	<cRef l="enemy_create_b05_child"><p>1</p><p>0</p></cRef>
	<cRef l="enemy_create_b05_child"><p>-1</p><p>90</p></cRef>
	<cRef label="enemy_create_b05_child_obj"><p>$_self_cx</p><p>$_self_cy-232</p><p>90</p><p>1</p><p>7</p></cRef>
	<cRef label="enemy_create_b05_child_obj"><p>$_self_cx</p><p>$_self_cy+232</p><p>270</p><p>1</p><p>11</p></cRef>
	<cRef label="enemy_create_b05_child_obj"><p>$_self_cx-232</p><p>$_self_cy</p><p>180</p><p>-1</p><p>13</p></cRef>
	<cRef label="enemy_create_b05_child_obj"><p>$_self_cx+232</p><p>$_self_cy</p><p>0</p><p>-1</p><p>19</p></cRef>

	<w>90</w>

	<repeat><times>-1</times>
	<repeat><times>10</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>
	<global name="temp_grank">$__grank</global>
	</repeat>


</action>

<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第３形態（形態３と６は入れ替え）            *** -->
<!-- ***                                                               *** -->

<action  label="stage_boss_06_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>132</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>



<repeat><times>10</times>

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

	<cRef l="enemy_create_b06_child"><p>$_self_cx+16*$t_move</p></cRef>
	<cRef label="enemy_create_b06_child_obj_half"><p>$_self_cx+16*$t_move</p><p>$_self_cy+64</p></cRef>
	<w>30</w>

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="abs">90*$t_move</dir><tm>1</tm></chD>
	<w>56</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>
	<targetRevenge label="enemy_b06_child"></targetRevenge>
	<w>30</w>

	<cRef l="enemy_create_b06_child"><p>$_self_cx-16*$t_move</p></cRef>
	<cRef label="enemy_create_b06_child_obj"><p>$_self_cx-16*$t_move</p><p>$_self_cy+64</p></cRef>
	<w>30</w>

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<w>112</w>

	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>
	<targetRevenge label="enemy_b06_child"></targetRevenge>
	<w>30</w>

<!--
	<cRef l="enemy_create_b06_child"><p>$_self_cx+16*$t_move</p></cRef>
	<cRef label="enemy_create_b06_child_obj"><p>$_self_cx+16*$t_move</p><p>$_self_cy+64</p></cRef>
	<w>30</w>

	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>

	<w>112</w>

	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>
	<targetRevenge label="enemy_b06_child"></targetRevenge>
	<w>30</w>
-->

	<cRef l="enemy_create_b06_child"><p>$_self_cx+16*$t_move</p></cRef>
	<cRef label="enemy_create_b06_child_obj"><p>$_self_cx+16*$t_move</p><p>$_self_cy+64</p></cRef>
	<w>30</w>
	<chS><sp>4</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>56</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>100</w>
	<targetRevenge label="enemy_b06_child"></targetRevenge>
	<w>80</w>

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

</action>


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

<action  label="stage_boss_07_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>190</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

	<cRef l="enemy_create_b07_child"><p>1</p></cRef>
	<w>30</w>
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<w>30</w>

	<cRef l="enemy_create_b07_child"><p>-1</p></cRef>
	<repeat><times>2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>

	<eval name="t_sp">5.8+$__temp_grank*0.1</eval>
	

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b07_2"><p>0</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_b07_2s"><p>90</p><p>$t_sp</p></fRef>
		</repeat>
		<repeat><times>9+($__temp_grank-gt0)</times>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
			<fRef l="enemy_fire_b07_2s"><p>0</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b07_2s"><p>90</p><p>$t_sp</p></fRef>
			</repeat>
		</repeat>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>32-3*($__temp_grank-gt0)</w>
		<eval name="t_sp">4.5+$__temp_grank*0.1</eval>
		<chD><dir type="abs">90</dir><tm>1</tm></chD>
		<chS><sp type="abs">0.1</sp><tm>10</tm></chS>
		<w>1</w>

	<repeat><times>15</times>
	<repeat><times>3</times>
		<aRef label="enemy_laser_action"/>
		<fRef l="enemy_fire_b07_2"><p>0</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_b07_2s"><p>90</p><p>$t_sp</p></fRef>
		</repeat>
		<repeat><times>9+($__temp_grank-gt0)</times>
			<w>3</w>
			<evaladd name="t_sp">-0.2</evaladd>
			<fRef l="enemy_fire_b07_2s"><p>0</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b07_2s"><p>90</p><p>$t_sp</p></fRef>
			</repeat>
		</repeat>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>32-3*($__temp_grank-gt0)</w>
		<eval name="t_sp">4.5+$__temp_grank*0.1</eval>
		<w>1</w>
		<global name="temp_grank">$__grank</global>
	</repeat>
	<w>19</w>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>1</w>
	</repeat>



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

</action>


<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第８形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_boss_08_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>

	<cRef l="enemy_create_b08_child"/>

	<w>10</w>

	<eval name="t_count">0</eval>

	<repeat><times>5</times>

		<chS><sp>1</sp><tm>10</tm></chS>
		<chD><dir type="abs">85-170*(($_player_cx+$_player_cy)%2)</dir><tm>1</tm></chD>
		<w>10</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>10</w>

		<eval name="t_sp">2.1+$__temp_grank*0.05</eval>
		<eval name="t_sp2">4.0+$__temp_grank*0.1</eval>
		<w>15</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>130+($t_count%3)</p><p>$t_sp</p><p>$t_sp2</p><p>55</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-130-($t_count%3)</p><p>$t_sp</p><p>$t_sp2</p><p>55</p></cRef>
		<w>45</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>115</p><p>$t_sp</p><p>$t_sp2</p><p>40</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-115</p><p>$t_sp</p><p>$t_sp2</p><p>40</p></cRef>
		<w>45</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>100+($t_count%2)</p><p>$t_sp</p><p>$t_sp2</p><p>25</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-100-($t_count%2)</p><p>$t_sp</p><p>$t_sp2</p><p>25</p></cRef>
		<w>70</w>


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


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

		<eval name="t_sp">2.1+$__temp_grank*0.05</eval>
		<eval name="t_sp2">4.0+$__temp_grank*0.1</eval>
		<w>15</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>130+($t_count%4)</p><p>$t_sp</p><p>$t_sp2</p><p>55</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-130+($t_count%4)</p><p>$t_sp</p><p>$t_sp2</p><p>55</p></cRef>
		<w>45</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>115+($t_count%5)</p><p>$t_sp</p><p>$t_sp2</p><p>40</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-115-($t_count%5)</p><p>$t_sp</p><p>$t_sp2</p><p>40</p></cRef>
		<w>45</w>

		<cRef label="enemy_create_b08_magic_obj_ab"><p>100</p><p>$t_sp</p><p>$t_sp2</p><p>25</p></cRef>
		<w>45</w>
		<cRef label="enemy_create_b08_magic_obj_ab"><p>-100</p><p>$t_sp</p><p>$t_sp2</p><p>25</p></cRef>
		<w>70</w>


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



<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第９形態　                                *** -->
<!-- ***                                                               *** -->

<action  label="stage_boss_09_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>190</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<!-- カットイン -->
	<aRef l="boss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
	<cRef l="boss_barrier_create"><p>17000</p><p>45000</p><p>256</p><p>25</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>

	<w>110</w>

	<!-- 移動速度、移動方向、wait -->

		<cRef l="enemy_create_b09_child_o"><p>1.2</p><p>100</p><p>1</p></cRef>
		<cRef l="enemy_create_b09_child_x"><p>1.2</p><p>280</p><p>16</p></cRef>



		<cRef l="enemy_create_b01_0_child"/>

<!--
	<cRef l="enemy_create_b09_child"><p>152</p><p>1</p><p>1</p></cRef>
	<cRef l="enemy_create_b09_child"><p>-152</p><p>-1</p><p>16</p></cRef>
-->
	<w>70</w>

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

	<!-- 本体攻撃用object作成 -->

	<cRef l="boss_09_object_create"></cRef>

	<!-- 本体攻撃用object作成(パーツ全破壊後) -->
	<cRef l="boss_09_object_create3"></cRef>

	<eval name="flag">0</eval>
	<repeat><times>-1</times>
		<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
			<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>25</radius></collision>
			<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	
			<eval name="flag">1</eval>
			<cRef l="boss_09_object_create2"></cRef>
		</repeat>
		<w>6</w>
		<global name="temp_grank">$__grank</global>
	</repeat>


</action>

<create label="boss_09_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_09_object"></objectRef>
</create>

<object l="boss_09_object">

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

	<a>

		<w>30</w>

		<eval name="t_count">12</eval>

		<repeat><times>-1</times>
			<eval name="t_sp">2.1+$__temp_grank*0.1</eval>
			<eval name="t_sp2">3.1+$__temp_grank*0.2</eval>
			<eval name="t_y">$t_count</eval>
			<w>1</w>

			<aRef label="enemy_laser_action"/>
			<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
			<w>3</w>
			<repeat><times>4</times>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp2</p></cRef>
				<w>3</w>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
				<w>3</w>
			</repeat>

			<w>120</w>
			<eval name="t_count">($t_count+7)%32</eval>
			<eval name="t_y">$t_count</eval>

			<aRef label="enemy_laser_action"/>
			<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
			<w>3</w>
			<repeat><times>4</times>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp2</p></cRef>
				<w>3</w>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
				<w>3</w>
			</repeat>

			<w>120</w>
			<eval name="t_count">($t_count+7)%32</eval>


		</repeat>


	</a>
</object>


<!-- バリア破壊後 -->
<create label="boss_09_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_09_object2"></objectRef>
</create>

<object l="boss_09_object2">

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

	<a>
		<w>45</w>

		<eval name="t_count">24</eval>

		<repeat><times>-1</times>
			<eval name="t_sp">2.2+$__temp_grank*0.1</eval>
			<eval name="t_sp2">3.3+$__temp_grank*0.2</eval>
			<eval name="t_y">$t_count</eval>
			<w>1</w>

			<aRef label="enemy_laser_action"/>
			<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
			<w>3</w>
			<repeat><times>4</times>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp2</p></cRef>
				<w>3</w>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
				<w>3</w>
			</repeat>

			<w>100-20*$__boss_parts</w>
			<eval name="t_count">($t_count+7)%32</eval>
			<eval name="t_y">$t_count</eval>

			<aRef label="enemy_laser_action"/>
			<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
			<w>3</w>
			<repeat><times>4</times>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp2</p></cRef>
				<w>3</w>
				<evaladd name="t_y">68</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
				<w>3</w>
			</repeat>

			<w>100-20*$__boss_parts</w>
			<eval name="t_count">($t_count+7)%32</eval>

			<eval name="t_sp">2.2+$__temp_grank*0.1</eval>
			<eval name="t_sp2">3.3+$__temp_grank*0.2</eval>
			<eval name="t_y">$t_count</eval>
			<w>1</w>

			<aRef label="enemy_laser_action"/>
			<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
			<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
			<w>3</w>
			<repeat><times>3</times>
				<evaladd name="t_y">90</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp2</p></cRef>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp2</p></cRef>
				<w>3</w>
				<evaladd name="t_y">90</evaladd>
				<cRef l="enemy_create_EX_attack_ab"><p>650+16</p><p>$t_y</p><p>-115</p><p>$t_sp</p></cRef>
				<cRef l="enemy_create_EX_attack_ab"><p>150-16</p><p>$t_y</p><p>115</p><p>$t_sp</p></cRef>
				<w>3</w>
			</repeat>

			<w>100-20*$__boss_parts</w>
			<eval name="t_count">($t_count+7)%32</eval>

		</repeat>


	</a>
</object>


<!-- パーツ全破壊後 -->
<create label="boss_09_object_create3">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_09_object3"></objectRef>
</create>

<object l="boss_09_object3">

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

	<a>
	<repeat><times>-1</times>
		<repeat><times>$__boss_parts-eq2</times>
			<eval name="t_sp">5.6+$__temp_grank*0.2</eval>
			<w>1</w>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b09"><p>0</p><p>$t_sp</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b09s"><p>45</p><p>$t_sp</p></fRef>
			</repeat>
			<w>6</w>
			<repeat><times>4</times>
				<fRef l="enemy_fire_b09s"><p>45+19</p><p>$t_sp</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b09s"><p>45</p><p>$t_sp</p></fRef>
				</repeat>
				<w>6</w>
			</repeat>
		</repeat>
		<w>6</w>
	</repeat>
	</a>
</object>



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

<a l="boss_attack_child_revenge">
	<targetRevenge label="boss_09_object"></targetRevenge>
	<targetRevenge label="boss_09_child_object"></targetRevenge>
	<targetRevenge label="boss_09_under_child_object"></targetRevenge>
<!--	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge> -->
</a>




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

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

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

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

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

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

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

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


	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat</p></actionRef>
		<!-- クリスタル -->
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+5+($__grank-gt0)</eval>

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

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>13800+($_twinstype-eq5)*500</p><p>35000</p><p>110000+$score_dat</p><p>500000</p>
	</createRef>

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

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

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

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

	<!-- Stage2A 2形態目は弾が残る -->
	<targetRevenge label="enemy_bullet_b02_org"></targetRevenge>

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

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

	<!-- Normal- テンションアップ -->
		<createRef label="item_create_03"><p>225</p></createRef>
	<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+5+($__grank-gt0)</eval>

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

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

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

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


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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>12800+($_twinstype-eq5)*500</p><p>40000</p><p>120000+$score_dat</p><p>500000</p>
	</createRef>

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


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

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

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">52</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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14500+($_twinstype-eq5)*1500</p><p>45000</p><p>130000+$score_dat</p><p>500000</p>
	</createRef>

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

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

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

	<!-- ナノマシン、クリスタル、速攻値 -->
	<!-- スコア初期化 -->
	<eval name="localcounter">$_counter-$__counter_tmp</eval>
	<repeat><times>$localcounter-gt$1</times>
		<eval name="localcounter">$1</eval>
	</repeat>
	<eval name="nano">56</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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>17000+($_twinstype-eq5)*2000</p><p>50000</p><p>140000+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_boss_05_revenge">
	<actionRef l="enemy_explosion_create_action_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">56</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>

	<createRef label="item_create_03"><p>135</p></createRef>

	<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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15100+($_twinstype-eq5)*2000</p><p>55000</p><p>150000+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_boss_06_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">56</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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>14800+($_twinstype-eq5)*2000</p><p>60000</p><p>160000+$score_dat</p><p>500000</p>
	</createRef>

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

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

<revenge label="stage_boss_07_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">56</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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>17600+($_twinstype-eq5)*2000</p><p>65000</p><p>170000+$score_dat</p><p>500000</p>
	</createRef>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第８形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_boss_08_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">56</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+5+($__grank-gt0)</eval>

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

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

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

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

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

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

	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->

	<createRef label="enemy_create_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>22000+($_twinstype-eq5)*3000</p><p>80000</p><p>200000+$score_dat</p><p>500000</p>
	</createRef>

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



<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第９形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_boss_09_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">76</eval>
	<eval name="score_dat">0</eval>

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

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

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

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

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

	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 or 自爆で弾消 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-($localcounter/$1)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>

		<global name="boss_score">$score_dat</global>

		<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">$crystal_num+5+($__grank-gt0)</eval>

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

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


	<wait>1</wait>

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

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

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

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

	</repeat>
<!--
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-100000</num></addRank>
	</repeat>
-->
	<wait>60</wait>

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




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

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

	<!-- *** ダミーを作成してから終了 -->
	<aRef label="exboss_dummy_action"/>

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




<!-- ********************************************************************* -->
<!-- *** ボス２戦                                                        *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_action">
	<!-- *** 第 N 形態 *** -->
	<global name="boss_state">1</global>
	
	<!-- *** ボスの初期ライフ *** -->
	<global name="boss_life">1</global>

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

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

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

	<!-- ラスボス用 ノーボムフラグ -->
	<global name="nobomb">0</global>
	<!-- ラスボス用 第１形態消費タイム -->
	<global name="usetime">0</global>
	<!-- ラスボス用 タイムall -->
	<global name="alltime">0</global>
	<!-- ラスボス用 タイムアップフラグ -->
	<global name="timeup">0</global>

	<!-- ホシミテンションショットvital 通常２倍ラスボスでは１倍 -->
	<global name="hoshimi_tension">1</global>

	<!-- ダミーを破壊 -->
	<targetRevenge label="dummy_exboss"></targetRevenge>


	<!-- *** 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_boss2">
		<p>$__boss_x</p>
		<p>$__boss_y</p>
		<p>28000+($_twinstype-eq5)*2800</p>
<!--		<p>24000</p> -->
		<p>0</p> <!-- １形態目はゼロ点 -->
		<p>0</p> <!-- １形態目はゼロ点 -->
		<p>500000</p>
	</createRef>
	<w>60</w>

</action>

<!-- ********************************************************************* -->
<!-- *** ボス２戦開始                                                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_start">


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

	<!-- debug -->
	<changeTargetVolume label="bgm"> 
		<num>-10000</num><term>110</term>	
	</changeTargetVolume>
	<wait>10</wait>

<!--
	<actionRef label="stage1_2_bgm_title_action"/>
-->

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

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

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_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>144</flag> <!-- サポーターが触れると死ぬ -->
	<enemyRef label="enemy_boss2"><p>$5</p><p>$4</p></enemyRef>  <!-- score渡す -->
</create>

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト                                            *** -->
<enemy label="enemy_boss2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_01"></presentRef>


	<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
	<repeat><times>$__boss_state-eq1</times>
		<createRef label="lastboss2_vital_create"></createRef>
		<createRef label="boss_vital_create0"></createRef>
	</repeat>
	<repeat><times>$__boss_state-eq2</times>
		<targetRevenge label="boss_vital0"></targetRevenge>
		<createRef label="boss_vital_create"></createRef>
	</repeat>

	<!-- *** 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>

	<repeat><times>$__boss_state-eq1</times>
		<!-- タイマー終了フラグ初期化 -->
		<global name="end_flag">0</global>
		<!-- *** タイマー開始 *** -->
		<global name="boss_timer_start">0</global>
		<!-- *** ダミータイマー *** -->
		<cRef label="stage_boss_timer_create0"/>
	</repeat>


	<repeat><times>$__boss_state-eq1</times>
		<!-- ランク計算 -->
		<aRef label="calc_rank_action_stage6"/>

		<eval name="boss_time">14000</eval>
		<global name="alltime">$boss_time</global>
		<revengeRef label="stage_boss2_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss2_01_action"><p>$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_all">$__alltime</eval>
		<eval name="boss_time">$boss_time_all-$__usetime</eval>
		<revengeRef label="stage_boss2_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_boss2_02_action"><p>$boss_time</p><p>$boss_time_all</p></actionRef> 
	</repeat>

</enemy>

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

<action  label="stage_boss2_01_action">


	<!-- *** 会話終了待ち *** -->
	<waitLock><num>11</num></waitLock>
	
	<w>1</w>
	<!-- バリア作成 背景黒は暫定 -->

	<cRef label="boss_bg_black_create_nochild"/>
	<wait>1</wait>

	<!-- カットイン -->
<!--
	<aRef l="boss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
-->
	<cRef l="lastboss_barrier_create"><p>25000</p><p>100000</p><p>416</p><p>30</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>416</p></cRef>

	<w>110</w>

	<targetVanish label="bgm"></targetVanish>
	<sound type="bgm" label="bgm">
		<track><file type="ogg">32_bossEX2_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*4</loop></play>
	</sound>

	<!-- 移動速度、移動方向、wait　パーツなし -->

	<cRef l="enemy_create_b2_01_child_o"><p>2.0</p><p>90</p><p>1</p><p>1</p></cRef>
	<cRef l="enemy_create_b2_01_child_x"><p>2.0</p><p>270</p><p>61</p><p>16</p></cRef>

	<w>70</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>178</radius></collision>

	<!-- 弾幕開始 -->
	<aRef label="start_exboss2_bullet"><p>$1</p></aRef>

	<!-- ボム対策 -->
	<repeat><times>$_twinstype-eq4</times>
		<cRef l="enemy_create_exboss2_barrier_dummy"><p>175</p></cRef>
	</repeat>
	
	<cRef l="enemy_create_b2_02_child"><p>1</p></cRef>
	<w>1</w>
	<cRef l="enemy_create_b2_02_child"><p>-1</p></cRef>
	<w>29</w>

	<cRef label="create_sound_dummy"/>

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

	<!-- 60 -->
	<w>38</w>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>
	<createRef l="ring_cr"><p>64</p></createRef>
	<fRef l="enemy_fire_b2_04"><p>-81</p><p>$t_sp</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>18</times>
		<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>
	<w>2</w>

	<!-- 60 -->
	<w>38</w>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>
	<createRef l="ring_cr"><p>64</p></createRef>
	<fRef l="enemy_fire_b2_04"><p>-83</p><p>$t_sp</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>18</times>
		<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>
	<w>2</w>

	<!-- 60 -->
	<w>38</w>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>
	<createRef l="ring_cr"><p>64</p></createRef>
	<fRef l="enemy_fire_b2_04"><p>-76</p><p>$t_sp</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>18</times>
		<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>
	<w>2</w>

	<!-- 60 -->
	<w>38</w>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>
	<createRef l="ring_cr"><p>64</p></createRef>
	<fRef l="enemy_fire_b2_04"><p>-86</p><p>$t_sp</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>18</times>
		<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>
	<w>2</w>

	<!-- 180 -->
	<w>38</w>
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<w>1</w>
	<createRef l="ring_cr"><p>64</p></createRef>

	<fRef l="enemy_fire_b2_04"><p>-86</p><p>$t_sp</p><p>$t_wait</p></fRef>
	<w>1</w>
	<repeat><times>18</times>
		<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
	</repeat>
	<w>2</w>

	<repeat><times>5</times>
		<evaladd name="t_sp">-0.3</evaladd>
		<fRef l="enemy_fire_b2_04s"><p>-162+2</p><p>$t_sp</p><p>$t_wait</p></fRef>
		<w>1</w>
		<repeat><times>18</times>
			<fRef l="enemy_fire_b2_04s"><p>9</p><p>$t_sp</p><p>$t_wait</p></fRef>
			<w>1</w>
		</repeat>
		<w>2</w>
	</repeat>
	<w>15</w>



</repeat>



</action>

<create label="create_sound_dummy">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>400</cx><cy>300</cy>
	<child>1</child>
	<objectRef l="sound_dummy_obj"></objectRef>
</create>

<object l="sound_dummy_obj">

	<a>
	<repeat><times>-1</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<w>30</w>
	</repeat>
	</a>

</object>




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

<action  label="stage_boss2_02_action">
<!-- 移動なし -->

	<cRef l="enemy_create_b01_0_child"/>

<!-- secret check -->
	<!-- rate判定 -->
	<aRef l="rate_judge_action"/>

	<!-- ノーボムチェック 再判定 -->
	<eval name="ttc_check1">($_stageplayframe-$__nobomb_stageframe)-eq($_ttc_frame-$__nobomb_ttcframe)</eval>

	<!-- ノーボム、ノーコンティニューも含めて再判定 -->
	<global name="boss_secret">$__nobomb*($__select_judge-eq1)*($_continuenum-eq0)*($__grank-gt0)*$ttc_check1</global>
<!--
	<global name="boss_secret">1</global>
-->
	<wait>1</wait>

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

	<aRef l="boss_cutin_action2"/>
	<soundtrack><file type="ogg">enemy_barrier</file></soundtrack>	

	<targetRevenge label="enemy_b2_01_child_o"></targetRevenge>
	<targetRevenge label="enemy_b2_01_child_x"></targetRevenge>
	<cRef l="enemy_create_b2_01_child_o2"><p>2.0</p><p>90</p><p>1</p><p>1</p></cRef>
	<cRef l="enemy_create_b2_01_child_x2"><p>2.0</p><p>270</p><p>61</p><p>25</p></cRef>

	<w>180</w>

	<!-- 体力の保存 -->
	<eval name="max_vital">$_self_vital</eval>

	<w>1</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>40</radius></collision>
	<!-- ボム対策 -->
	<repeat><times>$_twinstype-eq4</times>
		<cRef l="enemy_create_exboss2_barrier_dummy"><p>37</p></cRef>
	</repeat>

	<!-- ノーボムチェック 再判定２ ＮＧならnobombを０にする -->
	<eval name="ttc_check2">($_stageplayframe-$__nobomb_stageframe)-eq($_ttc_frame-$__nobomb_ttcframe)</eval>
	<global name="nobomb">$__nobomb*$ttc_check2</global>

	<debugstr><string>ttc_re_check</string></debugstr>
	<debugval><num>$ttc_check1</num></debugval>
	<debugval><num>$ttc_check2</num></debugval>
	<debugval><num>$__boss_secret</num></debugval>
	<debugval><num>$__nobomb</num></debugval>


	<!-- 弾幕開始 -->
	<aRef label="start_exboss2_2_bullet"><p>$1</p><p>$2</p></aRef>


	<!-- 通常 -->
	<repeat><times>$__boss_secret-eq0</times>
		<aRef l="stage_boss2_02_action_act00"/>
	</repeat>

	<!-- secret -->
	<repeat><times>1-($__boss_secret-eq0)</times>
		<aRef l="stage_boss2_02_action_act99"/>
	</repeat>


</action>


<a l="stage_boss2_02_action_act00">

	<eval name="t_vital">0</eval>
	<eval name="t_sp">3.1+$__temp_grank*0.2+(1-$_self_vital/$max_vital)*1.1</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef label="enemy_fire_b2_05"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b2_05s"><p>51.4</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>

	<repeat><times>10</times>
		<w>3</w>
		<fRef label="enemy_fire_b2_05s"><p>58.4</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef label="enemy_fire_b2_05s"><p>51.4</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>

	</repeat>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_vital">((($_self_vital/$max_vital)*10)-lt3)+((($_self_vital/$max_vital)*10)-lt6)</eval>
		<eval name="t_sp">3.1+$__temp_grank*0.2+(1-$_self_vital/$max_vital)*1.1+($__boss_parts*0.4)</eval>

		<eval name="t_parts_check">$__boss_parts-gt0</eval>
		<w>1</w>

		<repeat><times>10*(1-$t_parts_check)</times>
			<w>3-$t_vital</w>
			<fRef label="enemy_fire_b2_05s"><p>58.4</p><p>$t_sp</p></fRef>
			<repeat><times>6</times>
				<fRef label="enemy_fire_b2_05s"><p>51.4</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
		<repeat><times>10*($t_parts_check)</times>
			<w>3-$t_vital</w>
			<fRef label="enemy_fire_b2_05s"><p>58.4</p><p>$t_sp</p></fRef>
			<repeat><times>$__boss_parts</times>
				<fRef label="enemy_fire_b2_05s"><p>51.4</p><p>$t_sp</p></fRef>
				<cRef l="enemy_create_b2_07_attack_smalls"><p>51.4</p><p>$t_sp</p></cRef>
			</repeat>
			<w>1</w>
			<repeat><times>6-$__boss_parts*2</times>
				<fRef label="enemy_fire_b2_05s"><p>51.4</p><p>$t_sp</p></fRef>
			</repeat>
		</repeat>
	</repeat>
</a>


<a l="stage_boss2_02_action_act99">

	<global name="t_vital">0</global>
	<eval name="t_sp">4.2+(1-$_self_vital/$max_vital)*0.8</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<eval name="t_dir">0</eval>

	<w>1</w>
	<fRef label="enemy_fire_b2_09"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
	</repeat>
	<w>1</w>

	<repeat><times>10</times>
		<w>3</w>
		<cRef l="enemy_create_b2_10_attack_smalls"><p>70.4</p><p>$t_sp</p></cRef>
<!--		<fRef label="enemy_fire_b2_09s"><p>70.4</p><p>$t_sp</p></fRef>-->
		<repeat><times>6</times>
			<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>

	</repeat>

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


	<repeat><times>8</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<global name="t_vital">((($_self_vital/$max_vital)*100)-lt25)+((($_self_vital/$max_vital)*100)-lt65)</global>
		<eval name="t_sp">4.2+(1-$_self_vital/$max_vital)*0.8+($__boss_parts*0.4)</eval>
		<w>1</w>

		<repeat><times>10+(4*$t_vital)</times>
			<w>3-$__t_vital</w>
			<cRef l="enemy_create_b2_10_attack_smalls"><p>70.4</p><p>$t_sp</p></cRef>
	<!--		<fRef label="enemy_fire_b2_09s"><p>70.4</p><p>$t_sp</p></fRef>-->
			<repeat><times>6</times>
				<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
	</repeat>

		<w>3-$__t_vital</w>
		<cRef l="enemy_create_b2_10_attack_smalls"><p>25.7</p><p>$t_sp</p></cRef>
		<repeat><times>6</times>
			<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>

	<repeat><times>8</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<global name="t_vital">((($_self_vital/$max_vital)*100)-lt25)+((($_self_vital/$max_vital)*100)-lt65)</global>
		<eval name="t_sp">4.2+(1-$_self_vital/$max_vital)*0.8+($__boss_parts*0.4)</eval>
		<w>1</w>

		<repeat><times>10+(4*$t_vital)</times>
			<w>3-$__t_vital</w>
			<cRef l="enemy_create_b2_10_attack_smalls"><p>32.4</p><p>$t_sp</p></cRef>
	<!--		<fRef label="enemy_fire_b2_09s"><p>70.4</p><p>$t_sp</p></fRef>-->
			<repeat><times>6</times>
				<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
			</repeat>
			<w>1</w>
		</repeat>
	</repeat>

		<w>3-$__t_vital</w>
		<cRef l="enemy_create_b2_10_attack_smalls"><p>25.7</p><p>$t_sp</p></cRef>
		<repeat><times>6</times>
			<fRef label="enemy_fire_b2_09s"><p>51.4</p><p>$t_sp</p></fRef>
		</repeat>
		<w>1</w>
	<w>3</w>


	</repeat>
</a>


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

<revenge label="stage_boss2_01_revenge">
	<actionRef l="enemy_explosion_create_action_03_barrier2"></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">$1</eval>
	</repeat>
	<global name="usetime">$localcounter</global>

	<eval name="ttc_end">$_ttc_frame</eval>
	<eval name="nano">50</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">0</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１倍、ＮＧなら０ -->
	<global name="nobomb">(($ttc_end-$__ttc_start)-eq$localcounter)*($__ttc_start-gt200)</global>

	<global name="nobomb_stageframe">$_stageplayframe</global>
	<global name="nobomb_ttcframe">$_ttc_frame</global>

	<w>1</w>

	<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="boss2_01_child_object"></targetRevenge>


	<!-- *** 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>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_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>

	<!-- *** 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>


<!--
		<aRef l="boss_item"><p>$crystal_num</p></aRef>
-->
	</repeat>

	<wait>60</wait>
	<!-- *** 次の形態のボスの作成 *** -->

	<repeat><times>$_revenge_state-eq1</times>
		<createRef label="enemy_create_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>52000+($_twinstype-eq5)*3200</p><p>200000</p><p>$__boss_score+200000+500000*$__boss_secret</p><p>1000000</p>
		</createRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<!-- *** タイムアップならフラグを立てて終了 *** -->
		<global name="timeup">1</global>
		<actionRef label="stage_main_boss2_final_revenge_action"/>
	</repeat>

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

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

<revenge label="stage_boss2_02_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>$localcounter-gt$__alltime</times>
		<eval name="localcounter">$1</eval>
	</repeat>
-->
	<repeat><times>($localcounter+$__usetime)-gt$__alltime</times>
		<eval name="localcounter">$__alltime-$__usetime</eval>
	</repeat>

	<eval name="ttc_end">$_ttc_frame</eval>

	<eval name="nano">100</eval>
	<eval name="score_dat">0</eval>

	<eval name="percent">0</eval>
	<eval name="crystal_num">0</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 -->
	<!-- 第１形態のノーボムフラグもチェックする -->
	<eval name="etb_j">(($ttc_end-$__ttc_start)-eq$localcounter)*($__ttc_start-gt300)*$__nobomb+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="boss_bg_black_nochild"></targetRevenge>

<!--	<targetRevenge label="enemy_fire_b05_child_e"></targetRevenge> -->
	<w>1</w>

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

	<!-- *** スコア加算 *** -->
	<!-- *** 弾幕のアイテム化 or 自爆で弾消 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<eval name="percent">1-(($localcounter+$__usetime)/$__alltime)</eval>
		<eval name="score_dat">(($2*$percent)%30000000)</eval>
		<actionRef l="boss_score_add_action"><p>$3</p><p>$score_dat*$etb_j</p></actionRef>
		<!-- クリスタル -->
<!--
		<repeat><times>(($percent*100)-lt70)</times>
			<eval name="crystal_num">(($percent*20)%100)-1*(($percent*100)-gt5)</eval>
		</repeat>
		<eval name="crystal_num">$crystal_num+$_stagenum-1+($__grank-gt0)</eval>
-->
		<cRef label="timer_per_fig_action_create_et"><p>$2</p><p>$percent*10000</p><p>$etb_j</p></cRef>
<!--		<cRef label="crystal_fig_action_create_et"><p>$crystal_num</p></cRef> -->
		<wait>1</wait>
		<changeBulletToItem/>
		<changeColor>
			<alpha>0</alpha><red>255</red><green>255</green><blue>255</blue><tm>120</tm>
		</changeColor>

		<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>
		<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>

	<repeat><times>$_revenge_state-eq3</times>
		<!-- *** タイムアップならフラグを立てる *** -->
		<global name="timeup">1</global>
	</repeat>

	<!-- *** 終了アクションへ *** -->
	<actionRef label="stage_main_boss2_final_revenge_action"></actionRef>
</revenge>



<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss2_final_revenge_action">
	<targetRevenge label="boss_life"></targetRevenge>

	<!-- *** ボス戦ロックを解除 *** -->
	<releaseLock><num>10</num></releaseLock>
	<w>1</w>

	<!-- ノーコンティニューとタイムアップの判定 -->
	<global name="exboss_judge2">($__timeup-eq0)*($_continuenum-eq0)</global>
	<!-- debug -->
<!--
	<global name="lastboss_judge2">0</global>
-->

	<debugstr><string>boss_finish</string></debugstr>
	<debugval><num>$__timeup</num></debugval>
	<debugval><num>$_continuenum</num></debugval>
<!--
	<repeat><times>1-($__exboss_judge2-eq1)</times>
		<aRef label="exboss_dummy_action"/>
	</repeat>
-->

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


</exbulletml>
