<?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>

	<!-- 位置初期化 -->
	<global name="stage_ex_pos_x">$_self_cx</global>
	<global name="stage_ex_pos_y">$_self_cy</global>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>

	<createRef label="enemy_create_main_boss">
		<p>320</p>
		<p>-12</p>
		<p>13000+($__grank*600)</p>
		<p>0</p>
		<p>200000+($__temp_grank-gt2)*50000+($__temp_grank-gt3)*50000+($__temp_grank-gt4)*50000</p>
		<p>$__main_boss_prate</p>
	</createRef>

	<!-- ２回目　デバッグ用 -->
<!-- debug
	<global n="extra_saki_second_boss">1</global>
	<createRef label="enemy_create_main_boss3">
		<p>320</p>
		<p>120</p>
 		<p>80000+($__grank*500)</p>
		<p>0</p>
		<p>15000000+($__temp_grank-gt2)*150000+($__temp_grank-gt3)*150000+($__temp_grank-gt4)*200000</p>
		<p>$__main_boss_prate</p>
	</createRef>
-->

	<wait>60</wait>

</action>

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

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

	<!-- *** ボスの名称表示オブジェクト作成 *** -->
	<!--
	<createRef label="boss_name_stage_main"></createRef>	
	-->

	<sound type="bgm" label="bgm">
		<track><file type="ogg">31_bossEX_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*5</loop></play>
	</sound>
	<actionRef label="stageEX_2_bgm_title_action"/>


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

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


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

<create label="enemy_create_main_boss2">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>$4</inv>
	<score>$5</score>
	<prate>$6</prate>
	<flag>16</flag>
	<enemyRef label="enemy_main_boss"></enemyRef>
</create>

<create label="enemy_create_main_boss_dummy">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<objectRef label="enemy_main_boss_dummy"></objectRef>
</create>

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

	<!-- *** 初期設定では衝突判定無し *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_01"></presentRef>

	<!-- *** 第 1 形態以外の場合に VITAL ゲージを作成 *** -->
	<rep><ts>1-($__boss_state-eq1)</ts>
		<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
		<createRef label="boss_vital_create"></createRef>

		<!-- *** 画面下のボス表示を作成 *** -->
		<createRef label="boss_underbar_create2"></createRef>
	</rep>

	<!-- タイマー差分初期化 -->
	<global name="end_offset">0</global>
	<global name="end_flag">0</global>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_main_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<eval name="cross_over">90</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">292</global>
		<actionRef  label="stage_main_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_03_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">280</global>
		<actionRef  label="stage_main_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<eval name="cross_over">80</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_04_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">245</global>
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_05_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">270</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_06_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">310</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_06_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq7</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_07_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">298</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_07_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq8</times>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_08_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">305</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_08_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<!-- 1回目最終 -->
	<repeat><times>$__boss_state-eq9</times>
		<eval name="cross_over">120</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_09_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">14</global>
		<global name="timerwait">380</global>
		<actionRef  label="stage_main_boss_09_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>

<object label="enemy_main_boss_dummy">
	<presentRef label="stage_main_boss_present_01"></presentRef>
</object>

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

<action  label="stage_main_boss_01_action">
	<changeSpeed>
		<speed>3.3</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>40</wait>

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

	<!-- *** 第 1 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create2"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">296</global>
<!--		<actionRef  label="create_timer"></actionRef> -->

	<wait>30</wait>
	<!-- *** 実際の戦闘開始 *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

	<!-- debug -->
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>

<repeat><times>4</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<!-- 大玉ばらまき -->
	<repeat><times>$__temp_grank-lt3</times>
		<aRef l="boss_act1_2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_act1_3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_act1_4"/>
	</repeat>
	<w>60</w>
	<eval name="mv_dir">1-2*($_player_cx%2)</eval>
	<chS><sp>2</sp><tm>10</tm></chS>
	<chD><dir type="abs">80*$mv_dir</dir><tm>1</tm></chD>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>55</w>

	<!-- ねじれ弾幕 -->
	<eval name="sp">2.0+($__temp_grank*0.15)</eval>
	<eval name="dir">0</eval>
	<w>5</w>

	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01_2"><p>-90</p><p>$sp1</p><p>$dir</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_01_2s"><p>22.5</p><p>$sp1</p><p>$dir</p></fRef>
	</repeat>
	<repeat><times>13+($__temp_grank)</times>
	<w>1</w>
	<evaladd name="sp">0.05</evaladd>
	<evaladd name="dir">5.3-($__temp_grank-lt4)*0.3-($__temp_grank-lt3)*0.3-($__temp_grank-lt2)*0.3</evaladd>
	<w>1</w>
	<fRef l="enemy_fire_b_01_2s"><p>-180-2</p><p>$sp1</p><p>$dir</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_01_2s"><p>22.5</p><p>$sp1</p><p>$dir</p></fRef>
	</repeat>
	</repeat>

	<chS><sp>2.4</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90*$mv_dir</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>5</w>
	<eval name="sp">1.8+($__temp_grank*0.2)</eval>
	<eval name="dir">0</eval>
	<w>5</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01_2"><p>-90</p><p>$sp1</p><p>$dir</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_01_2s"><p>22.5</p><p>$sp1</p><p>$dir</p></fRef>
	</repeat>
	<repeat><times>13+($__temp_grank)</times>
	<w>1</w>
	<evaladd name="sp">0.05</evaladd>
	<evaladd name="dir">-5.3+($__temp_grank-lt4)*0.3+($__temp_grank-lt3)*0.3+($__temp_grank-lt2)*0.3</evaladd>
	<w>1</w>
	<fRef l="enemy_fire_b_01_2s"><p>-180+2</p><p>$sp1</p><p>$dir</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_01_2s"><p>22.5</p><p>$sp1</p><p>$dir</p></fRef>
	</repeat>
	</repeat>

	<chS><sp>2.4</sp><tm>10</tm></chS>
	<chD><dir type="abs">-90*$mv_dir</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>5</w>
	<eval name="sp">1.8+($__temp_grank*0.2)</eval>
	<eval name="dir">0</eval>
	<w>5</w>
	</repeat>

	<w>35</w>
	<chS><sp>4.05</sp><tm>10</tm></chS>
	<chD><dir type="abs">94*$mv_dir</dir><tm>1</tm></chD>
	<w>33</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="off">$__temp_grank</eval>
	<cRef label="mahoujin_create_b_01"><p>22-$off</p></cRef>
	<cRef label="mahoujin_create_b_01"><p>-22+$off</p></cRef>
	<cRef label="mahoujin_create_b_01"><p>40-$off</p></cRef>
	<cRef label="mahoujin_create_b_01"><p>-40+$off</p></cRef>
	<cRef label="mahoujin_create_b_01"><p>80-$off</p></cRef>
	<cRef label="mahoujin_create_b_01"><p>-80+$off</p></cRef>
	<w>29</w>
	<eval name="sp1">2.3+($__temp_grank*0.1)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b1_03"><p>1</p><p>$sp1</p><p>3</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>1</p></fRef>
	</repeat>
	<w>80</w>

	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b1_03"><p>1</p><p>$sp1</p><p>3</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>3</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>10</times>
			<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>2</p></fRef>
		</repeat>
		<w>1</w>
		<repeat><times>10</times>
			<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>1</p></fRef>
		</repeat>
	</repeat>
	<repeat><times>1-($__temp_grank-gt2)</times>
	<w>2</w>
	</repeat>
	<w>80</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b1_03"><p>1</p><p>$sp1</p><p>3</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_b1_03s"><p>12</p><p>$sp1</p><p>1</p></fRef>
	</repeat>
	<w>140</w>

	<!-- タイマーチェック -->

	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss1</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
	<debugval><num>$mv_dir</num></debugval>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>

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

</action>

<a l="boss_act1_2">

	<eval name="dir">($_player_cx*3+$_player_cy*7)%27</eval>
	<eval name="sp1">3.2+($__temp_grank*0.2)</eval>
	<eval name="sp2">2.0+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01"><p>$dir</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>16</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>16</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy)%13</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>24+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>44</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<w>1</w>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%17</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>16+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>16</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>16</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	</repeat>

<!--	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%4</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>36-$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>38</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	</repeat>
-->	<w>13</w>
	</repeat>
</a>

<a l="boss_act1_3">

	<eval name="dir">($_player_cx*3+$_player_cy*7)%27</eval>
	<eval name="sp1">3.3+($__temp_grank*0.2)</eval>
	<eval name="sp2">2.0+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01"><p>$dir</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>10</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>10</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy)%13</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>24+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>11</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>10</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%17</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>12+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>6</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>10</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>11</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>
<!--
	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%4</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>36-$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>7</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>
-->
	<w>15</w>
	</repeat>
</a>

<a l="boss_act1_4">
	<eval name="dir">($_player_cx*3+$_player_cy*7)%27</eval>
	<eval name="sp1">3.4+($__temp_grank*0.2)</eval>
	<eval name="sp2">2.0+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01"><p>$dir</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>7</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy)%13</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>24+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>7</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%17</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>12+$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>7</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>

	<eval name="dir2">($_player_cx+$_player_cy+$dir2)%4</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_01s"><p>36-$dir2</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<repeat><times>7</times>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp1</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_01s"><p>7</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	<fRef l="enemy_fire_b_01s"><p>6</p><p>$sp2</p></fRef>
	</repeat>
	</repeat>
</a>

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

<action  label="stage_main_boss_02_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>155</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="off">3</eval>

<repeat><times>10</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
<!--	<eval name="wt_tm">80-($__temp_grank*6)</eval> -->
	<eval name="wt_tm">50+($__temp_grank-lt5)*6+($__temp_grank-lt4)*6+($__temp_grank-lt3)*6</eval>

	<eval name="off">1+(($_player_cx*3+$_player_cy+$off)%5)</eval>
	<cRef label="mahoujin_create_b_02"><p>494</p><p>474</p><p>-1</p><p>$off</p><p>0</p><p>160</p><p>-5.9+($__temp_grank*0.3)</p></cRef>

	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="abs">90-(180*($_player_cx%2))</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>$wt_tm-20</w>
	<evaladd name="off">$off+($_player_cx%2)</evaladd>
	<cRef label="mahoujin_create_b_02"><p>146</p><p>474</p><p>1</p><p>$off</p><p>0</p><p>160</p><p>-5.9+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
<!--	<eval name="wt_tm">80-($__temp_grank*6)</eval> -->
	<eval name="wt_tm">50+($__temp_grank-lt5)*6+($__temp_grank-lt4)*6+($__temp_grank-lt3)*6</eval>

	<eval name="off">1+(($_player_cx*3+$_player_cy+$off)%5)</eval>
	<cRef label="mahoujin_create_b_02"><p>494</p><p>6</p><p>1</p><p>$off</p><p>180</p><p>160</p><p>-5.4+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm</w>
	<evaladd name="off">$off+($_player_cx%2)</evaladd>
	<cRef label="mahoujin_create_b_02"><p>146</p><p>6</p><p>-1</p><p>$off</p><p>180</p><p>160</p><p>-5.4+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm*2</w>



	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
<!--	<eval name="wt_tm">80-($__temp_grank*6)</eval> -->
	<eval name="wt_tm">50+($__temp_grank-lt5)*6+($__temp_grank-lt4)*6+($__temp_grank-lt3)*6</eval>

	<eval name="off">1+(($_player_cx*3+$_player_cy+$off)%5)</eval>
	<cRef label="mahoujin_create_b_02"><p>494</p><p>474</p><p>-1</p><p>$off</p><p>0</p><p>160</p><p>-5.9+($__temp_grank*0.3)</p></cRef>
	<chS><sp>1</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>$wt_tm-20</w>
	<evaladd name="off">$off+($_player_cx%2)</evaladd>
	<cRef label="mahoujin_create_b_02"><p>146</p><p>474</p><p>1</p><p>$off</p><p>0</p><p>160</p><p>-5.9+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
<!--	<eval name="wt_tm">80-($__temp_grank*6)</eval> -->
	<eval name="wt_tm">50+($__temp_grank-lt5)*6+($__temp_grank-lt4)*6+($__temp_grank-lt3)*6</eval>

	<eval name="off">1+(($_player_cx*3+$_player_cy+$off)%5)</eval>
	<cRef label="mahoujin_create_b_02"><p>494</p><p>6</p><p>1</p><p>$off</p><p>180</p><p>160</p><p>-5.4+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm</w>
	<evaladd name="off">$off+($_player_cx%2)</evaladd>
	<cRef label="mahoujin_create_b_02"><p>146</p><p>6</p><p>-1</p><p>$off</p><p>180</p><p>160</p><p>-5.4+($__temp_grank*0.3)</p></cRef>
	<w>$wt_tm*2</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss2</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

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


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

<action  label="stage_main_boss_03_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>170</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

	<eval name="count">1</eval>
	<w>1</w>

<repeat><times>11</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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


	<repeat><times>$__temp_grank-lt2</times>
		<aRef l="boss_act03_1"><p>$count</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_act03_2"><p>$count</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_act03_3"><p>$count</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_act03_4"><p>$count</p></aRef>
	</repeat>

	<w>60</w>
	<evaladd name="count">1</evaladd>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
</repeat>
<global name="end_flag">1</global>

</action>


<a l="boss_act03_1">
	<eval name="dir">($_player_cx+$_player_cy+$1*7)%33</eval>
	<eval name="sp">4.0+($__temp_grank*0.15)</eval>
	<w>1</w>

	<repeat><times>12</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_03"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>9</times>
	<fRef l="enemy_fire_b_03s"><p>36</p><p>$sp</p></fRef>
	</repeat>

	<w>5</w>
	<eval name="dir">($_player_cx+$_player_cy+$dir)%17</eval>
	<eval name="sp">4.0+($__temp_grank*0.15)</eval>
	<w>5</w>

	<fRef l="enemy_fire_b_03s"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>9</times>
	<fRef l="enemy_fire_b_03s"><p>36</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<eval name="dir">($_player_cx*2+$_player_cy+$dir+7)%19</eval>
	<eval name="sp">4.0+($__temp_grank*0.15)</eval>
	<w>5</w>
	</repeat>
</a>

<a l="boss_act03_2">
	<eval name="dir">($_player_cx+$_player_cy+$1*7)%33</eval>
	<eval name="sp">4.1+($__temp_grank*0.15)</eval>
	<w>1</w>

	<repeat><times>12</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_03"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>

	<w>5</w>
	<eval name="dir">($_player_cx+$_player_cy+$dir)%13</eval>
	<eval name="sp">4.1+($__temp_grank*0.15)</eval>
	<w>5</w>

	<fRef l="enemy_fire_b_03s"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<eval name="dir">($_player_cx*2+$_player_cy+$dir+7)%15</eval>
	<eval name="sp">4.1+($__temp_grank*0.15)</eval>
	<w>5</w>
	</repeat>
</a>

<a l="boss_act03_3">
	<eval name="dir">($_player_cx+$_player_cy+$1*7)%33</eval>
	<eval name="sp">4.2+($__temp_grank*0.15)</eval>
	<w>1</w>

	<repeat><times>13</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_03"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>

	<w>5</w>
	<eval name="dir">($_player_cx+$_player_cy+$dir)%13</eval>
	<eval name="sp">4.2+($__temp_grank*0.15)</eval>
	<w>4</w>

	<fRef l="enemy_fire_b_03s"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>
	<w>5</w>
	<eval name="dir">($_player_cx*2+$_player_cy+$dir+7)%15</eval>
	<eval name="sp">4.2+($__temp_grank*0.15)</eval>
	<w>4</w>
	</repeat>
	<w>6</w>
</a>

<a l="boss_act03_4">
	<eval name="dir">($_player_cx+$_player_cy+$1*7)%33</eval>
	<eval name="sp">4.4+($__temp_grank*0.15)</eval>
	<w>1</w>

	<repeat><times>15</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_03"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>

	<w>4</w>
	<eval name="dir">($_player_cx+$_player_cy+$dir)%13</eval>
	<eval name="sp">4.4+($__temp_grank*0.15)</eval>
	<w>4</w>

	<fRef l="enemy_fire_b_03s"><p>$dir</p><p>$sp</p></fRef>
	<repeat><times>11</times>
	<fRef l="enemy_fire_b_03s"><p>30</p><p>$sp</p></fRef>
	</repeat>
	<w>4</w>
	<eval name="dir">($_player_cx*2+$_player_cy+$dir+7)%15</eval>
	<eval name="sp">4.4+($__temp_grank*0.15)</eval>
	<w>4</w>
	</repeat>
</a>

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

<action  label="stage_main_boss_04_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>163</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>

	<cRef label="enemy_create_b_04_dummy"></cRef>

<repeat><times>8</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

	<chS><sp>1.3</sp><tm>10</tm></chS>
	<chD><dir type="abs">85-(170*($_player_cx%2))</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>160</w>

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

	<chS><sp>1.3</sp><tm>10</tm></chS>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>160</w>


	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>


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

<action  label="stage_main_boss_05_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>320</x><y>111</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="e_vital">32</eval>
	<eval name="ad_vital">12</eval>


<repeat><times>4</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

	<chD><dir type="abs">80-160*($_player_cx%2)</dir><tm>1</tm></chD>
	<chS><sp>1.0</sp><tm>10</tm></chS>

	<cRef label="enemy_create_b_05_score"><p>156</p><p>-8</p><p>30</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>484</p><p>-8</p><p>42</p><p>$e_vital</p></cRef>
	<w>36</w>

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

	<cRef label="enemy_create_b_05"><p>252</p><p>-8</p><p>51</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>386</p><p>-8</p><p>36</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05"><p>188</p><p>-8</p><p>24</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>420</p><p>-8</p><p>45</p><p>$e_vital</p></cRef>
	<repeat><times>$__temp_grank-lt2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_05_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_05_act4"/>
	</repeat>

	<evaladd name="e_vital">$ad_vital</evaladd>

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

	<cRef label="enemy_create_b_05"><p>156</p><p>-8</p><p>24</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>484</p><p>-8</p><p>36</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05"><p>252</p><p>-8</p><p>42</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05_score"><p>386</p><p>-8</p><p>51</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05"><p>188</p><p>-8</p><p>45</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>420</p><p>-8</p><p>30</p><p>$e_vital</p></cRef>
	<repeat><times>$__temp_grank-lt2</times>
		<w>90</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_05_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_05_act4"/>
	</repeat>

	<evaladd name="e_vital">$ad_vital</evaladd>


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

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>1.0</sp><tm>10</tm></chS>

	<cRef label="enemy_create_b_05"><p>156</p><p>-8</p><p>300</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>484</p><p>-8</p><p>300</p><p>$e_vital</p></cRef>
	<w>36</w>

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

	<cRef label="enemy_create_b_05"><p>188</p><p>-8</p><p>24</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>420</p><p>-8</p><p>45</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05_score"><p>252</p><p>-8</p><p>51</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>386</p><p>-8</p><p>36</p><p>$e_vital</p></cRef>

	<repeat><times>$__temp_grank-lt2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_05_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_05_act4"/>
	</repeat>

	<evaladd name="e_vital">$ad_vital</evaladd>

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

	<cRef label="enemy_create_b_05"><p>156</p><p>-8</p><p>42</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>484</p><p>-8</p><p>30</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05"><p>252</p><p>-8</p><p>51</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05"><p>386</p><p>-8</p><p>36</p><p>$e_vital</p></cRef>
	<w>36</w>

	<cRef label="enemy_create_b_05"><p>188</p><p>-8</p><p>24</p><p>$e_vital</p></cRef>
	<w>6</w>
	<cRef label="enemy_create_b_05_score"><p>420</p><p>-8</p><p>45</p><p>$e_vital</p></cRef>

	<repeat><times>$__temp_grank-lt2</times>
		<w>90</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_05_act2"/>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_05_act3"/>
	</repeat>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="boss_05_act4"/>
	</repeat>
	<w>60</w>

	<evaladd name="e_vital">$ad_vital</evaladd>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

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

</action>

<a l="boss_05_act2">
	<w>30</w>
	<eval name="sp1">3.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_05_2"><p>-2</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>

	<repeat><times>9+$__temp_grank*2</times>
	<w>2</w>
	<evaladd name="sp1">-0.15</evaladd>
	<fRef l="enemy_fire_b_05_2s"><p>-4</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	</repeat>
	<w>60-2*(9+$__temp_grank*2)</w>
</a>

<a l="boss_05_act3">
	<w>30</w>
	<eval name="sp1">3.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_05_2"><p>-6</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>

	<repeat><times>9+$__temp_grank*2</times>
	<w>2</w>
	<evaladd name="sp1">-0.15</evaladd>
	<fRef l="enemy_fire_b_05_2s"><p>-12</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	</repeat>
	<w>60-2*(9+$__temp_grank*2)</w>
</a>

<a l="boss_05_act4">
	<w>30</w>
	<eval name="sp1">3.8+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_05_2"><p>-10</p><p>$sp1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	</repeat>

	<repeat><times>9+$__temp_grank*2</times>
	<w>2</w>
	<evaladd name="sp1">-0.15</evaladd>
	<fRef l="enemy_fire_b_05_2s"><p>-20</p><p>$sp1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_05_2s"><p>4</p><p>$sp1</p></fRef>
	</repeat>
	</repeat>
	<w>60-2*(9+$__temp_grank*2)</w>
</a>

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

<action  label="stage_main_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>320</x><y>163</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>


<repeat><times>3</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<eval name="mv_dir">-75+150*(($_player_cx+$_player_cy)%2)</eval>

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>0</p><p>1.1+($__temp_grnak*0.05)</p><p>-90</p><p>18</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-170</p><p>-244</p><p>1.5+($__temp_grnak*0.05)</p><p>180</p><p>20</p><p>8</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>-121</p><p>1.3+($__temp_grnak*0.05)</p><p>90</p><p>20</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>62</p><p>-244</p><p>0.9+($__temp_grnak*0.05)</p><p>180</p><p>18</p><p>14</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d"><p>184</p><p>83</p><p>2.1+($__temp_grnak*0.05)</p><p>-90</p><p>5</p><p>2</p></cRef>
	</repeat>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-120</p><p>-244</p><p>1.9+($__temp_grnak*0.05)</p><p>180</p><p>10</p><p>4</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>85</p><p>-244</p><p>2.6+($__temp_grnak*0.05)</p><p>180</p><p>5</p><p>2</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>-23</p><p>1.9+($__temp_grnak*0.05)</p><p>90</p><p>6</p><p>3</p></cRef>
	<w>60</w>
	<chD><dir type="abs">$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>



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

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>-134</p><p>1.3+($__temp_grnak*0.05)</p><p>-90</p><p>18</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>31</p><p>-244</p><p>1.5+($__temp_grnak*0.05)</p><p>180</p><p>20</p><p>8</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>-15</p><p>1.1+($__temp_grnak*0.05)</p><p>90</p><p>20</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-165</p><p>-244</p><p>1.0+($__temp_grnak*0.05)</p><p>180</p><p>18</p><p>13</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>-143</p><p>-244</p><p>2.2+($__temp_grnak*0.05)</p><p>180</p><p>7</p><p>2</p></cRef>
	</repeat>
	<w>15</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>60</p><p>-244</p><p>1.9+($__temp_grnak*0.05)</p><p>180</p><p>10</p><p>4</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>-33</p><p>-244</p><p>2.5+($__temp_grnak*0.05)</p><p>180</p><p>6</p><p>2</p></cRef>
	</repeat>
	<w>15</w>
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>-36</p><p>2.1+($__temp_grnak*0.05)</p><p>-90</p><p>6</p><p>2</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt1</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d"><p>-184</p><p>-62</p><p>1.9+($__temp_grnak*0.05)</p><p>90</p><p>8</p><p>3</p></cRef>
	</repeat>
	<w>60</w>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<eval name="mv_dir">-75+150*(($_player_cx+$_player_cy+$mv_dir)%2)</eval>

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

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>-69</p><p>1.1+($__temp_grnak*0.05)</p><p>-90</p><p>20</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-157</p><p>-244</p><p>1.5+($__temp_grnak*0.05)</p><p>180</p><p>18</p><p>6</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>107</p><p>2.1+($__temp_grnak*0.05)</p><p>-90</p><p>6</p><p>2</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-166</p><p>-244</p><p>1.9+($__temp_grnak*0.05)</p><p>180</p><p>8</p><p>3</p></cRef>
	<w>30</w>
	<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>0</p><p>1.3+($__temp_grnak*0.05)</p><p>90</p><p>18</p><p>12</p></cRef>
	<w>15</w>
	<repeat><times>$__temp_grank-gt2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-81</p><p>-244</p><p>2.3+($__temp_grnak*0.05)</p><p>180</p><p>8</p><p>3</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>-22</p><p>-244</p><p>0.9+($__temp_grnak*0.05)</p><p>180</p><p>20</p><p>16</p></cRef>
	</repeat>
	<w>15</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>-60</p><p>1.9+($__temp_grnak*0.05)</p><p>90</p><p>8</p><p>3</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt1</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>63</p><p>-244</p><p>2.3+($__temp_grnak*0.05)</p><p>180</p><p>8</p><p>3</p></cRef>
	</repeat>
	<w>60</w>
	<chD><dir type="abs">$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

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

		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>-151</p><p>1.3+($__temp_grnak*0.05)</p><p>-90</p><p>18</p><p>12</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>46</p><p>-244</p><p>1.5+($__temp_grnak*0.05)</p><p>180</p><p>20</p><p>8</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>-31</p><p>1.1+($__temp_grnak*0.05)</p><p>90</p><p>20</p><p>12</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>-113</p><p>-244</p><p>2.5+($__temp_grnak*0.05)</p><p>180</p><p>6</p><p>2</p></cRef>
	</repeat>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>184</p><p>-21</p><p>2.1+($__temp_grnak*0.05)</p><p>-90</p><p>6</p><p>2</p></cRef>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d_2"><p>-143</p><p>-244</p><p>1.0+($__temp_grnak*0.05)</p><p>180</p><p>18</p><p>13</p></cRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
		<cRef label="enemy_create_b_06d_2"><p>80</p><p>-244</p><p>1.9+($__temp_grnak*0.05)</p><p>180</p><p>10</p><p>4</p></cRef>
	</repeat>
	<w>30</w>
		<soundtrack><file type="ogg">bullet8</file></soundtrack>	
	<cRef label="enemy_create_b_06d"><p>-184</p><p>62</p><p>1.9+($__temp_grnak*0.05)</p><p>90</p><p>8</p><p>3</p></cRef>
	<w>60</w>
	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>


	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>

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

<action  label="stage_main_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>320</x><y>163</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>


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

	<cRef label="enemy_create_b_07_dummy"></cRef>
	<cRef label="enemy_create_b_07_dummy2"></cRef>

<repeat><times>19</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<w>180</w>
	<!-- タイマーチェック -->
<!--	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss3</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
-->
</repeat>
<global name="end_flag">1</global>

</action>

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

<action  label="stage_main_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>320</x><y>123</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>


<repeat><times>7</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

		<aRef l="boss8_act0"><p>-60-($__temp_grank-lt4)*6-($__temp_grank-lt3)*6-($__temp_grank-lt2)*6</p></aRef>
		<w>1</w>
	<repeat><times>3</times>
		<aRef l="boss8_act0s"><p>20+($__temp_grank-lt4)*2+($__temp_grank-lt3)*2+($__temp_grank-lt2)*2</p></aRef>
		<w>1</w>
		<aRef l="boss8_act1s"><p>20+($__temp_grank-lt4)*2+($__temp_grank-lt3)*2+($__temp_grank-lt2)*2</p></aRef>
		<w>1</w>
	</repeat>

	<w>30</w>
	<repeat><times>4-($__temp_grank-lt4)-($__temp_grank-lt2)</times>
		<aRef l="boss8_act0"><p>0</p></aRef>
		<w>15</w>
		<aRef l="boss8_act1"><p>0</p></aRef>
		<w>15</w>
	</repeat>
	<w>105+($__temp_grank-lt4)*30+($__temp_grank-lt2)*30</w>

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

		<aRef l="boss8_act0"><p>60+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</p></aRef>
		<w>1</w>
	<repeat><times>3</times>
		<aRef l="boss8_act0s"><p>-20-($__temp_grank-lt4)-($__temp_grank-lt3)-($__temp_grank-lt2)</p></aRef>
		<w>1</w>
		<aRef l="boss8_act1s"><p>-20-($__temp_grank-lt4)-($__temp_grank-lt3)-($__temp_grank-lt2)</p></aRef>
		<w>1</w>
	</repeat>

	<w>30</w>
	<repeat><times>4-($__temp_grank-lt4)-($__temp_grank-lt2)</times>
		<aRef l="boss8_act0"><p>0</p></aRef>
		<w>15</w>
		<aRef l="boss8_act1"><p>0</p></aRef>
		<w>15</w>
	</repeat>
	<w>105+($__temp_grank-lt4)*30+($__temp_grank-lt2)*30</w>

	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss8</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

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

</action>


<a l="boss8_act0">
	<eval name="dir_off1">4</eval>
	<eval name="dir_off2">-1</eval>
	<eval name="dir_off3">-3</eval>
	<eval name="dir_off4">6</eval>
	<eval name="dir_off5">-1</eval>
	<eval name="dir_off6">-4</eval>
	<eval name="dir_off7">-1</eval>
	<w>1</w>
	<eval name="sp">4.6+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>$1</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>$dir_off3</p><p>$sp-0.2</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>-1*$dir_off1</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>$dir_off1</p><p>$sp-1.1</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>-1*$dir_off2</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>$dir_off6</p><p>$sp-2.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>-1*$dir_off3</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>$dir_off4</p><p>$sp-2.4</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>-1*$dir_off4</p><p>$sp-2.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>$dir_off7</p><p>$sp-2.8</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>-1*$dir_off5</p><p>$sp-2.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>$dir_off6</p><p>$sp-3.2</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off6</p><p>$sp-3.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>$dir_off2</p><p>$sp-3.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$__temp_grank-gt1</times>
		<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off7</p><p>$sp-3.5</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_07s"><p>$dir_off</p><p>$sp-4.0</p><p>120</p><p>220</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_x_08s"><p>-1*$dir_off</p><p>$sp-4.0</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_08s"><p>$dir_off4</p><p>$sp-4.4</p><p>120</p><p>220</p></fRef>
	</repeat>
</a>


<a l="boss8_act1">
	<eval name="dir_off1">-2</eval>
	<eval name="dir_off2">4</eval>
	<eval name="dir_off3">3</eval>
	<eval name="dir_off4">-3</eval>
	<eval name="dir_off5">1</eval>
	<eval name="dir_off6">-5</eval>
	<eval name="dir_off7">2</eval>
	<w>1</w>
	<eval name="sp">4.6+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01"><p>$1</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>$dir_off4</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>-1*$dir_off1</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>$dir_off6</p><p>$sp-0.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>-1*$dir_off2</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>$dir_off3</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>-1*$dir_off3</p><p>$sp-2.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>$dir_off1</p><p>$sp-1.4</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>-1*$dir_off4</p><p>$sp-2.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>$dir_off7</p><p>$sp-1.8</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>-1*$dir_off5</p><p>$sp-3.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>$dir_off2</p><p>$sp-2.2</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off6</p><p>$sp-3.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>$dir_off5</p><p>$sp-2.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$__temp_grank-gt1</times>
		<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off3</p><p>$sp-4.0</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_07s"><p>$dir_off</p><p>$sp-3.0</p><p>120</p><p>220</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_x_08s"><p>-1*$dir_off</p><p>$sp-4.5</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_08s"><p>$dir_off3</p><p>$sp-3.4</p><p>120</p><p>220</p></fRef>
	</repeat>
</a>



<a l="boss8_act0s">
	<eval name="dir_off1">2</eval>
	<eval name="dir_off2">-1</eval>
	<eval name="dir_off3">-3</eval>
	<eval name="dir_off4">5</eval>
	<eval name="dir_off5">-1</eval>
	<eval name="dir_off6">-4</eval>
	<eval name="dir_off7">2</eval>
	<w>1</w>
	<eval name="sp">4.6+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01s"><p>$1</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>$dir_off5</p><p>$sp-0.2</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>-1*$dir_off1</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>$dir_off2</p><p>$sp-0.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>-1*$dir_off2</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>$dir_off4</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>-1*$dir_off3</p><p>$sp-1.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>$dir_off3</p><p>$sp-1.4</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>-1*$dir_off4</p><p>$sp-2.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>$dir_off1</p><p>$sp-1.8</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>-1*$dir_off5</p><p>$sp-2.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>$dir_off7</p><p>$sp-2.1</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off6</p><p>$sp-3.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>$dir_off6</p><p>$sp-3.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$__temp_grank-gt1</times>
		<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off7</p><p>$sp-3.5</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_07s"><p>$dir_off</p><p>$sp-3.9</p><p>120</p><p>220</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_x_08s"><p>-1*$dir_off</p><p>$sp-4.1</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_08s"><p>$dir_off4</p><p>$sp-4.4</p><p>120</p><p>220</p></fRef>
	</repeat>
</a>


<a l="boss8_act1s">
	<eval name="dir_off1">-3</eval>
	<eval name="dir_off2">3</eval>
	<eval name="dir_off3">4</eval>
	<eval name="dir_off4">-4</eval>
	<eval name="dir_off5">-3</eval>
	<eval name="dir_off6">1</eval>
	<eval name="dir_off7">2</eval>
	<w>1</w>
	<eval name="sp">4.6+($__temp_grank*0.1)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_x_01s"><p>$1</p><p>$sp</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_01s"><p>$dir_off7</p><p>$sp-0.5</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_02s"><p>-1*$dir_off1</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_02s"><p>$dir_off4</p><p>$sp-0.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_03s"><p>-1*$dir_off2</p><p>$sp-1.4</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_03s"><p>$dir_off6</p><p>$sp-1.0</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_04s"><p>-1*$dir_off3</p><p>$sp-2.1</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_04s"><p>$dir_off2</p><p>$sp-1.4</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_05s"><p>-1*$dir_off4</p><p>$sp-2.5</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_05s"><p>$dir_off5</p><p>$sp-1.8</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_06s"><p>-1*$dir_off5</p><p>$sp-3.1</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_06s"><p>$dir_off3</p><p>$sp-2.2</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off6</p><p>$sp-3.4</p><p>120</p><p>220</p></fRef>
	<fRef l="enemy_fire_b_x_07s"><p>$dir_off1</p><p>$sp-2.6</p><p>120</p><p>220</p></fRef>
	<w>1</w>
	<repeat><times>$__temp_grank-gt1</times>
		<fRef l="enemy_fire_b_x_07s"><p>-1*$dir_off7</p><p>$sp-4.0</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_07s"><p>$dir_off</p><p>$sp-3.0</p><p>120</p><p>220</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_x_08s"><p>-1*$dir_off</p><p>$sp-4.4</p><p>120</p><p>220</p></fRef>
		<fRef l="enemy_fire_b_x_08s"><p>$dir_off4</p><p>$sp-3.4</p><p>120</p><p>220</p></fRef>
	</repeat>
</a>


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

<action  label="stage_main_boss_09_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="enemy_magic_action_ex"><p>2</p><p>50</p><param>95</param><param>95</param><param>95</param></actionRef>
<!-- <createRef label="stage1_boss_et"></createRef> -->

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

	<changePosition type="center">
		<x>320</x><y>150</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>
	<!-- *** 会話終了待ち *** -->
<!--
	<waitLock><num>11</num></waitLock>
-->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>
	<createRef l="barrer"/>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet"/>
	<eval name="count">1</eval>



<!-- b_10名称だが 第９形態 -->
<repeat><times>-1</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>


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

	<!-- 黄　param 0:レーザーのみ　1:弾のみ　2:両方 -->
	<cRef label="mahoujin_create_b_10_2"><p>116.6</p><p>2</p></cRef>
	<w>15</w>
	<cRef label="mahoujin_create_b_10_2"><p>-116.6</p><p>2</p></cRef>
	<w>285</w>

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

	<!-- 水色 param1つ目はレーザーの回る方向　param２つ目 0:レーザーのみ　1:弾のみ　2:両方 -->
	<cRef label="mahoujin_create_b_10_3"><p>$count</p><p>2</p></cRef>
	<w>345</w>

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

	<!-- 赤 param 0:レーザーのみ　1:弾のみ　2:両方 -->
	<cRef label="mahoujin_create_b_10"><p>2</p></cRef>
	<w>8</w>

	<repeat><times>$__temp_grank-lt2</times>
		<aRef l="b_10_red_act2"><p>88</p></aRef>
		<w>30</w>
		<w>23</w>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="b_10_red_act2"><p>88</p></aRef>
		<w>23</w>
		<aRef l="b_10_red_act2"><p>90</p></aRef>
		<w>23</w>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="b_10_red_act3"><p>88</p></aRef>
		<w>23</w>
		<aRef l="b_10_red_act3"><p>90</p></aRef>
		<w>23</w>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="b_10_red_act4"><p>88</p></aRef>
		<w>23</w>
		<aRef l="b_10_red_act4"><p>90</p></aRef>
		<w>23</w>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="b_10_red_act4"><p>88</p></aRef>
		<w>23</w>
		<aRef l="b_10_red_act4"><p>90</p></aRef>
		<w>23</w>
		<aRef l="b_10_red_act4"><p>91</p></aRef>
	</repeat>

	<w>157</w>


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

	<!-- 赤、黄色 弾のみ -->
	<cRef label="mahoujin_create_b_10_5"><p>116.6</p><p>1</p></cRef>
	<cRef label="mahoujin_create_b_10_5"><p>-116.6</p><p>1</p></cRef>
	<w>30</w>
	<cRef label="mahoujin_create_b_10"><p>1</p></cRef>

	<w>300</w>

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

	<!-- 赤レーザー 青弾のみ -->
	<cRef label="mahoujin_create_b_10"><p>0</p></cRef>
	<w>5</w>
	<cRef label="mahoujin_create_b_10_3"><p>1</p><p>1</p></cRef>
	<w>300</w>

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

	<!-- 黄レーザー 赤弾のみ -->
	<cRef label="mahoujin_create_b_10"><p>1</p></cRef>
	<w>35</w>
	<cRef label="mahoujin_create_b_10_2"><p>116.6</p><p>0</p></cRef>
	<cRef label="mahoujin_create_b_10_2"><p>-116.6</p><p>0</p></cRef>
	<w>265</w>

	<!-- 赤黄青レーザー(全固定) 青弾 -->
	<cRef label="mahoujin_create_b_10"><p>0</p></cRef>
	<cRef label="mahoujin_create_b_10_4"><p>0</p><p>2</p></cRef>
	<w>65</w>
	<cRef label="mahoujin_create_b_10_2"><p>116.6</p><p>0</p></cRef>
	<cRef label="mahoujin_create_b_10_2"><p>-116.6</p><p>0</p></cRef>
	<w>285</w>

	<eval name="count">-1*$count</eval>
	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss5</string></debugstr>
	<debugval><num>$time_check2</num></debugval>

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

</action>



<a l="b_10_red_act2">
	<eval name="sp">1.0+($__temp_grank*0.05)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_10"><p>$1</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>7.2</p><p>$sp</p><p>1</p></fRef>
	</repeat>

</a>


<a l="b_10_red_act3">
	<eval name="sp">1.0+($__temp_grank*0.05)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_10"><p>$1</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_10s"><p>6</p><p>$sp</p><p>1</p></fRef>
	</repeat>

</a>


<a l="b_10_red_act4">
	<eval name="sp">1.0+($__temp_grank*0.05)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_10"><p>$1</p><p>$sp</p><p>8</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>8</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>7</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>6</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>5</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>4</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>3</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>2</p></fRef>
	</repeat>
	<w>1</w>
	<repeat><times>9</times>
		<fRef l="enemy_fire_b_10s"><p>5</p><p>$sp</p><p>1</p></fRef>
	</repeat>

</a>


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

<revenge label="stage_main_boss_01_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4200</eval>
	<eval name="crystal">16+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1000</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15100+($__grank*500)</p><p>0</p><p>220000+($__grank-gt2)*60000+($__grank-gt3)*60000+($__grank-gt4)*60000</p><p>$__main_boss_prate</p>
	</createRef>

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

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

<revenge label="stage_main_boss_02_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4200</eval>
	<eval name="crystal">16+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">880</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>12200+($__grank*500)</p><p>0</p><p>280000+($__grank-gt2)*70000+($__grank-gt3)*70000+($__grank-gt4)*70000</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_03_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4300</eval>
	<eval name="crystal">18+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">920</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15000+($__grank*500)</p><p>0</p><p>320000+($__grank-gt2)*70000+($__grank-gt3)*70000+($__grank-gt4)*70000</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_04_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4300</eval>
	<eval name="crystal">18+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">920</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>8000+($__grank*500)</p><p>0</p><p>380000+($__grank-gt2)*70000+($__grank-gt3)*70000+($__grank-gt4)*70000</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_05_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4300</eval>
	<eval name="crystal">12+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">720</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>
	<createRef label="item_create_05_2"><param>0</param><param>-64</param></createRef>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15000+2200*($_twinstype-eq2)+($__grank*500)</p><p>0</p><p>440000+($__grank-gt2)*70000+($__grank-gt3)*70000+($__grank-gt4)*70000</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_06_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4500</eval>
	<eval name="crystal">20+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1020</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>15000+3000*($_twinstype-eq2)+($__grank*500)</p><p>0</p><p>480000+($__grank-gt2)*70000+($__grank-gt3)*70000+($__grank-gt4)*70000</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

<revenge label="stage_main_boss_07_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">4800</eval>
	<eval name="crystal">24+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1020</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>10000+2000*($_twinstype-eq2)+($__grank*500)</p><p>0</p><p>520000+($__grank-gt2)*80000+($__grank-gt3)*80000+($__grank-gt4)*80000</p><p>$__main_boss_prate3</p>
	</createRef>

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



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

<revenge label="stage_main_boss_08_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">5100</eval>
	<eval name="crystal">28+($__grank-gt2)*2+($__grank-gt3)*2+($__grank-gt4)*2</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1450</eval>
	<eval name="distance">$1</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

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

	<!-- *** 形態変数の増加 *** -->
	<global name="boss_state">$__boss_state+1</global>

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

	<!-- *** 弾幕のアイテム化 *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>

	<!-- 打ち返し -->
	<repeat><times>$__grank-eq5</times>
		<actionRef label="revenge_bullet_boss"/>
	</repeat>

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>

		<!-- *** ノーミスノーボムチェック *** -->
<!--		<repeat><times>(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</times>
			<addSpirit><spirit>$spirit_inc</spirit></addSpirit>
			<actionRef label="addsp_letter"><param>$spirit_fig_num</param><param>$spirit_inc</param></actionRef>
		</repeat>
-->
		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stage1">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-2*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>

	<wait>60</wait>

	<actionRef label="boss_revenge_present_3"/>

	<!-- *** BUZZ 401以上でsecretへ *** -->
<!--	<debugstr><string>mboss-Secret Judge</string></debugstr>
	<debugval><num>$_buzz</num></debugval>
-->
	<eval name="base">400</eval>

		<!-- *** 形態数9 *** -->
		<createRef label="enemy_create_main_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>40000+($__grank*600)+(10000*($_twinstype-eq2))</p><p>0</p><p>800000+($__grank-gt2)*100000+($__grank-gt3)*100000+($__grank-gt4)*100000</p><p>$__main_boss_prate4</p>
		</createRef>

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


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

<revenge label="stage_main_boss_09_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<!-- ランク変動値は、４倍、EMB取得で２回入る -->
	<eval name="rank_inc">10000</eval>
	<eval name="crystal">50+($__grank-gt2)*4+($__grank-gt3)*4+($__grank-gt4)*4</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">2800</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-200000-($__grank-gt3)*5000-($__grank-gt4)*5000</eval>
	<eval name="emb_prate_tmp0">((-1*$emb_prate)/100000)%10</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">800000+($__grank-gt2)*100000+($__grank-gt3)*100000+($__grank-gt4)*100000</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- まだないよ -->

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>320</cx><cy>240</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</eval>
		<repeat><times>$etb_j</times>
			<actionRef label="emb_letter2"><p>$emb_prate_tmp0</p><p>$emb_prate_tmp1</p><p>$emb_prate_tmp2</p></actionRef>
			<addPRate><num>$emb_prate</num></addPRate>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-3*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action"/>


	<!-- *** 最後にダミーオブジェクトを作ってから自殺 *** -->
	<global name="stage_ex_pos_x">$_self_cx</global>
	<global name="stage_ex_pos_y">$_self_cy</global>

	<createRef label="enemy_create_main_boss_dummy"><p>$_self_cx</p><p>$_self_cy</p></createRef>
	<vanish></vanish>	
</revenge>

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

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

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






<!-- ********************************************************************* -->
<!-- *** ボス戦開始２回目                                              *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_start2">

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

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>

	<!-- 真形態判定 -->
	<global n="extra_saki_second_boss">1+($_prate-lt$__lowpratebonus)*($_ring-gt2)</global>
	<eval n="true10">$__extra_saki_second_boss</eval>
	<eval name="tmp_score">3000000+(3000000*$true10)+($__temp_grank-gt2)*500000+($__temp_grank-gt3)*500000+($__temp_grank-gt4)*500000</eval>

	<createRef label="enemy_create_main_boss3">
		<p>$__stage_ex_pos_x</p>
		<p>$__stage_ex_pos_y</p>
<!-- 		<p>72000+($__grank*500)-(12000*($_twinstype-eq2))+(7000*($_twinstype-eq3))</p> -->
 		<p>90000+($__grank*500)+17000*($_twinstype-eq2)-(5500*($_twinstype-eq3))</p>
		<p>0</p>
		<p>$tmp_score</p>
		<p>0</p>
	</createRef>

	<targetRevenge label="enemy_main_boss_dummy"></targetRevenge>

	<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
	<createRef label="etc_se"></createRef>
	<createRef label="stage1_boss_et"><p>$true10</p></createRef>
	<changeTargetVolume label="bgm"><num>0</num><term>120</term></changeTargetVolume>

	<wait>160</wait>

	<w>90</w>

	<!-- *** 会話終了ロック解除　プレーヤー移動ＯＫ *** -->
	<releaseLock><num>11</num></releaseLock>
	<system><command>playermoveenable</command></system>

	<!-- *** ボスの名称表示オブジェクト作成 *** -->
	<!--
	<createRef label="boss_name_stage_main"></createRef>	
	-->
<!--
	<sound type="bgm" label="bgm">
		<track><file type="ogg">31_bossEX_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*5</loop></play>
	</sound>
	<actionRef label="stageE_2_bgm_title_action"/>
-->

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

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


<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_main_boss3">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<vital>$3</vital>
	<inv>$4</inv>
	<score>$5</score>
	<prate>$6</prate>
	<flag>16</flag>
	<enemyRef label="enemy_main_boss3"></enemyRef>
</create>

<!-- ********************************************************************* -->
<!-- *** ボスオブジェクト                                            *** -->
<enemy label="enemy_main_boss3">

	<!-- *** 初期設定では衝突判定無し *** -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<presentRef label="stage_main_boss_present_02"></presentRef>

	<!-- *** 第 1 形態以外の場合に VITAL ゲージを作成 *** -->
	<rep><ts>1-($__boss_state-eq1)</ts>
		<!-- *** VITAL ゲージはボスの子オブジェクトなのでここで作成 *** -->
		<createRef label="boss_vital_create"></createRef>

		<!-- *** 画面下のボス表示を作成 *** -->
		<createRef label="boss_underbar_create2"></createRef>
	</rep>

	<!-- タイマー差分初期化 -->
	<global name="end_offset">0</global>
	<global name="end_flag">0</global>
	<sysvar name="secret">$_secret+1</sysvar>

	<aRef l="p_avrage_add"/>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>($__boss_state-eq1)*($__extra_saki_second_boss-eq1)</times>
		<eval name="cross_over">120</eval>
		<revengeRef label="stage_main_boss_10_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_10_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>($__boss_state-eq1)*($__extra_saki_second_boss-eq2)</times>
		<eval name="cross_over">120</eval>
		<revengeRef label="stage_main_boss_10_2_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_10_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>



<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第１０形態　                                *** -->
<!-- ***  Enemy Magic                                                  *** -->

<action  label="stage_main_boss_10_action">

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

	<changePosition type="center">
		<x>320</x><y>176</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<!-- *** 会話終了待ち *** -->

	<waitLock><num>11</num></waitLock>

	<!-- *** 第 10 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create2"></createRef>

	<actionRef label="enemy_magic_action_ex2"><p>2</p><p>50</p><param>95</param><param>95</param><param>95</param></actionRef>
	<aRef l="secret_hint2"><p>5</p></aRef>

	<!-- タイマーなし -->
	<global name="timer">1</global>
	<global name="timerwait">1</global>
	<w>30</w>

<!--	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision> -->
	<collision type="rect"><left>-150</left><top>-44</top><right>150</right><bottom>4</bottom></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>
	<createRef l="barrer_ex"/>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet3"/>
	<createRef l="enemy_create_10_prate_dummy"/>

	<global name="last_flag">0</global>
	<global name="last_flag2">0</global>
	<eval name="temp_vital">$_self_vital</eval>
	<eval name="count1">0</eval>
	<eval name="count2">0</eval>
	<w>1</w>
	<cRef label="enemy_create_b_09d"/>


<!-- b_9名称だが 第１０形態 -->
<repeat><times>-1</times>

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

		<repeat><times>(($_self_vital/$temp_vital)-lt0.9)*(($_self_vital/$temp_vital)-gt0.8)</times>
			<eval name="sp">1.0+($__temp_grank*0.05)</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
			<fRef l="enemy_fire_b_09_2s"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>18+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>
		</repeat>

		<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.8))*(($_self_vital/$temp_vital)-gt0.6)</times>
			<eval name="sp">1.0+($__temp_grank*0.05)</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
			<fRef l="enemy_fire_b_09_2s"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>18+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3</times>
			<fRef l="enemy_fire_b_09_2s"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>18+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>
		</repeat>

		<repeat><times>1-(($_self_vital/$temp_vital)-gt0.6)</times>
			<global name="last_flag">1</global>
			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>2-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>21</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt4</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>

				<fRef l="enemy_fire_b_09_2s"><p>38</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>2-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>27</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt4)</times>
				<w>12</w>
			</repeat>

			<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2"><p>-9</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>2-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>38</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>

			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2"><p>9</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3</times>
				<fRef l="enemy_fire_b_09_2s"><p>28</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>

			<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.3))*($__temp_grank-gt0)</times>
				<cRef label="enemy_laser_create_b_09_2ab"><p>120</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>9+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>
			<repeat><times>1-((1-(($_self_vital/$temp_vital)-gt0.3))*($__temp_grank-gt0))</times>
				<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>

		</repeat>

		<repeat><times>1-(($_self_vital/$temp_vital)-gt0.6)</times>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2s"><p>23</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>2-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>41</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<eval name="count1">($count1+1)%2</eval>
			<eval name="count2">($count2+1)%3</eval>

			<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>


			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt3</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
				<fRef l="enemy_fire_b_09_2"><p>3</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>2-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt3)</times>
				<w>12</w>
			</repeat>

			<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>19.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>2-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>26</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
			</repeat>

			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
				<global name="last_flag2">1</global>
				<fRef l="enemy_fire_b_09_2s"><p>19.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>2-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
			</repeat>
			
			<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.5))*(($_self_vital/$temp_vital)-gt0.3)</times>
				<cRef label="enemy_laser_create_b_09ab"><p>110</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>7+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>

			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
				<cRef label="enemy_laser_create_b_09_2ab"><p>110</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>7+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.4)</times>
				<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>
		</repeat>

		<repeat><times>(($_self_vital/$temp_vital)-gt0.8)</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>

		<eval name="count1">($count1+1)%2</eval>
		<eval name="count2">($count2+1)%3</eval>
	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss9</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
</repeat>
<global name="end_flag">1</global>
</action>


<!-- ********************************************************************* -->
<!-- *** ボスのアクション　第１０形態SECRET　                                *** -->
<!-- ***  Enemy Magic                                                  *** -->

<action  label="stage_main_boss_10_2_action">

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

	<changePosition type="center">
		<x>320</x><y>176</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

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

	<!-- *** 第 10 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create2"></createRef>

	<actionRef label="enemy_magic_action_ex2"><p>2</p><p>50</p><param>95</param><param>95</param><param>95</param></actionRef>
	<aRef l="secret_hint2"><p>2</p></aRef>

	<!-- タイマーなし -->
	<global name="timer">1</global>
	<global name="timerwait">1</global>
	<w>30</w>

<!--	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision> -->
	<collision type="rect"><left>-150</left><top>-44</top><right>150</right><bottom>4</bottom></collision>
	<createRef l="boss_ring"><p>$1</p></createRef>
	<createRef l="barrer_ex"/>

	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet3"/>
	<createRef l="enemy_create_10_prate_dummy"/>

	<global name="last_flag">0</global>
	<global name="last_flag2">0</global>
	<eval name="temp_vital">$_self_vital</eval>
	<eval name="count1">0</eval>
	<eval name="count2">0</eval>
	<w>1</w>
	<cRef label="enemy_create_b_09d2"/>


<!-- b_9名称だが 第１０形態 -->
<repeat><times>-1</times>

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

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

		<repeat><times>(($_self_vital/$temp_vital)-gt0.85)</times>
			<eval name="sp">1.0+($__temp_grank*0.05)</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>11</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>32+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>
		</repeat>

		<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.85))*(($_self_vital/$temp_vital)-gt0.7)</times>
			<eval name="sp">1.0+($__temp_grank*0.05)</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>12</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>32+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>9.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>8</times>
				<fRef l="enemy_fire_b_09_2s"><p>40</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>32+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>

		</repeat>

		<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.7))*(($_self_vital/$temp_vital)-gt0.3)</times>
			<global name="last_flag">1</global>
			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>21</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>27+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>
<!--
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt4</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>

				<fRef l="enemy_fire_b_09_2s"><p>38</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>27</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt4)</times>
				<w>12</w>
			</repeat>
-->
			<w>12</w>
			<w>27+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2"><p>-9</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>38</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>

			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2"><p>9</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>28</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>

			<w>27+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
		</repeat>

		<repeat><times>(1-(($_self_vital/$temp_vital)-gt0.7))*(($_self_vital/$temp_vital)-gt0.3)</times>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2s"><p>23</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>41</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<eval name="count1">($count1+1)%2</eval>
			<eval name="count2">($count2+1)%3</eval>

			<repeat><times>($__temp_grank-gt0)</times>
				<cRef label="enemy_laser_create_b_09_2ab"><p>120</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>12+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>
			<repeat><times>1-($__temp_grank-gt0)</times>
				<w>27+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>


			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt3</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
				<fRef l="enemy_fire_b_09_2"><p>3</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt3)</times>
				<w>12</w>
			</repeat>

			<w>27+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>19.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>26</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
			</repeat>

			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>19.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>7</times>
					<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
			</repeat>
			
				<cRef label="enemy_laser_create_b_09_2ab"><p>110</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09_2s"><p>20</p><p>2</p></cRef>
				<w>13+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
		</repeat>


		<repeat><times>1-(($_self_vital/$temp_vital)-gt0.3)</times>
			<global name="last_flag2">1</global>
			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2"><p>0</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>11+5*($__temp_grank-lt3)</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<w>24+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			<eval name="count2">($count2+1)%3</eval>

			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt4</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>

				<fRef l="enemy_fire_b_09_2s"><p>38</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>22+5*($__temp_grank-lt3)</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt4)</times>
				<w>12</w>
			</repeat>

			<cRef label="enemy_laser_create_b_09ab"><p>105</p><p>2</p></cRef>
			<repeat><times>16</times>
			<w>1</w>
			<cRef label="enemy_laser_create_b_09s"><p>10</p><p>2</p></cRef>
			</repeat>
			<w>24+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<fRef l="enemy_fire_b_09_2"><p>9</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>23+5*($__temp_grank-lt3)</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<eval name="count2">($count2+1)%3</eval>

			<w>24+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<fRef l="enemy_fire_b_09_2s"><p>23</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>41</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			<eval name="count1">($count1+1)%2</eval>
			<eval name="count2">($count2+1)%3</eval>

			<repeat><times>($__temp_grank-gt0)</times>
				<cRef label="enemy_laser_create_b_09ab"><p>120</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>9+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>
			<repeat><times>1-($__temp_grank-gt0)</times>
				<w>21+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>


			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<repeat><times>$__temp_grank-gt3</times>
				<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
				<fRef l="enemy_fire_b_09_2"><p>3</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>
				<w>3</w>
				<repeat><times>3-($__temp_grank-lt3)</times>
				<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				<repeat><times>5</times>
					<fRef l="enemy_fire_b_09_2s"><p>60</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
				</repeat>	
				<w>3</w>
				</repeat>
				<eval name="count2">($count2+1)%3</eval>
			</repeat>
			<repeat><times>1-($__temp_grank-gt3)</times>
				<w>12</w>
			</repeat>

			<w>24+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.2)*6+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>

			<eval name="sp">1.0+($__temp_grank*0.05)+(0.5-($_self_vital/$temp_vital))</eval>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>

			<fRef l="enemy_fire_b_09_2s"><p>19.5</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>
			<w>3</w>
			<repeat><times>3-($__temp_grank-lt3)</times>
			<fRef l="enemy_fire_b_09_2s"><p>25</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			<repeat><times>7</times>
				<fRef l="enemy_fire_b_09_2s"><p>45</p><p>$sp</p><p>$count1</p><p>$count2</p></fRef>
			</repeat>	
			<w>3</w>
			</repeat>
			
			<repeat><times>1-(($_self_vital/$temp_vital)-gt0.4)</times>
				<cRef label="enemy_laser_create_b_09ab"><p>110</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>2</w>
				<cRef label="enemy_laser_create_b_09s"><p>20</p><p>2</p></cRef>
				<w>10+($__temp_grank-lt3)*3+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>

			<repeat><times>(($_self_vital/$temp_vital)-gt0.4)</times>
				<w>24+($__temp_grank-lt3)*3-(($_self_vital/$temp_vital)-lt0.3)*4+($__temp_grank-lt4)*3+($__temp_grank-lt3)*3+($__temp_grank-lt2)*3</w>
			</repeat>
		</repeat>

		<repeat><times>(($_self_vital/$temp_vital)-gt0.85)</times>
			<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<w>30</w>
		</repeat>

		<eval name="count1">($count1+1)%2</eval>
		<eval name="count2">($count2+1)%3</eval>
	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss9</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
</repeat>
<global name="end_flag">1</global>
</action>



<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第１０形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_main_boss_10_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">20000</eval>
	<eval name="crystal">60+($__grank-gt2)*4+($__grank-gt3)*4+($__grank-gt4)*4</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">4100</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-999999*($_continuenum-eq0)</eval>
	<eval name="emb_score">1500000+($__grank-gt2)*150000+($__grank-gt3)*150000+($__grank-gt4)*250000</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- まだないよ -->

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>320</cx><cy>240</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<repeat><times>($_continuenum-eq0)</times>
			<actionRef label="emb_letter4"></actionRef>
		</repeat>

		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</eval>
		<repeat><times>$etb_j</times>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
		<addPRate><num>$emb_prate</num></addPRate>


	</repeat>
	<!-- 自爆はないはず -->
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-3*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action2"/>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第１０形態                                    *** -->
<!-- ***                                                               *** -->

<revenge label="stage_main_boss_10_2_revenge">
	<eval name="localcounter">$_counter</eval>
	<eval name="ttc_end">$_ttc_frame</eval>

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">40000</eval>
	<eval name="crystal">72+($__grank-gt2)*4+($__grank-gt3)*4+($__grank-gt4)*4</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">4100</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-999999*($_continuenum-eq0)</eval>
	<eval name="emb_score">3000000+($__grank-gt2)*300000+($__grank-gt3)*300000+($__grank-gt4)*500000</eval>

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- まだないよ -->

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<repeat><times>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<wait>1</wait>
		<create>
			<speed>0</speed><direction>0</direction>
			<cx>320</cx><cy>240</cy><vital>0</vital>
			<bombRef label="bomb_clearbomb"></bombRef>
		</create>
	</repeat>

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

	<wait>1</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<repeat><times>($_continuenum-eq0)</times>
			<actionRef label="emb_letter4"></actionRef>
		</repeat>

		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($localcounter-$__counter_tmp))*($__ttc_start-gt((300*$_magic_rate/100)-60))</eval>
		<repeat><times>$etb_j</times>
			<addScore><score>$emb_score</score></addScore>
			<sysvar name="tbchain">$_tbchain+1</sysvar>
			<addRank><num>$rank_inc</num></addRank>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
		<addPRate><num>$emb_prate</num></addPRate>


	</repeat>
	<!-- 自爆はないはず -->
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-3*$rank_inc</num></addRank>
		<actionRef label="item_counter_01_red"><param>$red_crystal</param></actionRef>
	</repeat>
	<wait>60</wait>
	<actionRef label="stage_main_boss_final_revenge_action2"/>

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



<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ・サブアクション　最終形態                    *** -->
<!-- ***                                                               *** -->
<action label="stage_main_boss_final_revenge_action2">
	<targetRevenge label="boss_life"></targetRevenge>

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

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