<?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">4</global>

	<!-- *** ぷよの移動初期化 *** -->
	<global name="puyo_mv">0</global>
	<global name="puyo_x">0</global>
	<global name="puyo_y">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>

<!-- debug -->
<!--
	<setSharedVitalNum>
		<num>6</num><vital>15000</vital>
	</setSharedVitalNum>
	<global name="puyo_x">320</global>
	<global name="puyo_y">40</global>
	<createRef label="enemy_create_puyo_boss_last"></createRef>
-->
<!-- debug -->

<!-- プレイヤー固定debug -->
<!--
	<actionRef l="fix_player_action"><p>1</p></actionRef>
-->
	<createRef label="enemy_create_main_boss">
		<p>320</p>
		<p>-12</p>
		<p>13000+($__grank*600)</p>
		<p>0</p>
		<p>170000+($__grank*6000)</p>
		<p>$__main_boss_prate</p>
	</createRef>


	<wait>60</wait>

</action>

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

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

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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">14_bossE_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*4</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_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_boss_share">
	<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>

<!-- ********************************************************************* -->
<!-- *** ぷよオブジェクト作成                                         *** -->
<!-- ***  object                                                       *** -->
<create label="enemy_create_puyo_obj">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy+12</cy>
	<child>1</child>
	<oRef label="enemy_main_puyo_obj"></oRef>
</create>

<create label="enemy_create_puyo_obj_p">
	<speed>0</speed><dir>0</dir>
	<cx>$1</cx><cy>$2</cy>
	<child>1</child>
	<oRef label="enemy_main_puyo_obj"></oRef>
</create>

<o label="enemy_main_puyo_obj">
<!-- 暫定 -->
	<preRef label="stage_main_boss_bit_present_01"></preRef>
	<setDrawLevel><num>13</num></setDrawLevel>
	<revengeRef label="enemy_revenge_puyo1"></revengeRef>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
</o>

<revenge label="enemy_revenge_puyo1">
	<vanish/>
</revenge>


<!-- 死んだ後、特定の場所に移動させる場合 -->
<create label="enemy_create_puyo_obj2">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<oRef label="enemy_main_puyo_obj2"><p>$1</p><p>$2</p></oRef>
</create>
<o label="enemy_main_puyo_obj2">
<!-- 暫定 -->
	<preRef label="stage_main_boss_bit_present_01"></preRef>
	<setDrawLevel><num>13</num></setDrawLevel>
	<revengeRef label="enemy_revenge_puyo2"></revengeRef>
	<a>
		<changeSpeed>
			<speed type="absolute">2</speed><term>25</term>
		</changeSpeed>		

		<changePosition type="center">
			<x>$1</x><y>$2</y>
		</changePosition>
		<changeSpeed>
			<speed type="absolute">0</speed><term>2</term>
		</changeSpeed>

		<wait>2</wait>
		<!-- ぷよ移動完了 -->
		<global name="puyo_mv">1</global>
		<global name="puyo_x">$_self_cx</global>
		<global name="puyo_y">$_self_cy</global>

	</a>
</o>
<revenge label="enemy_revenge_puyo2">
<vanish/>
</revenge>

<!-- ********************************************************************* -->
<!-- *** ぷよエネミー作成                                        *** -->
<!-- ***                                                               *** -->
<create label="enemy_create_puyo_boss">
	<speed>0</speed><dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy+12</cy>
<!--	<vital>99</vital> -->
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<enemyRef label="enemy_puyo_boss"></enemyRef>
</create>

<create label="enemy_create_puyo_boss_last">
	<speed>0</speed><dir>0</dir>
	<cx>$__puyo_x</cx><cy>$__puyo_y</cy>
<!--	<vital>99</vital> -->
	<inv>0</inv>
	<score>0</score>
	<prate>0</prate>
	<enemyRef label="enemy_puyo_boss"></enemyRef>
</create>
<enemy label="enemy_puyo_boss">
<!-- 暫定 -->
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<preRef label="stage_main_boss_bit_present_01"></preRef>
	<setDrawLevel><num>13</num></setDrawLevel>
	<createRef label="boss_underbar_create"></createRef>

	<repeat><times>($__boss_state-eq2)</times>
		<shareVital><num>2</num></shareVital>
		<revengeRef label="enemy_revenge_puyo3_02"></revengeRef>
		<aRef l="stage_main_puyo_02_action"/>
	</repeat>

	<repeat><times>($__boss_state-eq4)</times>
		<shareVital><num>4</num></shareVital>
		<revengeRef label="enemy_revenge_puyo3_04"></revengeRef>
		<aRef l="stage_main_puyo_04_action"/>
	</repeat>

	<repeat><times>($__boss_state-eq5)</times>
		<shareVital><num>5</num></shareVital>
		<revengeRef label="enemy_revenge_puyo3_05"></revengeRef>
		<aRef l="stage_main_puyo_05_action"/>
	</repeat>

	<repeat><times>($__boss_state-eq6)</times>
		<shareVital><num>6</num></shareVital>
		<revengeRef label="enemy_revenge_puyo3_06"></revengeRef>
		<aRef l="stage_main_puyo_06_action"/>
	</repeat>
</enemy>

<revenge label="enemy_revenge_puyo3_02">
	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<!-- ぷよ移動初期化 -->
	<global name="puyo_mv">0</global>

	<!-- 自爆判定 -->
	<eval name="rev_st">$__end_flag</eval>
	<eval name="localcounter">$_counter</eval>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_1"></actionRef>
	<changeColor>
		<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>120</term>
	</changeColor>

	<wait>1</wait>
	<repeat><times>$__grank-eq5</times>
		<repeat><times>3</times>
		<actionRef label="revenge_bullet"/>
		<wait>1</wait>
		</repeat>
	</repeat>

	<wait>1</wait>

	<repeat><times>1-($rev_st-eq1)</times>
		<createRef label="item_create_03"><param>12-($_self_cx%9)*8</param><param>12-$_self_cx%24</param></createRef>
		<createRef label="item_create_03"><param>-12+($_self_cx%9)*8</param><param>12</param></createRef>
	</repeat>
		
	<wait>60</wait>

	<!-- *** 移動用ぷよを作成 *** -->
	<cRef label="enemy_create_puyo_obj2"><p>320</p><p>152</p></cRef>
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>

<revenge label="enemy_revenge_puyo3_04">
	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<!-- ぷよ移動初期化 -->
	<global name="puyo_mv">0</global>

	<!-- 自爆判定 -->
	<eval name="rev_st">$__end_flag</eval>
	<eval name="localcounter">$_counter</eval>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_1"></actionRef>
	<changeColor>
		<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>120</term>
	</changeColor>

	<wait>1</wait>

	<!-- 居場所の保存 -->
	<global name="puyo_x">$_self_cx</global>
	<global name="puyo_y">$_self_cy</global>


	<repeat><times>$__grank-eq5</times>
		<repeat><times>3</times>
		<actionRef label="revenge_bullet"/>
		<wait>1</wait>
		</repeat>
	</repeat>

	<wait>1</wait>

	<repeat><times>1-($rev_st-eq1)</times>
		<createRef label="item_create_03"><param>12-($_self_cx%9)*8</param><param>12-$_self_cx%24</param></createRef>
		<createRef label="item_create_03"><param>-12+($_self_cx%9)*8</param><param>12</param></createRef>
	</repeat>

	<!-- *** 移動しないぷよを作成 *** -->
	<cRef label="enemy_create_puyo_obj_p"><p>$_self_cx</p><p>$_self_cy</p></cRef>
	<!-- *** 最後に自殺 *** -->
	<vanish></vanish>	
</revenge>


<revenge label="enemy_revenge_puyo3_05">
	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 自爆判定 -->
	<eval name="rev_st">$__end_flag</eval>
	<eval name="localcounter">$_counter</eval>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_1"></actionRef>
	<changeColor>
		<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>120</term>
	</changeColor>

	<wait>1</wait>

	<wait>1</wait>

	<repeat><times>1-($rev_st-eq1)</times>
		<createRef label="item_create_03"><param>12-($_self_cx%9)*8</param><param>12-$_self_cx%24</param></createRef>
		<createRef label="item_create_03"><param>-12+($_self_cx%9)*8</param><param>12</param></createRef>
	</repeat>

	<w>60</w>

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

<revenge label="enemy_revenge_puyo3_06">
	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>

	<!-- 自爆判定 -->
	<eval name="rev_st">$__end_flag</eval>
	<eval name="localcounter">$_counter</eval>

	<!-- 爆発アクション -->
	<actionRef label="boss_revenge_present_1"></actionRef>
	<changeColor>
		<alpha>40</alpha><red>255</red><green>255</green><blue>255</blue><term>120</term>
	</changeColor>

	<wait>1</wait>

	<wait>1</wait>

	<repeat><times>1-($rev_st-eq1)</times>
		<createRef label="item_create_03"><param>12-($_self_cx%9)*8</param><param>12-$_self_cx%24</param></createRef>
		<createRef label="item_create_03"><param>-12+($_self_cx%9)*8</param><param>12</param></createRef>
	</repeat>

	<w>60</w>

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


<!-- ********************************************************************* -->
<!-- *** 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>

	<repeat><times>($__boss_state-eq2)+($__boss_state-eq4)+($__boss_state-eq5)+($__boss_state-eq6)</times>
		<shareVital>
			<num>$__boss_state</num>
		</shareVital>
	</repeat>

	<!-- *** 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_create"></createRef>
	</rep>

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

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<eval name="cross_over">100</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">244</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<eval name="cross_over">90</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_03_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">205</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss_04_revenge"><p>$cross_over</p></revengeRef>
		<aRef l="p_avrage_add"/>

		<global name="timer">12</global>
		<global name="timerwait">220</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

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

		<global name="timer">12</global>
		<global name="timerwait">274</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<!-- secret -->
	<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">255</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_06_action"><p>$cross_over</p></actionRef> 
	</repeat>

</enemy>


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

<action  label="stage_main_boss_01_action">
	<createRef label="enemy_create_puyo_obj"></createRef>
	<changeSpeed>
		<speed>4.2</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>30</wait>

	<changeSpeed>
		<speed>0</speed><tm>30</tm>
	</changeSpeed>
	<wait>40</wait>

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

	<!-- *** 一人戦闘の場合のvital変更 *** -->
	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>

	<setVital>
	<vital>14000+($__grank*500)-($twins-eq1)*(9800+($__grank*400))-($twins-eq2)*(8200+($__grank*400))-($twins-eq3)*(6800+($__grank*400))</vital>
	</setVital>

	<!-- *** 第 1 形態に限りゲージ類をここで作成 *** -->
	<createRef label="boss_vital_create"></createRef>
	<createRef label="boss_underbar_create"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">223</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>22</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>

	<!-- 場所チェック -->
<!--
	<debugstr><string>midboss_place</string></debugstr>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
-->
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-174</p><p>0</p><p>4</p></fRef>
	<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>174</p><p>0</p><p>4</p></fRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-172</p><p>-32</p><p>4</p></fRef>
		<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>172</p><p>-32</p><p>4</p></fRef>
	</repeat>
	<w>30</w>
	<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-178</p><p>-64</p><p>4</p></fRef>
	<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>178</p><p>-64</p><p>4</p></fRef>
	<w>60</w>

	<eval name="mv_dir">-1+2*($_self_cx-gt$_player_cx)</eval>

	<chD><dir type="abs">45*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>20</tm></chS>
	<w>40</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>80</w>

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

	<eval name="sp1">1.5-($__temp_grank-gt2)*0.1-($__temp_grank-gt4)*0.1</eval>

	<w>10</w>
	<repeat><times>$__temp_grank-gt0</times>
		<fRef l="enemy_fire_b_01_3ab"><p>-100*$mv_dir</p><p>$sp1</p><p>17</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_01_3ab"><p>-85*$mv_dir</p><p>$sp1</p><p>7</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_01_3ab"><p>-70*$mv_dir</p><p>$sp1</p><p>7</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_01_3ab"><p>-55*$mv_dir</p><p>$sp1</p><p>15</p></fRef>
	<w>3</w>
	<repeat><times>$__temp_grank-gt1</times>
		<fRef l="enemy_fire_b_01_3ab"><p>-40*$mv_dir</p><p>$sp1</p><p>29</p></fRef>
	</repeat>

	<w>58</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_01_3ab"><p>-62*$mv_dir</p><p>$sp1-0.1</p><p>25</p></fRef>
	</repeat>
	<w>6</w>

	<w>31</w>
	<chD><dir type="abs">-110*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>3.2</sp><tm>20</tm></chS>
	<w>40</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>80</w>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<w>10</w>

	<eval name="sp">2.5-($__temp_grank*0.1)</eval>
	<fRef l="enemy_fire_b_01_5ab"><p>45</p><p>$sp</p><p>17</p></fRef>
	<fRef l="enemy_fire_b_01_5ab"><p>135</p><p>$sp</p><p>19</p></fRef>
	<fRef l="enemy_fire_b_01_5ab"><p>225</p><p>$sp</p><p>23</p></fRef>
	<fRef l="enemy_fire_b_01_5ab"><p>315</p><p>$sp</p><p>15</p></fRef>
	<w>60</w>
	<repeat><times>$__temp_grank-gt2</times>
		<fRef l="enemy_fire_b_01_5ab"><p>2</p><p>$sp</p><p>17</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>92</p><p>$sp</p><p>19</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>182</p><p>$sp</p><p>23</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>272</p><p>$sp</p><p>15</p></fRef>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt3</times>
		<fRef l="enemy_fire_b_01_5ab"><p>88</p><p>$sp</p><p>15</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>148</p><p>$sp</p><p>21</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>208</p><p>$sp</p><p>19</p></fRef>
		<fRef l="enemy_fire_b_01_5ab"><p>268</p><p>$sp</p><p>18</p></fRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<eval name="rad">22.5-($__temp_grank-eq5)*2.5</eval>
		<eval name="rp_tm">(180/$rad)</eval>
		<w>10</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_01_7"><p>-90</p><p>1.7</p></fRef>
		<repeat><times>$rp_tm</times>
			<fRef l="enemy_fire_b_01_7s"><p>$rad</p><p>1.7</p></fRef>
		</repeat>
	</repeat>
	<repeat><times>1-($__temp_grank-gt3)</times>
	<w>10</w>
	</repeat>
	<w>20</w>

	<chD><dir type="abs">101*$mv_dir</dir><tm>1</tm></chD>
	<chS><sp>1.6</sp><tm>20</tm></chS>
	<w>40</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>60</w>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe</eval>
	<debugstr><string>midboss2</string></debugstr>
	<debugval><num>$time_check2-$time_check1</num></debugval>
</repeat>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>

	<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-174</p><p>0</p><p>4</p></fRef>
	<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>174</p><p>0</p><p>4</p></fRef>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-172</p><p>-32</p><p>4</p></fRef>
		<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>172</p><p>-32</p><p>4</p></fRef>
	</repeat>
	<w>30</w>
	<fRef l="enemy_fire_b_01_1ab"><p>90</p><p>-178</p><p>-64</p><p>4</p></fRef>
	<fRef l="enemy_fire_b_01_1ab"><p>-90</p><p>178</p><p>-64</p><p>4</p></fRef>
	<w>60</w>

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



<!-- ********************************************************************* -->
<!-- *** 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>150</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act0"><p>1</p></aRef>
		<wait>70</wait>
		<aRef label="boss_02_1_act0"><p>-1</p></aRef>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act1"><p>1</p><p>0</p></aRef>
		<wait>6</wait>
		<aRef label="boss_02_1_act1"><p>-1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act1"><p>1</p><p>0</p></aRef>
		<wait>6</wait>
		<aRef label="boss_02_1_act1"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>
	<wait>30</wait>
	<aRef l="boss_rand_move03"><p>30</p></aRef>
	<w>30</w>

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

	<eval name="WINDER">(10+$__temp_grank*15+($_self_cx*31+$_player_cy*29)%41)*0.01</eval>
	<repeat><times>($_player_cx-gt320)</times>
	<eval name="WINDER">-1*$WINDER</eval>
	</repeat>
	<eval name="OFFSET2">30+($_self_cx*13+$_player_cy*37)%30</eval>
	<w>50</w>

	<aRef label="boss_02_2_act_time"><p>$OFFSET2</p><p>$WINDER</p></aRef>

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

	<aRef l="boss_rand_move03"><p>30</p></aRef>
	<w>90</w>
	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act0"><p>1</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act1"><p>1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act1"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>
	<aRef l="boss_rand_move03"><p>30</p></aRef>
	<w>30</w>
	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act0"><p>-1</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act1"><p>1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act1"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>


	<wait>30</wait>
	<aRef l="boss_rand_move03"><p>30</p></aRef>
	<w>30</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>

<action label="boss_02_1_act0">
	<eval name="WAIT">16</eval>
	<eval name="rad">12-($__temp_grank*2)</eval>
	<eval name="rp_tm">(120/$rad)-1</eval>
	<eval name="sp">0.8</eval>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fireRef label="stageE_bossTmp03_fire04A">
	<p>0</p><p>$sp</p><p>$WAIT</p><p>120</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp</p><p>$WAIT</p><p>60</p><p>-120*$1</p>
	</fireRef>
	
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>$1*$rad</p><p>$sp*1.5</p><p>$WAIT</p><p>80</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp*1.5</p><p>$WAIT</p><p>40</p><p>-120*$1</p>
	</fireRef>
	
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>$1*$rad</p><p>$sp*2</p><p>$WAIT</p><p>40</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp*2</p><p>$WAIT</p><p>20</p><p>-120*$1</p>
	</fireRef>
	
	<repeat><times>$rp_tm</times>
		<wait>1</wait>
		<evaladd name="WAIT">-1</evaladd>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp</p><p>$WAIT</p><p>120</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp</p><p>$WAIT</p><p>60</p><p>-120*$1</p>
		</fireRef>

		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp*1.5</p><p>$WAIT</p><p>80</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp*1.5</p><p>$WAIT</p><p>40</p><p>-120*$1</p>
		</fireRef>

		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp*2</p><p>$WAIT</p><p>40</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp*2</p><p>$WAIT</p><p>20</p><p>-120*$1</p>
		</fireRef>
	</repeat>
	<wait>14-($rp_tm-9)</wait>
</action>

<action label="boss_02_1_act1">
	<eval name="WAIT">16</eval>
	<eval name="rad">14-(($__temp_grank-3)*2)</eval>
	<eval name="rp_tm">(120/$rad)-1</eval>
	<eval name="sp">0.7-($__temp_grank-gt3)*0.1</eval>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fireRef label="stageE_bossTmp03_fire04A">
	<p>$2</p><p>$sp</p><p>$WAIT</p><p>120</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp</p><p>$WAIT</p><p>60</p><p>-120*$1</p>
	</fireRef>
	
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>$1*$rad</p><p>$sp*1.5</p><p>$WAIT</p><p>80</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp*1.5</p><p>$WAIT</p><p>40</p><p>-120*$1</p>
	</fireRef>
	
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>$1*$rad</p><p>$sp*2</p><p>$WAIT</p><p>40</p><p>$1*120</p>
	</fireRef>
	<fireRef label="stageE_bossTmp03_fire04B">
	<p>0</p><p>$sp*2</p><p>$WAIT</p><p>20</p><p>-120*$1</p>
	</fireRef>
	
	<repeat><times>$rp_tm</times>
		<wait>1</wait>
		<evaladd name="WAIT">-1</evaladd>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp</p><p>$WAIT</p><p>120</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp</p><p>$WAIT</p><p>60</p><p>-120*$1</p>
		</fireRef>

		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp*1.5</p><p>$WAIT</p><p>80</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp*1.5</p><p>$WAIT</p><p>40</p><p>-120*$1</p>
		</fireRef>

		<fireRef label="stageE_bossTmp03_fire04B">
		<p>$1*$rad</p><p>$sp*2</p><p>$WAIT</p><p>40</p><p>$1*120</p>
		</fireRef>
		<fireRef label="stageE_bossTmp03_fire04B">
		<p>0</p><p>$sp*2</p><p>$WAIT</p><p>20</p><p>-120*$1</p>
		</fireRef>
	</repeat>
	<wait>14-($rp_tm-9)</wait>
</action>

<action label="boss_02_1_act_time">
	<w>26</w>
</action>

<action label="boss_02_2_act2">
	<eval name="WAIT1">48</eval>
	<eval name="WAIT2">6</eval>
	<eval name="SPEED">-2.4+($__temp_grank-gt3)*0.2</eval>
	<eval name="OFFSET">0</eval>
	<eval name="rp_tm">5+($__temp_grank)</eval>
	<eval name="sp_off">(-1*$SPEED)/$rp_tm</eval>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fireRef label="stageE_bossTmp03_fire02A">
	<p>$1</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
	</fireRef>
	<w>1</w>
	<fireRef label="stageE_bossTmp03_fire02B_se">
	<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
	</fireRef>
	<repeat><times>$rp_tm</times>
		<wait>3</wait>
		<evaladd name="WAIT1">-2</evaladd>
		<evaladd name="WAIT2">2</evaladd>
		<evaladd name="SPEED">$sp_off</evaladd>
		<evaladd name="OFFSET">$2</evaladd>
		<fireRef label="stageE_bossTmp03_fire02B">
		<p>90</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
		<w>1</w>
		<fireRef label="stageE_bossTmp03_fire02B_se">
		<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
	</repeat>	
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$rp_tm</times>
		<wait>3</wait>
		<evaladd name="WAIT1">-2</evaladd>
		<evaladd name="WAIT2">2</evaladd>
		<evaladd name="SPEED">$sp_off</evaladd>
		<evaladd name="OFFSET">$2</evaladd>
		<fireRef label="stageE_bossTmp03_fire02B">
		<p>90</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
		<w>1</w>
		<fireRef label="stageE_bossTmp03_fire02B_se">
		<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
	</repeat>	
	<w>46-(($rp_tm-5)*8)</w>
</action>

<action label="boss_02_2_act2_1">
	<eval name="WAIT1">48</eval>
	<eval name="WAIT2">6</eval>
	<eval name="SPEED">-2.4+($__temp_grank-gt3)*0.2</eval>
	<eval name="OFFSET">0</eval>
	<eval name="rp_tm">5</eval>
	<eval name="sp_off">(-1*$SPEED)/$rp_tm</eval>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fireRef label="stageE_bossTmp03_fire02A">
	<p>$1</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
	</fireRef>
	<w>1</w>
	<fireRef label="stageE_bossTmp03_fire02B_se">
	<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
	</fireRef>
	<repeat><times>$rp_tm</times>
		<wait>3</wait>
		<evaladd name="WAIT1">-2</evaladd>
		<evaladd name="WAIT2">2</evaladd>
		<evaladd name="SPEED">$sp_off</evaladd>
		<evaladd name="OFFSET">$2</evaladd>
		<fireRef label="stageE_bossTmp03_fire02B">
		<p>90</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
		<w>1</w>
		<fireRef label="stageE_bossTmp03_fire02B_se">
		<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
	</repeat>	
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>$rp_tm</times>
		<wait>3</wait>
		<evaladd name="WAIT1">-2</evaladd>
		<evaladd name="WAIT2">2</evaladd>
		<evaladd name="SPEED">$sp_off</evaladd>
		<evaladd name="OFFSET">$2</evaladd>
		<fireRef label="stageE_bossTmp03_fire02B">
		<p>90</p><p>$WAIT1</p><p>$WAIT2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
		<w>1</w>
		<fireRef label="stageE_bossTmp03_fire02B_se">
		<p>-90</p><p>$WAIT1</p><p>$WAIT2*2</p><p>$SPEED</p><p>$OFFSET</p>
		</fireRef>
	</repeat>	
	<w>6</w>
</action>

<action label="boss_02_2_act_time">
	<w>90</w>
</action>

<!-- ぷよ攻撃 -->
<action  label="stage_main_puyo_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>162</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>13</radius></collision>

<repeat><times>3</times>

	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act_time"><p>1</p></aRef>
		<wait>70</wait>
		<aRef label="boss_02_1_act_time"><p>-1</p></aRef>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act_time"><p>1</p><p>0</p></aRef>
		<wait>6</wait>
		<aRef label="boss_02_1_act_time"><p>-1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act_time"><p>1</p><p>0</p></aRef>
		<wait>6</wait>
		<aRef label="boss_02_1_act_time"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>
	<wait>30</wait>

	<chD><dir type="abs">-85+170*($_player_cx%2)</dir><tm>1</tm></chD>
	<chS><sp>1</sp><tm>15</tm></chS>
	<w>25</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>15</w>
	<w>30+20</w>

	<eval name="WINDER">(96+($_self_cx*31+$_player_cy*29)%128)*360/(512*96)</eval>
	<repeat><times>($_player_cx-gt320)</times>
	<eval name="WINDER">-1*$WINDER</eval>
	</repeat>
	<eval name="OFFSET2">30+($_self_cx*13+$_player_cy*37)%30</eval>
	<w>50</w>

	<aRef label="boss_02_2_act2"><p>$OFFSET2</p><p>$WINDER</p></aRef>

	<w>90+60</w>
	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act_time"><p>1</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act_time"><p>1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act_time"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>
	<w>30+60</w>
	<repeat><times>$__temp_grank-lt3</times>
		<aRef label="boss_02_1_act_time"><p>-1</p></aRef>
		<w>30</w>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<aRef label="boss_02_1_act_time"><p>1</p><p>8-($__temp_grank-3)</p></aRef>
		<w>6</w>
		<aRef label="boss_02_1_act_time"><p>-1</p><p>-8+($__temp_grank-3)</p></aRef>
	</repeat>
	<wait>30</wait>

	<chD><dir type="rel">180</dir><tm>1</tm></chD>
	<chS><sp>1</sp><tm>15</tm></chS>
	<w>25</w>
	<chS><sp>0</sp><tm>15</tm></chS>
	<w>15</w>

	<repeat><times>$__temp_grank-gt2</times>
		<eval name="WINDER">(96+($_self_cx*31+$_player_cy*29)%128)*360/(512*96)</eval>
		<repeat><times>($_player_cx-gt320)</times>
		<eval name="WINDER">-1*$WINDER</eval>
		</repeat>
		<eval name="OFFSET2">30+($_self_cx*13+$_player_cy*37)%30</eval>
		<aRef label="boss_02_2_act2_1"><p>$OFFSET2</p><p>$WINDER</p></aRef>
	</repeat>
	<repeat><times>1-($__temp_grank-gt2)</times>
		<w>50</w>
	</repeat>
</repeat>

</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>
	
	<!-- ぷよと同期すること -->
	<changePosition type="center">
		<x>320</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<!-- **** debug ************************************-->

	<global name="puyo_mv">1</global>
	<global name="puyo_x">$_self_cx</global>
	<global name="puyo_y">$_self_cy+12</global>

	<!-- **** debug ************************************-->

	<!-- ぷよ待ち(180フレーム) -->
	<!-- ぷよは割と近くにいるので、大丈夫だと思う -->
	<repeat><times>10</times>
	<repeat><times>10*(1-($__puyo_mv-eq2))</times>
		<repeat><times>$__puyo_mv-eq1</times>
			<targetRevenge l="enemy_main_puyo_obj2"></targetRevenge>
			<createRef label="enemy_create_puyo_obj_p"><p>$__puyo_x</p><p>$__puyo_y</p></createRef>	
			<global name="puyo_mv">2</global>
		</repeat>
		<w>1</w>
	</repeat>
	<w>1</w>
	</repeat>

	<!-- ぷよ初期化 -->
	<global name="puyo_mv">0</global>
	<global name="puyo_x">0</global>
	<global name="puyo_y">0</global>

	<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"/>

	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>

	<eval name="ch_vital">64-(($twins-eq1)*16)-(($twins-eq2)*16)-(($twins-eq3)*32)</eval>
	<eval name="ad_vital">26-(($twins-eq1)*8)-(($twins-eq2)*8)-(($twins-eq3)*16)</eval>

<!--	debug
	<eval name="ch_vital">32</eval>
	<eval name="ad_vital">12</eval>
-->
	<eval name="item">0</eval>
	<w>2</w>

<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>

	<eval name="x1">286</eval>
	<eval name="x2">354</eval>
	<eval name="off">26+($__temp_grank-gt2)*4</eval>

	<eval name="sp">3.6</eval>
	<eval name="dir">60-($__temp_grank*4)</eval>

	<w>2</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-1*$dir</p><p>$sp</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
	<w>13</w>
	<evaladd name="sp">-0.25</evaladd>
	<repeat><times>3</times>
		<cRef l="enemy_fire_b_03_2d"><p>-1*$dir</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
		<w>13</w>
		<evaladd name="sp">-0.25</evaladd>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4-($__temp_grank-eq0)</times>
		<cRef l="enemy_fire_b_03_2d"><p>-1*$dir</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir</p><p>$sp</p><p>4</p></cRef>
		<w>13</w>
		<evaladd name="sp">-0.25</evaladd>
	</repeat>

	<eval name="rp_tm">($__temp_grank-gt2)+($__temp_grank-gt3)</eval>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>1+$rp_tm</times>
		<cRef l="enemy_fire_b_03_2d"><p>-1*$dir/2</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir/2</p><p>$sp</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>$dir/2</p><p>$sp</p><p>4</p></cRef>
		<w>10</w>
		<evaladd name="sp">-0.25</evaladd>
	</repeat>
	<w>25-$rp_tm*12+15*($__temp_grank-eq0)</w>


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

	<cRef l="enemy_create_b03ab"><p>$x1</p><p>-8</p><p>$ch_vital</p><p>$item%4</p></cRef>
	<w>15</w>
	<cRef l="enemy_create_b03ab"><p>$x2</p><p>-8</p><p>$ch_vital</p><p>($item+3)%4</p></cRef>
	<evaladd name="ch_vital">$ad_vital</evaladd>
	<evaladd name="x1">-44</evaladd>
	<evaladd name="x2">44</evaladd>
	<w>15</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b03ab"><p>$x1</p><p>-8</p><p>$ch_vital</p><p>0</p></cRef>
	</repeat>
	<w>15</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef l="enemy_create_b03ab"><p>$x2</p><p>-8</p><p>$ch_vital</p><p>0</p></cRef>
	</repeat>
	<evaladd name="ch_vital">$ad_vital</evaladd>
	<evaladd name="x1">-44</evaladd>
	<evaladd name="x2">44</evaladd>
	<w>15</w>
	<cRef l="enemy_create_b03ab"><p>$x1</p><p>-8</p><p>$ch_vital</p><p>($item+2)%4</p></cRef>
	<w>15</w>
	<cRef l="enemy_create_b03ab"><p>$x2</p><p>-8</p><p>$ch_vital</p><p>($item+1)%4</p></cRef>
	<evaladd name="ch_vital">$ad_vital</evaladd>
	<evaladd name="x1">-44</evaladd>
	<evaladd name="x2">44</evaladd>
	<w>10</w>
	<evaladd name="item">1</evaladd>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<w>5</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_03_act0"><p>$off</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_03_act1"><p>$off</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_03_act2"><p>$off</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_03_act3"><p>$off</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_03_act4"><p>$off</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_03_act5"><p>$off</p></aRef>
	</repeat>
	<w>10</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>
<a l="boss_03_act0">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>13</w>
	<repeat><times>3</times>
		<cRef l="enemy_fire_b_03_2ds"><p>90+16</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>13</w>
	</repeat>

	<repeat><times>4</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>3</times>
			<cRef l="enemy_fire_b_03_2ds"><p>90+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>13</w>
		</repeat>
	</repeat>

	<w>98</w>
</a>

<a l="boss_03_act1">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>11</w>
	<repeat><times>3</times>
		<cRef l="enemy_fire_b_03_2ds"><p>90+16</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>11</w>
	</repeat>

	<repeat><times>5</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>3</times>
			<cRef l="enemy_fire_b_03_2ds"><p>90+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>11</w>
		</repeat>
	</repeat>

	<w>88</w>
</a>

<a l="boss_03_act2">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
	<w>9</w>
	<repeat><times>3</times>
		<cRef l="enemy_fire_b_03_2ds"><p>90+16</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
		<w>9</w>
	</repeat>

	<repeat><times>6</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>3</times>
			<cRef l="enemy_fire_b_03_2ds"><p>90+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>90</p><p>1.8</p><p>4</p></cRef>
			<w>9</w>
		</repeat>
	</repeat>

	<w>90</w>
</a>

<a l="boss_03_act3">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
	<w>8</w>
	<repeat><times>3</times>
		<cRef l="enemy_fire_b_03_2ds"><p>72+16</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
		<w>8</w>
	</repeat>

	<repeat><times>6</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>8</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>8</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4</p></cRef>
			<w>8</w>
	</repeat>

	<w>90</w>
</a>

<a l="boss_03_act4">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4.2</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.2</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.2</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.5</p><p>4.2</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.2</p></cRef>
	<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+16</p><p>1.8</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
		<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+36</p><p>2.1</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.2</p></cRef>
		<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+26</p><p>1.9</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.2</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.2</p></cRef>
		<w>7</w>

	<repeat><times>7</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.8</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.1</p><p>4.2</p></cRef>
			<w>7</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.7</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.2</p></cRef>
			<w>7</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1*2</p><p>2.1</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.2</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.2</p></cRef>
			<w>7</w>
	</repeat>

	<w>79</w>
</a>

<a l="boss_03_act5">
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_fire_b_03_2d"><p>-45</p><p>1.8</p><p>4.5</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.5</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.5</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.5</p><p>4.5</p></cRef>
	<w>1</w>
	<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.5</p></cRef>
	<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+16</p><p>1.8</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
		<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+36</p><p>2.1</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.5</p></cRef>
		<w>7</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72+26</p><p>1.9</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.5</p></cRef>
		<w>1</w>
		<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.5</p></cRef>
		<w>7</w>

	<repeat><times>7</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.8</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.1</p><p>4.5</p></cRef>
			<w>7</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1</p><p>1.7</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.8</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>2.0</p><p>4.5</p></cRef>
			<w>7</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72+$1*2</p><p>2.1</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.7</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.6</p><p>4.5</p></cRef>
			<w>1</w>
			<cRef l="enemy_fire_b_03_2ds"><p>72</p><p>1.9</p><p>4.5</p></cRef>
			<w>7</w>
	</repeat>

	<w>79</w>
</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>140</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"/>

	<chD><dir type="abs">-90</dir><tm>1</tm></chD>
	<chS><sp>2.8</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>20</w>

<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>
	<!-- タイマーチェック -->

	<eval name="sp">2.8</eval>

	<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>

	<w>30</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_04_1d"><p>($_player_cx%7)</p></fRef>
<!--
	<cRef l="enemy_fire_b_04_1d"><p>1</p></cRef>
-->
	<w>30</w>

	<repeat><times>$__temp_grank-gt0</times>
		<cRef label="enemy_laser_create_b_04"><p>30</p></cRef>
	</repeat>

	<w>60</w>

	<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>

	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_1d"><p>($_player_cy%7)</p></fRef>
<!--
		<cRef l="enemy_fire_b_04_1d"><p>-1</p></cRef>
-->
	</repeat>
	<repeat><times>1-($__temp_grank-gt2)</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_2d"><p>($_player_cy%7)</p></fRef>
	</repeat>

	<w>30</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef label="enemy_laser_create_b_04"><p>-30</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<cRef label="enemy_laser_create_b_04"><p>30</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>
	</repeat>
	<w>25</w>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_1d"><p>($_player_cy%7)</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>$__temp_grank-gt4</times>
		<cRef label="enemy_laser_create_b_04"><p>($_player_cy%7)</p></cRef>
	</repeat>
	<w>30</w>

	<w>60</w>

	<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>


<!-- ぷよ攻撃 -->
<action  label="stage_main_puyo_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>152</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>13</radius></collision>

	<chD><dir type="abs">90</dir><tm>1</tm></chD>
	<chS><sp>2.8</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>20</w>

<repeat><times>7</times>
	<eval name="sp">2.8</eval>

	<w>31</w>

	<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>

	<w>30</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_04_1d"><p>($_player_cy%7)</p></fRef>
<!--
	<cRef l="enemy_fire_b_04_1d"><p>-1</p></cRef>
-->
	<w>30</w>

	<repeat><times>$__temp_grank-gt0</times>
		<cRef label="enemy_laser_create_b_04"><p>-30</p></cRef>
	</repeat>

	<w>60</w>

	<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>

	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_1d"><p>($_player_cy%7)</p></fRef>
<!--
		<cRef l="enemy_fire_b_04_1d"><p>-1</p></cRef>
-->
	</repeat>
	<repeat><times>1-($__temp_grank-gt2)</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_2d"><p>($_player_cy%7)</p></fRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef label="enemy_laser_create_b_04"><p>30</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt3</times>
		<cRef label="enemy_laser_create_b_04"><p>0</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="enemy_laser_create_b_04"><p>-30</p></cRef>
	</repeat>
	<w>25</w>
	<repeat><times>$__temp_grank-gt3</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_04_1d"><p>($_player_cy%7)</p></fRef>
	</repeat>
	<w>5</w>
	<repeat><times>$__temp_grank-gt4</times>
		<cRef label="enemy_laser_create_b_04"><p>0-($_player_cy%7)</p></cRef>
	</repeat>
	<w>30</w>

	<w>29</w>

</repeat>
</action>


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

<action  label="stage_main_boss_05_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"><p>2</p><param>50</param><param>25</param><param>135</param><param>25</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>100</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>90</wait>

	<!-- ぷよ待ち(180フレーム) -->
	<!-- ぷよは割と中央からほぼ同じ距離にいるので、大丈夫だと思う -->
	<repeat><times>10</times>
	<repeat><times>10*(1-($__puyo_mv-eq2))</times>
		<repeat><times>$__puyo_mv-eq1</times>
			<global name="puyo_mv">2</global>
		</repeat>
		<w>1</w>
	</repeat>
	<w>1</w>
	</repeat>

	<!-- ぷよ初期化 -->
	<global name="puyo_mv">0</global>
	<global name="puyo_x">0</global>
	<global name="puyo_y">0</global>

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

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

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

<repeat><times>5</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>55</w>
	<cRef l="enemy_fire_b_05_3d"/>
	<cRef l="enemy_fire_b_05_4d"/>
	<w>1</w>
	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<chS><sp>1.0</sp><tm>10</tm></chS>
	<w>75</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>20</w>
	<!-- 151 -->

	<w>5</w>
	<eval name="rp_tm">3+2*($__temp_grank-gt3)</eval>
	<eval name="wt_tm">30-12*($__temp_grank-gt3)</eval>
	<w>2</w>
	<repeat><times>$rp_tm</times>
		<aRef l="enemy_bullet_action4"><p>64</p></aRef>
		<fRef l="enemy_fire_b_05_3"><p>0</p><p>1.6</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_b_05_3s"><p>90</p><p>1.6</p></fRef>
		</repeat>
		<w>$wt_tm</w>
	</repeat>

	<aRef l="enemy_bullet_action4"><p>64</p></aRef>
	<fRef l="enemy_fire_b_05_3"><p>0</p><p>1.6</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_05_3s"><p>90</p><p>1.6</p></fRef>
	</repeat>
	<w>3</w>
	<cRef label="enemy_laser_create_b_05"><p>0</p></cRef>
	<repeat><times>3</times>
		<cRef label="enemy_laser_create_b_05s"><p>90</p></cRef>
	</repeat>

	<!-- レーザー 1 -->
	<repeat><times>$__temp_grank-gt0</times>
		<w>80</w>
		<cRef label="enemy_laser_create_b_05"><p>0</p></cRef>
		<repeat><times>3</times>
			<cRef label="enemy_laser_create_b_05s"><p>90</p></cRef>
		</repeat>
	</repeat>
	<repeat><times>1-($__temp_grank-gt0)</times>
		<w>20</w>
		<repeat><times>2</times>
			<aRef l="enemy_bullet_action4"><p>64</p></aRef>
			<fRef l="enemy_fire_b_05_3"><p>0</p><p>1.6</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b_05_3s"><p>90</p><p>1.6</p></fRef>
			</repeat>
			<w>30</w>
		</repeat>
	</repeat>

	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<!-- レーザー 2 -->
	<repeat><times>$__temp_grank-gt1</times>
		<w>80</w>
		<cRef label="enemy_laser_create_b_05"><p>0</p></cRef>
		<repeat><times>3</times>
			<cRef label="enemy_laser_create_b_05s"><p>90</p></cRef>
		</repeat>
	</repeat>
	<repeat><times>1-($__temp_grank-gt1)</times>
		<w>20</w>
		<repeat><times>2</times>
			<aRef l="enemy_bullet_action4"><p>64</p></aRef>
			<fRef l="enemy_fire_b_05_3"><p>0</p><p>1.6</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_b_05_3s"><p>90</p><p>1.6</p></fRef>
			</repeat>
			<w>30</w>
		</repeat>
	</repeat>

	<w>80</w>

	<!-- レーザー 3 -->
	<cRef label="enemy_laser_create_b_05"><p>0</p></cRef>
	<repeat><times>3</times>
		<cRef label="enemy_laser_create_b_05s"><p>90</p></cRef>
	</repeat>

	<w>47</w>

	<chD><dir type="abs">0</dir><tm>1</tm></chD>
	<chS><sp>1.0</sp><tm>10</tm></chS>
	<w>75</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>20</w>
	
	<!-- 633 -->


	<!-- 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>

<!-- ぷよ攻撃 -->
<action  label="stage_main_puyo_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>110</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>90</wait>
	<!-- ぷよ移動完了 -->
	<global name="puyo_mv">1</global>
	<w>13</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>13</radius></collision>

<repeat><times>5</times>

	<cRef l="enemy_fire_b_05_1d"/>
	<cRef l="enemy_fire_b_05_2d"/>
	<w>1</w>

	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<chS><sp>2</sp><tm>10</tm></chS>
	<w>75</w>
	<chS><sp>0</sp><tm>20</tm></chS>
	<w>75</w>
	<!-- 151 -->
	
	<cRef l="enemy_fire_b_05_5d"/>
	<chD><dir type="abs">90</dir><tm>1</tm></chD>
	<w>1</w>
	<chS><sp>3.14</sp><tm>1</tm></chS>
	<repeat><times>2</times>
		<chD><dir type="rel">-360</dir><tm>160</tm></chD>
		<w>160</w>
	</repeat>

	<chD><dir type="rel">-180</dir><tm>80</tm></chD>
	<w>79</w>
	<chS><sp>0</sp><tm>1</tm></chS>
	<w>82</w>
	<!-- 633 -->

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

<action  label="stage_main_boss_06_action">
<!-- SECRET MAGIC 演出 0:mid enemy magic  1:mid secret magic 2:boss enemy magic 3:boss secret magic-->
<actionRef label="enemy_magic_action"><p>3</p><param>50</param><param>25</param><param>135</param><param>25</param></actionRef>
<createRef label="stage1_boss_et"></createRef>

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

	<changePosition type="center">
		<x>320</x><y>120</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>90</wait>
	<!-- ぷよ待ち(180フレーム) -->
	<!-- ぷよは割と中央からほぼ同じ距離にいるので、大丈夫だと思う -->
	<repeat><times>10</times>
	<repeat><times>10*(1-($__puyo_mv-eq2))</times>
		<repeat><times>$__puyo_mv-eq1</times>
			<global name="puyo_mv">2</global>
		</repeat>
		<w>1</w>
	</repeat>
	<w>1</w>
	</repeat>

	<!-- ぷよ初期化 -->
	<global name="puyo_mv">0</global>
	<global name="puyo_x">0</global>
	<global name="puyo_y">0</global>

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

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

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

	<chD><dir type="abs">120</dir><tm>1</tm></chD>
	<chS><sp>1.5</sp><tm>10</tm></chS>
	<w>40</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>


	<!-- 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="ab_dir">45</eval>
	<eval name="rot_dir">0.3+($__temp_grank-gt2)*0.05+($__temp_grank-gt3)*0.05</eval>
	<w>1</w>

	<cRef label="enemy_laser_create_b_06ab"><p>$ab_dir</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>
	<w>5</w>
	<cRef label="enemy_laser_create_b_06s"><p>45+$rot_dir*5</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>
	<cRef label="enemy_laser_create_b_06s"><p>45</p><p>$rot_dir</p></cRef>

	<repeat><times>20</times>
	<w>120</w>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	</repeat>

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


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

</action>


<!-- ぷよ攻撃 -->
<action  label="stage_main_puyo_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>132</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<w>2</w>
	<!-- ぷよ移動完了 -->
	<global name="puyo_mv">1</global>
	<wait>88</wait>
	<w>10</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>13</radius></collision>

	<chD><dir type="abs">220</dir><tm>1</tm></chD>
	<chS><sp>3.0</sp><tm>10</tm></chS>
	<w>40</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>


	<repeat><times>15</times>
	<eval name="t_rank">$__temp_grank</eval>

	<repeat><times>$t_rank-eq0</times>
		<aRef l="puyo_06_act0"/>
	</repeat>
	<repeat><times>$t_rank-eq1</times>
		<aRef l="puyo_06_act1"/>
	</repeat>
	<repeat><times>$t_rank-eq2</times>
		<aRef l="puyo_06_act2"/>
	</repeat>
	<repeat><times>$t_rank-eq3</times>
		<aRef l="puyo_06_act3"/>
	</repeat>
	<repeat><times>$t_rank-eq4</times>
		<aRef l="puyo_06_act4"/>
	</repeat>
	<repeat><times>$t_rank-eq5</times>
		<aRef l="puyo_06_act5"/>
	</repeat>

	</repeat>

	<w>21</w>


</action>

<a l="puyo_06_act0">
	<eval name="sp">1.4</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_06_1s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>20</w>
	<repeat><times>9</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>30+5</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_06_1s"><p>60</p><p>$sp</p></fRef>
		</repeat>
		<w>20</w>
	</repeat>
</a>

<a l="puyo_06_act1">
	<eval name="sp">1.5</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_06_1s"><p>60</p><p>$sp</p></fRef>
	</repeat>
	<w>18</w>
	<repeat><times>11</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>30+9</p><p>$sp</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_b_06_1s"><p>60</p><p>$sp</p></fRef>
		</repeat>
		<w>18</w>
	</repeat>
	<w>2</w>
</a>


<a l="puyo_06_act2">
	<eval name="sp">1.6</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_06_1s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>15</w>
	<repeat><times>12</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>22.5+11</p><p>$sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b_06_1s"><p>45</p><p>$sp</p></fRef>
		</repeat>
		<w>15</w>
	</repeat>
	<w>5</w>
</a>

<a l="puyo_06_act3">
	<eval name="sp">1.5</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_06_1s"><p>45</p><p>$sp</p></fRef>
	</repeat>
	<w>13</w>
	<evaladd name="sp">0.1</evaladd>
	<repeat><times>14</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>22.5+11</p><p>$sp</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_b_06_1s"><p>45</p><p>$sp</p></fRef>
		</repeat>
		<w>13</w>
		<evaladd name="sp">0.1</evaladd>
	</repeat>
	<w>5</w>
</a>

<a l="puyo_06_act4">
	<eval name="sp">1.4</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_06_1s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>11</w>
	<evaladd name="sp">0.1</evaladd>
	<repeat><times>17</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>20+9</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_06_1s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>11</w>
		<evaladd name="sp">0.1</evaladd>
	</repeat>
	<w>2</w>
</a>

<a l="puyo_06_act5">
	<eval name="sp">1.5</eval>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_06_1"><p>11</p><p>$sp</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_06_1s"><p>40</p><p>$sp</p></fRef>
	</repeat>
	<w>19</w>
	<evaladd name="sp">0.1</evaladd>
	<repeat><times>19</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_06_1s"><p>20+9</p><p>$sp</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_b_06_1s"><p>40</p><p>$sp</p></fRef>
		</repeat>
		<w>10</w>
		<evaladd name="sp">0.1</evaladd>
	</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">1600*($_difficulty+1)</eval>
	<eval name="crystal">(16+$_difficulty*2)</eval>
	<eval name="red_crystal">54</eval>
	<eval name="multi4">1120</eval>
	<eval name="distance">$1</eval>

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

	<!-- 爆発アクション -->
	<createRef label="enemy_create_puyo_obj"></createRef>
	<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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$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>
	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>

	<eval name="vital">13000+($__grank*600)-($twins-eq1)*(10000+($__grank*500))-($twins-eq2)*(7600+($__grank*500))-($twins-eq3)*(7100+($__grank*500))</eval>

	<setSharedVitalNum>
		<num>2</num><vital>$vital</vital>
	</setSharedVitalNum>
	<targetRevenge l="enemy_main_puyo_obj"></targetRevenge>
	<createRef label="enemy_create_puyo_boss"></createRef>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss_share">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>170000+($__grank*6000)</p><p>$__main_boss_prate2</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1600*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">54</eval>
	<eval name="multi4">940+($__grank-gt2)*120+($__grank-gt3)*120</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>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<targetRevenge label="enemy_puyo_boss"></targetRevenge>
		<w>1</w>
	</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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$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>

	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>
	<eval name="vital">12500+($__grank*600)-($twins-eq1)*(9800+($__grank*500))-($twins-eq2)*(9500+($__grank*500))-($twins-eq3)*(8200+($__grank*500))</eval>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>180000+($__grank*7000)</p><p>$__main_boss_prate3</p>
	</createRef>

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

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

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

	<!-- ランク変動値、ボーナススピリット、スピリット桁数、クリスタル基本値、赤クリスタル基本値、４倍タイマー -->
	<eval name="rank_inc">1600*($_difficulty+1)</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">54</eval>
	<eval name="multi4">940+($__grank-gt2)*120+($__grank-gt3)*120</eval>
	<eval name="distance">$1</eval>

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

	<!-- 爆発アクション -->
	<createRef label="enemy_create_puyo_obj"></createRef>
	<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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$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>

	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>
	<eval name="vital">13500+($__grank*600)-($twins-eq1)*(8800+($__grank*500))-($twins-eq2)*(6500+($__grank*500))-($twins-eq3)*(6700+($__grank*500))</eval>

	<setSharedVitalNum>
		<num>4</num><vital>$vital</vital>
	</setSharedVitalNum>
	<targetRevenge l="enemy_main_puyo_obj"></targetRevenge>
	<createRef label="enemy_create_puyo_boss"></createRef>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss_share">
		<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>200000+($__grank*7000)</p><p>$__main_boss_prate3</p>
	</createRef>

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

<!-- ********************************************************************* -->
<!-- *** ボスのリベンジ　第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">1600*($_difficulty+1)</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">60</eval>
	<eval name="multi4">1100+($__grank-gt3)*80</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>$_revenge_state-eq1</times>
		<wait>1</wait>
		<changeBulletToItem/>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<targetRevenge label="enemy_puyo_boss"></targetRevenge>
		<w>1</w>
	</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">
		<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"/>

	<!-- *** x6の数 55 より大きいで第４形態へ *** -->

	<!-- debug -->
<!--
	<global name="m6_count">56</global>
-->
	<debugstr><string>secret_debug</string></debugstr>
	<debugval><num>$__m6_count</num></debugval>
	<eval name="base">50</eval>

	<!-- 双子１人戦闘判定 0:2人または直線 1:成実 2:瑠璃香 3:シズカ -->
	<eval name="twins">($_twinstype-eq1)*($__twins_set-eq0)+($_twinstype-eq2)*($__twins_set-eq1)*2+($_twinstype-eq3)*($__twins_set-eq1)*3</eval>

	<!-- *** 次の形態のボスの作成 EM *** -->
	<repeat><times>(($__m6_count-gt$base)*($_stagemisscount-eq0)</times>
		<!-- *** 形態数5 secret *** -->
		<aRef l="secret_hint"><p>$base</p></aRef>
		<sysvar name="secret">$_secret+1</sysvar>
		<global name="boss_state">$__boss_state+1</global>
		<eval name="vital">15500+($__grank*600)-($twins-eq1)*(9200+($__grank*500))-($twins-eq2)*(5800+($__grank*500))-($twins-eq3)*(6000+($__grank*500))</eval>

		<w>1</w>
		<setSharedVitalNum>
			<num>6</num><vital>$vital</vital>
		</setSharedVitalNum>
		<targetRevenge l="enemy_main_puyo_obj"></targetRevenge>
		<createRef label="enemy_create_puyo_boss_last"></createRef>
		<createRef label="enemy_create_main_boss_share">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>300000+($__grank*20000)</p><p>$__main_boss_prate4</p>
		</createRef>
	</repeat>
	<repeat><times>1-(($__m6_count-gt$base)*($_stagemisscount-eq0))</times>
		<!-- *** 形態数4 *** -->

		<eval name="vital">15500+($__grank*600)-($twins-eq1)*(9200+($__grank*500))-($twins-eq2)*(5800+($__grank*500))-($twins-eq3)*(6000+($__grank*500))</eval>
		<w>1</w>
		<setSharedVitalNum>
			<num>5</num><vital>$vital</vital>
		</setSharedVitalNum>
		<targetRevenge l="enemy_main_puyo_obj"></targetRevenge>
		<createRef label="enemy_create_puyo_boss_last"></createRef>
		<createRef label="enemy_create_main_boss_share">
			<p>$_self_cx</p><p>$_self_cy</p><p>$vital</p><p>0</p><p>180000+($__grank*10000)</p><p>$__main_boss_prate3</p>
		</createRef>
	</repeat>

	<!-- *** 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 -->
	<!-- ランク変動値は、４倍、EMB取得で２回入る -->
	<eval name="rank_inc">2000*($_difficulty+1)</eval>
	<eval name="crystal">(24+$_difficulty*2)</eval>
	<eval name="red_crystal">64</eval>
	<eval name="multi4">1460</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-15000-($__grank-gt3)*4000-($__grank-gt4)*4000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">200000+($__grank-gt3)*20000+($__grank-gt4)*20000</eval>

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

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

	<!-- まだないよ -->

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

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

	<wait>1</wait>

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

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-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">2800*($_difficulty+1)</eval>
	<eval name="crystal">(26+$_difficulty*2)</eval>
	<eval name="red_crystal">64</eval>
	<eval name="multi4">1460</eval>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-16000-($__grank-gt3)*5000-($__grank-gt4)*5000</eval>
	<eval name="emb_prate_tmp1">((-1*$emb_prate)/10000)%10</eval>
	<eval name="emb_prate_tmp2">((-1*$emb_prate)/1000)%10</eval>
	<eval name="emb_score">240000+($__grank-gt3)*20000+($__grank-gt4)*20000</eval>

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

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

	<!-- まだないよ -->

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

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


	<wait>1</wait>

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

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss">
		<param>$crystal</param><param>$counter_e</param><param>$multi4</param><param>24</param><param>$localcounter</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>
	</repeat>
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-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"/>

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



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

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

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