<?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>

	<!-- *** 会話終了ロックをかける *** -->
	<setLock><num>11</num></setLock>
	
	<!-- *** ５面ボス用カウンター *** -->
	<global name="temp_counter">0</global>
	<global name="temp_multi4">0</global>
	<global name="enemy1_flag">0</global>
	<global name="enemy2_flag">0</global>
	<global name="enemy1_crystal">0</global>
	<global name="enemy2_crystal">0</global>
	<global name="miss">0</global>
	<global name="f3_mboss_judge">0</global>
	<global name="boss_etb_j">0</global>


	<setSharedVitalNum>
		<num>1</num><vital>14000+($__grank*300)</vital>
	</setSharedVitalNum>

<!-- debug -->
<!--
	<setSharedVitalNum>
		<num>2</num><vital>14500+($__grank*300)</vital>
	</setSharedVitalNum>
	<setSharedVitalNum>
		<num>3</num><vital>14500+($__grank*300)</vital>
	</setSharedVitalNum>
	<setSharedVitalNum>
		<num>4</num><vital>14500+($__grank*300)</vital>
	</setSharedVitalNum>
	<setSharedVitalNum>
		<num>5</num><vital>14500+($__grank*300)</vital>
	</setSharedVitalNum>
	<setSharedVitalNum>
		<num>6</num><vital>9999999</vital>
	</setSharedVitalNum>
-->
<!-- -->

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<global name="temp_grank">$__grank</global>
	<createRef label="enemy_create_main_boss">
		<p>280</p>
		<p>-12</p>
		<p>1</p>
		<p>0</p>
		<p>125000+($__grank*3000)</p>
		<p>$__main_boss_prate</p>
	</createRef>

	<createRef label="enemy_create_main_boss2">
		<p>360</p>
		<p>-12</p>
		<p>13200+($__grank*300)</p>
		<p>0</p>
		<p>125000+($__grank*3000)</p>
		<p>0</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">16_bossF_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*6</loop></play>
	</sound>
	<actionRef label="stageF_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>
	<enemyRef label="enemy_main_boss2"></enemyRef>
</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、および第６形態以外の場合に VITAL ゲージを作成 *** -->
	<rep><ts>1-(($__boss_state-eq1)+($__boss_state-eq6))</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>
	<rep><ts>($__boss_state-eq6)</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_dummy"></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="enemy1_flag">0</global>
	<global name="enemy1_crystal">0</global>
	<global name="temp_grank">$__grank</global>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<shareVital><num>1</num></shareVital>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss_01_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<shareVital><num>2</num></shareVital>
		<eval name="cross_over">90</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_02_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">241</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_02_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<shareVital><num>3</num></shareVital>
		<eval name="cross_over">80</eval>
		<revengeRef label="stage_main_boss_03_revenge"><p>$cross_over</p></revengeRef>
		<aRef l="p_avrage_add"/>

		<global name="timer">12</global>
		<global name="timerwait">261</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_03_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<shareVital><num>4</num></shareVital>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_04_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">225</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_04_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<shareVital><num>5</num></shareVital>
		<eval name="cross_over">110</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_05_revenge"><p>$cross_over</p></revengeRef>

		<global name="timer">12</global>
		<global name="timerwait">289</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_05_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<shareVital><num>6</num></shareVital>
		<eval name="cross_over">80</eval>
		<aRef l="p_avrage_add"/>
		<revengeRef label="stage_main_boss_06_revenge"><p>$cross_over</p></revengeRef>

		<!-- 減衰タイマー timer*timerwait待つだけ -->
		<global name="timer">1</global>
		<global name="timerwait">1700</global>
<!--		<actionRef  label="create_timer"></actionRef> -->
		<actionRef  label="stage_main_boss_06_action"><p>$cross_over</p></actionRef> 
	</repeat>


</enemy>

<enemy label="enemy_main_boss2">

	<!-- *** 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>
		<!-- *** 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="enemy2_flag">0</global>
	<global name="enemy2_crystal">0</global>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<shareVital><num>1</num></shareVital>
		<eval name="cross_over">100</eval>
		<revengeRef label="stage_main_boss_01_2_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_01_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq2</times>
		<shareVital><num>2</num></shareVital>
		<eval name="cross_over">90</eval>
		<revengeRef label="stage_main_boss_02_2_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_02_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq3</times>
		<shareVital><num>3</num></shareVital>
		<eval name="cross_over">80</eval>
		<revengeRef label="stage_main_boss_03_2_revenge"><p>$cross_over</p></revengeRef>
		<actionRef  label="stage_main_boss_03_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq4</times>
		<shareVital><num>4</num></shareVital>
		<eval name="cross_over">110</eval>
		<revengeRef label="stage_main_boss_04_2_revenge"><p>$cross_over</p></revengeRef>

		<actionRef  label="stage_main_boss_04_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq5</times>
		<shareVital><num>5</num></shareVital>
		<eval name="cross_over">110</eval>
		<revengeRef label="stage_main_boss_05_2_revenge"><p>$cross_over</p></revengeRef>

		<actionRef  label="stage_main_boss_05_2_action"><p>$cross_over</p></actionRef> 
	</repeat>

	<repeat><times>$__boss_state-eq6</times>
		<shareVital><num>6</num></shareVital>
		<eval name="cross_over">80</eval>
		<revengeRef label="stage_main_boss_06_2_revenge"><p>$cross_over</p></revengeRef>

		<actionRef  label="stage_main_boss_06_2_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">
	<changeSpeed>
		<speed>4.2</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</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_create"></createRef>
	<global name="timer">12</global>
	<global name="timerwait">217</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><p>0</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">$_stageplayframe</eval>
	<eval name="cx">$_self_cx</eval>
	<eval name="cy">$_self_cy</eval>

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

	<!-- ジャンプ -->
	<cRef label="mahoujin_create_b_01"><p>156</p><p>240</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>214</p><p>200</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>360</p><p>160</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>295</p><p>120</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>430</p><p>80</p><p>0</p></cRef>
	<w>30</w>

	<setPosition type="center"><x>156</x><y>240</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>214</x><y>200</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>360</x><y>160</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>295</x><y>120</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>430</x><y>80</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi5"><p>0</p></aRef>
	</repeat>

	<w>60</w>
	<chS><sp>3</sp><tm>10</tm></chS>
	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>

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

	<cRef label="mahoujin_create_b_01_2ab"><p>240</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>14</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>14</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>14</p><p>0</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>14</p><p>0</p></cRef>
	<w>10</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="mahoujin_create_b_01_2s"><p>14</p><p>0</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>$__temp_grank-gt3</times>
		<cRef label="mahoujin_create_b_01_2s"><p>-42</p><p>0</p></cRef>
	</repeat>

	<w>140</w>
	<!-- ジャンプ -->
	<cRef label="mahoujin_create_b_01"><p>240</p><p>260</p><p>0</p></cRef>
	<w>60</w>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<w>10</w>

	<setPosition type="center"><x>240</x><y>260</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>270</p><p>230</p><p>0</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>270</x><y>230</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>240</p><p>200</p><p>0</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>0</p></aRef>
	</repeat>
	<setPosition type="center"><x>240</x><y>200</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>220</p><p>170</p><p>0</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>0</p></aRef>
	</repeat>
	<setPosition type="center"><x>220</x><y>170</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>$cx</p><p>$cy</p><p>0</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>0</p></aRef>
	</repeat>

	<setPosition type="center"><x>$cx</x><y>$cy</y></setPosition>

	<w>120</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>
<global name="end_flag">1</global>

</action>

<action  label="stage_main_boss_01_2_action">
	<changeSpeed>
		<speed>4.2</speed><tm>0</tm>
	</changeSpeed>
	<changeDirection>
		<dir type="abs">180</dir><tm>0</tm>
	</changeDirection>
	<wait>20</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_underbar_create"></createRef>

	<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><p>1</p></createRef>

<!-- 弾幕開始 -->

<repeat><times>3</times>

	<eval name="cx">$_self_cx</eval>
	<eval name="cy">$_self_cy</eval>
	<!-- waitずらし -->
	<w>1</w>

	<!-- ジャンプ -->
	<cRef label="mahoujin_create_b_01"><p>484</p><p>240</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>426</p><p>200</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>280</p><p>160</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>345</p><p>120</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01"><p>210</p><p>80</p><p>1</p></cRef>
	<w>30</w>

	<setPosition type="center"><x>484</x><y>240</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi20"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi21"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi22"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi23"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi24"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi25"><p>1</p></aRef>
	</repeat>

	<setPosition type="center"><x>426</x><y>200</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi20"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi21"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi22"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi23"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi24"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi25"><p>1</p></aRef>
	</repeat>

	<setPosition type="center"><x>280</x><y>160</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi20"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi21"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi22"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi23"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi24"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi25"><p>1</p></aRef>
	</repeat>

	<setPosition type="center"><x>345</x><y>120</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi20"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi21"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi22"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi23"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi24"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi25"><p>1</p></aRef>
	</repeat>

	<setPosition type="center"><x>210</x><y>80</y></setPosition>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_ougi20"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_ougi21"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_ougi22"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_ougi23"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_ougi24"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_ougi25"><p>1</p></aRef>
	</repeat>

	<w>60</w>
	<chS><sp>3</sp><tm>10</tm></chS>
	<chD><dir type="abs">180</dir><tm>1</tm></chD>
	<w>20</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>10</w>

	<cRef label="mahoujin_create_b_01_2ab"><p>120</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>-14</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>-14</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>-14</p><p>1</p></cRef>
	<w>10</w>
	<cRef label="mahoujin_create_b_01_2s"><p>-14</p><p>1</p></cRef>
	<w>10</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="mahoujin_create_b_01_2s"><p>-14</p><p>1</p></cRef>
	</repeat>
	<w>10</w>
	<repeat><times>$__temp_grank-gt3</times>
		<cRef label="mahoujin_create_b_01_2s"><p>42</p><p>1</p></cRef>
	</repeat>
	<w>140</w>

	<!-- ジャンプ -->
	<cRef label="mahoujin_create_b_01"><p>400</p><p>260</p><p>1</p></cRef>
	<w>70</w>
	<setPosition type="center"><x>400</x><y>260</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>370</p><p>230</p><p>1</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>1</p></aRef>
	</repeat>
	<setPosition type="center"><x>370</x><y>230</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>400</p><p>200</p><p>1</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>1</p></aRef>
	</repeat>
	<setPosition type="center"><x>400</x><y>200</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>420</p><p>170</p><p>1</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>1</p></aRef>
	</repeat>
	<setPosition type="center"><x>420</x><y>170</y></setPosition>

	<cRef label="mahoujin_create_b_01"><p>$cx</p><p>$cy</p><p>1</p></cRef>
	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="boss_01_aim0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="boss_01_aim1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="boss_01_aim2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="boss_01_aim3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="boss_01_aim4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="boss_01_aim5"><p>1</p></aRef>
	</repeat>

	<setPosition type="center"><x>$cx</x><y>$cy</y></setPosition>

	<w>119</w>

</repeat>

</action>


<a l="boss_01_ougi0">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-99</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>4</w>
	<fRef l="enemy_fire_b_1_01s"><p>-198</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>5</w>
</a>

<a l="boss_01_ougi1">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-99</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-198</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-198</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_1_01s"><p>66</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi2">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-98</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>28</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-224</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>28</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-224</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>56</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi3">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-100</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-200</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-150</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>12.5</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-150</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>50</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi4">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-100</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-200</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-150</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>12.5</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-150+12.5</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>50</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi5">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-96</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-192</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-144</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>12</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-144+12</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01"><p>-24</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>12</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>1</w>

</a>

<a l="boss_01_ougi20">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-82.5</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>4</w>
	<fRef l="enemy_fire_b_1_01s"><p>-165</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>5</w>
</a>

<a l="boss_01_ougi21">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-82.5</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-165</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_b_1_01s"><p>33</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-165</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_1_01s"><p>66</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi22">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-84</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_b_1_01s"><p>28</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-182</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>28</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-168</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_1_01s"><p>56</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi23">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-87.5</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
	<fRef l="enemy_fire_b_1_01s"><p>-175</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
<!--
	<fRef l="enemy_fire_b_1_01s"><p>-175</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>50</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
-->
	<w>3</w>
</a>

<a l="boss_01_ougi24">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-87.5</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-175</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>25</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-131.25</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>12.5</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-131.25+12.5</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_b_1_01s"><p>50</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>3</w>
</a>

<a l="boss_01_ougi25">
<!-- wait10 -->
	<eval name="sp">1.9+($__temp_grank*0.15)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_01"><p>-84</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-168</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-126</p><p>$sp-0.4</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>12</p><p>$sp-0.4</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01s"><p>-126+12</p><p>$sp</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_b_1_01s"><p>24</p><p>$sp</p><p>$1</p></fRef>
	</repeat>
	<w>2</w>
	<fRef l="enemy_fire_b_1_01"><p>18</p><p>$sp-0.8</p><p>$1</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_b_1_01s"><p>12</p><p>$sp-0.8</p><p>$1</p></fRef>
	</repeat>
	<w>1</w>
</a>


<a l="boss_01_aim0">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<w>5</w>
	<w>39</w>
</a>

<a l="boss_01_aim1">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>2</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>5</w>
	</repeat>
	<w>39</w>
</a>

<a l="boss_01_aim2">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>4</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>4</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>4</w>
	</repeat>
	<w>33</w>
</a>

<a l="boss_01_aim3">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>4</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>3</w>
	</repeat>
	<w>29</w>
</a>

<a l="boss_01_aim4">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>2</w>
	</repeat>
	</repeat>
	<w>27</w>
</a>

<a l="boss_01_aim5">
<!-- wait70 -->
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>3</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>9</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>129</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-111</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-10</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>110</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-130</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_1_03s"><p>130</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>2</w>
	</repeat>
	</repeat>
	<w>9</w>
</a>

<!-- wait70 -->
<!--
<a l="boss_01_aim5">
	<eval name="sp">2.6+($__temp_grank*0.2)</eval>
	<w>1</w>
	<repeat><times>2</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>4</times>
	<fRef l="enemy_fire_b_1_03"><p>0</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>9</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>129</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-111</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-10</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>110</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-130</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_1_03s"><p>130</p><p>$sp</p><p>$1</p><p>0</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>120</p></fRef>
	<fRef l="enemy_fire_b_1_03s"><p>160</p><p>$sp</p><p>$1</p><p>-120</p></fRef>
	<w>2</w>
	</repeat>
	</repeat>
	<w>5</w>
</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>200</x><y>175</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy1_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_flag-eq0)</times>
	<repeat><times>($__enemy2_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p><p>0</p></createRef>

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


<repeat><times>9</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>$__temp_grank-eq0</times>
		<aRef l="rand_act0"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="rand_act1"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="rand_act2"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="rand_act3"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="rand_act4"><p>0</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="rand_act5"><p>0</p></aRef>
	</repeat>
	<w>15</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="stage_main_boss_02_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>440</x><y>175</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy2_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_flag-eq0)</times>
	<repeat><times>($__enemy1_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

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

	<!-- 弾幕開始 -->


<repeat><times>9</times>
	<!-- タイマーチェック -->
<!--	<eval name="time_check1">$_stageplayframe</eval> -->

	<!-- wait ずらし -->
	<w>2</w>

	<repeat><times>$__temp_grank-eq0</times>
		<aRef l="rand_act0"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq1</times>
		<aRef l="rand_act1"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq2</times>
		<aRef l="rand_act2"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq3</times>
		<aRef l="rand_act3"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq4</times>
		<aRef l="rand_act4"><p>1</p></aRef>
	</repeat>
	<repeat><times>$__temp_grank-eq5</times>
		<aRef l="rand_act5"><p>1</p></aRef>
	</repeat>
	<w>13</w>

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


<a l="rand_act0">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+0.2</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+0.2</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+0.2</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+0.2</eval>
	<w>1</w>

	<repeat><times>8</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>126+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>132+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>7</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>111+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>134+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>7</w>
	<fRef l="enemy_fire_b_2_03s"><p>115+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>142+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<w>4</w>
	<fRef l="enemy_fire_b_2_01s"><p>65+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.15)</eval>
	<w>3</w>
	<w>3</w>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.15)</eval>
	<w>7</w>
	</repeat>
	<w>4</w>

</a>

<a l="rand_act1">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.3)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.3)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.3)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.3)</eval>
	<w>1</w>

	<repeat><times>8</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>126+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>132+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>7</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>111+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>134+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>7</w>
	<fRef l="enemy_fire_b_2_03s"><p>115+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>142+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<w>4</w>
	<fRef l="enemy_fire_b_2_01s"><p>65+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.15)</eval>
	<w>3</w>
	<fRef l="enemy_fire_b_2_02s"><p>111+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.15)</eval>
	<w>7</w>
	</repeat>
	<w>4</w>

</a>

<a l="rand_act2">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.2)</eval>
	<w>1</w>

	<repeat><times>9</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>86+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>92+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>92+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>6</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>94+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>6</w>
	<fRef l="enemy_fire_b_2_03s"><p>75+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>142+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<w>3</w>
	<fRef l="enemy_fire_b_2_01s"><p>65+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.35)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.35)</eval>
	<w>3</w>
	<fRef l="enemy_fire_b_2_02s"><p>111+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>135+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.35)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.35)</eval>
	<w>6</w>
	</repeat>
	<w>3</w>

</a>
<!--
<a l="rand_act2">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.15)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.15)</eval>
	<w>1</w>

	<repeat><times>9</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>86+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>92+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>92+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>94+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_2_03s"><p>75+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>82+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>119+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>131+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>128+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.35)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.35)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>95+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>91+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.35)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.35)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_01s"><p>85+$rand_dir3</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>8</w>
	</repeat>
	<w>3</w>

</a>
-->
<a l="rand_act3">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.2)</eval>
	<w>1</w>

	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>86+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>92+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>92+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>94+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>5</w>
	<fRef l="enemy_fire_b_2_03s"><p>75+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>82+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_01s"><p>45+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>99+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>90+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.3)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.3)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>111+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>91+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>140+$rand_dir3</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.3)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.3)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>76+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>112+$rand_dir1</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>5</w>
	</repeat>

</a>

<a l="rand_act4">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.2)</eval>
	<w>1</w>

	<repeat><times>10</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>86+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>92+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>92+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_02s"><p>65+$rand_dir1</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>94+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_03s"><p>31+$rand_dir3</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_03s"><p>75+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>82+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_01s"><p>90+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>99+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>90+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_03s"><p>41+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.25)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.25)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>91+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>91+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>80+$rand_dir3</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>84+$rand_dir2</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_01s"><p>42+$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.25)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.25)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_03s"><p>95+$rand_dir3</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>76+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>102+$rand_dir1</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>5</w>
	</repeat>

</a>

<a l="rand_act5">
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.2)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.2)</eval>
	<w>1</w>

	<repeat><times>11</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_2_01"><p>11-$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>86+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>92+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>92+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_02s"><p>65+$rand_dir1</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>94+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>96+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_03s"><p>31+$rand_dir3</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_03s"><p>75+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>96+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>82+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>3</w>
	<eval name="rand_dir1">$_prate%23</eval>
	<eval name="rand_dir2">$_player_cx%15</eval>
	<eval name="rand_dir3">($_plyaer_cy%17)*2</eval>
	<fRef l="enemy_fire_b_2_02s"><p>45+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<w>2</w>
	<fRef l="enemy_fire_b_2_01s"><p>90+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>99+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>81+$rand_dir3</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>90+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_03s"><p>41+$rand_dir3</p><p>$rand_sp2</p><p>$1</p></fRef>
	<eval name="rand_sp1">1.8+($_prate%5)*0.1+($__temp_grank*0.22)</eval>
	<eval name="rand_sp2">1.7+($_player_cx%6)*0.1+($__temp_grank*0.22)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_02s"><p>91+$rand_dir2</p><p>$rand_sp3</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>91+$rand_dir1</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_01s"><p>80+$rand_dir3</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>84+$rand_dir2</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>3</w>
	<fRef l="enemy_fire_b_2_01s"><p>42+$rand_dir1</p><p>$rand_sp1</p><p>$1</p></fRef>
	<eval name="rand_sp3">1.6+($_plyaer_cy%7)*0.1+($__temp_grank*0.22)</eval>
	<eval name="rand_sp4">1.5+(($_plyaer_cx*13)%5)*0.1+($__temp_grank*0.22)</eval>
	<w>2</w>
	<fRef l="enemy_fire_b_2_03s"><p>95+$rand_dir3</p><p>$rand_sp4</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_02s"><p>76+$rand_dir2</p><p>$rand_sp1</p><p>$1</p></fRef>
	<fRef l="enemy_fire_b_2_03s"><p>102+$rand_dir1</p><p>$rand_sp2</p><p>$1</p></fRef>
	<w>2</w>
	</repeat>
	<w>3</w>

</a>






<!-- ********************************************************************* -->
<!-- *** 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>270</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy1_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_flag-eq0)</times>
	<repeat><times>($__enemy2_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p><p>0</p></createRef>

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

	<eval name="item">0</eval>
	<eval name="ch_vital">32</eval>
	<eval name="ad_vital">64</eval>
	<w>1</w>

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

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

	<!-- ジャンプ -->
	<repeat><times>$__temp_grank-lt3</times>
		<cRef label="mahoujin_create_b_01"><p>162</p><p>16</p><p>0</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>406</p><p>16</p><p>0</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>270</p><p>140</p><p>0</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>162</x><y>16</y></setPosition>
		<!-- 方向　速度　色 初期待ち cx cy enemy enemyscore enemyvital -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>0</p><p>2</p><p>0</p><p>-12</p><p>3+($item%3)</p><p>($item%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>406</x><y>16</y></setPosition>
		<!-- 方向　速度　色  初期待ち cx cy enemy enemyscore enemyvital -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>0</p><p>3</p><p>0</p><p>-12</p><p>5-($item%3)</p><p>(($item+1)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>270</x><y>140</y></setPosition>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<cRef label="mahoujin_create_b_01"><p>162</p><p>16</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>406</p><p>16</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>198</p><p>16</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>270</p><p>140</p><p>0</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>162</x><y>16</y></setPosition>
		<!-- 方向　速度　色 初期待ち cx cy enemy enemyscore enemyvital -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>0</p><p>2</p><p>0</p><p>-12</p><p>3+($item%3)</p><p>($item%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>406</x><y>16</y></setPosition>
		<!-- 方向　速度　色  初期待ち cx cy enemy enemyscore enemyvital -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>0</p><p>3</p><p>0</p><p>-12</p><p>5-($item%3)</p><p>(($item+1)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>198</x><y>16</y></setPosition>
		<!-- 方向　速度　色  初期待ち cx cy enemy enemyscore enemyvital -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>0</p><p>1</p><p>0</p><p>-12</p><p>7-($item%3)</p><p>0</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>270</x><y>140</y></setPosition>
	</repeat>

	<w>120</w>

	<add name="ch_vital">$ad_vital</add>
	<add name="item">1</add>

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

	<repeat><times>$__temp_grank-lt3</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>156</p><p>240</p><p>0</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>484</p><p>120</p><p>0</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>270</p><p>140</p><p>0</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>156</x><y>240</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>90</p><p>6</p><p>0</p><p>2</p><p>-12</p><p>0</p><p>9-(($item+2)%4)</p><p>(($item+4)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>484</x><y>120</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>-90</p><p>6</p><p>0</p><p>3</p><p>12</p><p>0</p><p>6+(($item+3)%4)</p><p>(($item+5)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>270</x><y>140</y></setPosition>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>156</p><p>240</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>484</p><p>120</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>156</p><p>150</p><p>0</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>270</p><p>140</p><p>0</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>156</x><y>240</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>90</p><p>6</p><p>0</p><p>2</p><p>-12</p><p>0</p><p>9-(($item+2)%4)</p><p>(($item+4)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>484</x><y>120</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>-90</p><p>6</p><p>0</p><p>3</p><p>12</p><p>0</p><p>6+(($item+3)%4)</p><p>(($item+5)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>156</x><y>150</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>90</p><p>6</p><p>0</p><p>1</p><p>-12</p><p>0</p><p>4+(($item+1)%4)</p><p>0</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>270</x><y>140</y></setPosition>
	</repeat>
	<w>120</w>

	<add name="ch_vital">$ad_vital</add>
	<add name="item">1</add>


	<wait>100</wait>
	<!-- 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>


<action  label="stage_main_boss_03_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>370</x><y>140</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy2_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_flag-eq0)</times>
	<repeat><times>($__enemy1_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

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

	<!-- 弾幕開始 -->
	<eval name="item">0</eval>
	<eval name="ch_vital">32</eval>
	<eval name="ad_vital">64</eval>
	<w>1</w>

<repeat><times>5</times>
	<!-- 難易度調整用 -->

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
	<!-- 1waitずらす -->
	<w>1</w>

	<repeat><times>$__temp_grank-lt3</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>478</p><p>16</p><p>1</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>234</p><p>16</p><p>1</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>370</p><p>140</p><p>1</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>478</x><y>16</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>1</p><p>1</p><p>0</p><p>-12</p><p>6+($item%3)</p><p>(($item+2)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>234</x><y>16</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>1</p><p>4</p><p>0</p><p>-12</p><p>8-(($item+2)%4)</p><p>(($item+3)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>370</x><y>140</y></setPosition>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>478</p><p>16</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>234</p><p>16</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>442</p><p>16</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>370</p><p>140</p><p>1</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>478</x><y>16</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>1</p><p>1</p><p>0</p><p>-12</p><p>6+($item%3)</p><p>(($item+2)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>234</x><y>16</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>1</p><p>4</p><p>0</p><p>-12</p><p>8-(($item+2)%4)</p><p>(($item+3)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>442</x><y>16</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab"><p>180</p><p>6</p><p>1</p><p>2</p><p>0</p><p>-12</p><p>7-(($item+2)%4)</p><p>0</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>370</x><y>140</y></setPosition>
	</repeat>
	<w>120</w>

	<add name="ch_vital">$ad_vital</add>
	<add name="item">1</add>

	<repeat><times>$__temp_grank-lt3</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>484</p><p>180</p><p>1</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>156</p><p>60</p><p>1</p></cRef>
		<w>30</w>
		<cRef label="mahoujin_create_b_01"><p>370</p><p>140</p><p>1</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>484</x><y>180</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>-90</p><p>6</p><p>1</p><p>4</p><p>12</p><p>0</p><p>3+(($item+3)%4)</p><p>(($item+6)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>156</x><y>60</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>90</p><p>6</p><p>1</p><p>1</p><p>-12</p><p>0</p><p>10-(($item+1)%4)</p><p>(($item+7)%8)</p><p>$ch_vital</p></fRef>
		<w>30</w>
		<setPosition type="center"><x>370</x><y>140</y></setPosition>
	</repeat>
	<repeat><times>1-($__temp_grank-lt3)</times>
		<!-- ジャンプ -->
		<cRef label="mahoujin_create_b_01"><p>484</p><p>180</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>156</p><p>60</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>484</p><p>210</p><p>1</p></cRef>
		<w>20</w>
		<cRef label="mahoujin_create_b_01"><p>370</p><p>140</p><p>1</p></cRef>
		<w>10</w>
		<setPosition type="center"><x>484</x><y>180</y></setPosition>
		<!-- 方向　速度　色 初期待ち -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>-90</p><p>6</p><p>1</p><p>4</p><p>12</p><p>0</p><p>3+(($item+3)%4)</p><p>(($item+6)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>156</x><y>60</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>90</p><p>6</p><p>1</p><p>1</p><p>-12</p><p>0</p><p>10-(($item+1)%4)</p><p>(($item+7)%8)</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>484</x><y>210</y></setPosition>
		<!-- 方向　速度　色 -->
		<aRef l="enemy_bullet_action"><p>64</p></aRef>
		<fRef l="enemy_fire_b_3_01ab2"><p>-90</p><p>6</p><p>1</p><p>3</p><p>12</p><p>0</p><p>9-(($item+2)%4)</p><p>0</p><p>$ch_vital</p></fRef>
		<w>20</w>
		<setPosition type="center"><x>370</x><y>140</y></setPosition>
	</repeat>
	<w>120</w>

	<add name="ch_vital">$ad_vital</add>
	<add name="item">1</add>


	<wait>99</wait>
	<!-- 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>

</action>


<!-- ********************************************************************* -->
<!-- *** 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>410</x><y>180</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy1_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_flag-eq0)</times>
	<repeat><times>($__enemy2_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p><p>0</p></createRef>

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

<repeat><times>4</times>

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

<repeat><times>2</times>

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

	<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01d"><p>0</p><p>0</p></fRef>
	<w>60</w>
	</repeat>
</repeat>
	<!-- 難易度調整用 -->
	<global name="temp_grank">$__grank</global>
	<repeat><times>$__temp_grank-gt0</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>0</p></fRef>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>0</p></fRef>
	</repeat>
	<w>60</w>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>0</p></fRef>
	</repeat>
	<w>120</w>
<w>45</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>


<action  label="stage_main_boss_04_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>230</x><y>180</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

	<global name="enemy2_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_flag-eq0)</times>
	<repeat><times>($__enemy1_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

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

	<!-- 弾幕開始 -->

<repeat><times>4</times>
	<!-- 難易度調整用 -->

	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>
<repeat><times>6</times>
	<w>30</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_b_4_01d"><p>0</p><p>1</p></fRef>
	<w>30</w>
</repeat>

	<w>30</w>
	<repeat><times>$__temp_grank-gt0</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>1</p></fRef>
	</repeat>
	<w>30</w>
	<w>30</w>
	<repeat><times>$__temp_grank-gt1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>1</p></fRef>
	</repeat>
	<w>30</w>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_b_4_01d"><p>0</p><p>1</p></fRef>
	</repeat>
	<w>30</w>
<w>105</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>

</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><p>50</p><p>95</p><p>55</p><p>125</p></actionRef>
<createRef label="stage1_boss_et"></createRef>
<createRef label="stage1_boss_et2"></createRef>


<!-- 方向global初期化 -->
	<global name="dir_rand">0</global>

<!-- 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>200</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<w>2</w>
	<setPosition type="center"><x>320</x><y>200</y></setPosition>
	<wait>108</wait>

	<global name="enemy1_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_flag-eq0)</times>
	<repeat><times>($__enemy2_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>
	<w>10</w>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<createRef l="boss_ring"><p>$1</p><p>0</p></createRef>

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

<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">$__grank</global>
	<global name="dir_rand">($_player_cx%13)</global>

	<eval name="sp">4.3-($__temp_grank-eq0)*0.3-($__temp_grank*0.2)-($__temp_grank-gt3)*0.2</eval>

	<cRef label="mahoujin_create_b_05_3"><p>0</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>30</w>
	<cRef label="mahoujin_create_b_05_3s"><p>80</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>90</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef label="mahoujin_create_b_05_3"><p>-40</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="mahoujin_create_b_05_3"><p>-120</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	</repeat>
	<w>230</w>


	<global name="temp_grank">$__grank</global>
	<eval name="sp">3.4-($__temp_grank*0.15)-($__temp_grank-gt3)*0.15+($__temp_grank-gt4)*0.1</eval>

	<cRef label="mahoujin_create_b_05_2"><p>35.5-$__dir_rand</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>0</p><p>$off</p></cRef>
	<w>1</w>
	<w>225</w>

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


	<!-- 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>


<action  label="stage_main_boss_05_2_action">
	<createRef label="enemy_magic_back"></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>200</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<w>2</w>
	<setPosition type="center"><x>320</x><y>200</y></setPosition>
	<wait>108</wait>

	<global name="enemy2_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_flag-eq0)</times>
	<repeat><times>($__enemy1_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>
	<w>10</w>

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

	<!-- 弾幕開始 -->
	<eval name="off">-1</eval>

<repeat><times>5</times>
	<!-- タイマーチェック -->
	<eval name="time_check1">$_stageplayframe</eval>

	<w>1</w>
	<eval name="sp">4.3-($__temp_grank-eq0)*0.3-($__temp_grank*0.2)-($__temp_grank-gt3)*0.2</eval>

	<w>60</w>
	<cRef label="mahoujin_create_b_05_3"><p>0</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	<w>30</w>
	<cRef label="mahoujin_create_b_05_3s"><p>-80</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	<w>90</w>
	<repeat><times>$__temp_grank-gt1</times>
		<cRef label="mahoujin_create_b_05_3"><p>40</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	</repeat>
	<w>30</w>
	<repeat><times>$__temp_grank-gt2</times>
		<cRef label="mahoujin_create_b_05_3s"><p>120</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	</repeat>
	<w>170</w>

	<eval name="sp">3.4-($__temp_grank*0.15)-($__temp_grank-gt3)*0.15+($__temp_grank-gt4)*0.1</eval>

	<cRef label="mahoujin_create_b_05_2"><p>80.5-$__dir_rand</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>1</p><p>$off</p></cRef>
	<w>1</w>
	<cRef label="mahoujin_create_b_05_2s"><p>90</p><p>$sp</p><p>1</p><p>$off</p></cRef>
<!--	<w>1</w> -->
	<w>225</w>
	<eval name="off">-1*$off</eval>

	<!-- 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>

</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_blue"><p>3</p><p>50</p><p>95</p><p>55</p><p>125</p></actionRef>
<createRef label="stage1_boss_et3"></createRef>
<createRef label="stage1_boss_et4"></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>480</x><y>200</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>
	<global name="miss_temp">$_stagemisscount</global>
	<global name="enemy1_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_flag-eq0)</times>
	<repeat><times>($__enemy2_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>
	<wait>10</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<!-- バリア -->
	<cRef label="barrer_xs"/>
	<createRef l="boss_ring"><p>$1</p><p>0</p></createRef>


	<!-- 弾幕開始 -->
	<actionRef label="start_boss_bullet2"/>

	<!-- 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">60</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d"><p>$sp</p><p>0</p><p>0</p><p>$wt_tm</p></cRef>
	<w>190</w>
	<!-- ２が撃つ -->
	<w>160</w>
	<eval name="wt_tm">50</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d"><p>$sp</p><p>0</p><p>0</p><p>$wt_tm</p></cRef>
	<w>130</w>
	<!-- ２が撃つ -->
	<w>100</w>
	<eval name="wt_tm">40</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d"><p>$sp</p><p>0</p><p>0</p><p>$wt_tm</p></cRef>
	<w>70</w>
	<!-- ２が撃つ -->
	<w>50</w>

	<eval name="wt_tm2">60-($__temp_grank-gt0)*10-($__temp_grank-gt1)*6-($__temp_grank-gt2)*4-($__temp_grank-gt3)*4</eval>
	<eval name="rp_tm">6+($__temp_grank)</eval>

	<eval name="wt_tm">30</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d"><p>$sp</p><p>0</p><p>0</p><p>$wt_tm</p></cRef>
	<w>$wt_tm2</w>
	<!-- ２が撃つ -->
	<w>$wt_tm2</w>
	<repeat><times>$rp_tm</times>
	<eval name="wt_tm">20</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d"><p>$sp</p><p>0</p><p>0</p><p>$wt_tm</p></cRef>
	<w>$wt_tm2</w>
	<!-- ２が撃つ -->
	<w>$wt_tm2</w>
	</repeat>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss61</string></debugstr>
	<debugval><num>$time_check2</num></debugval>
<!--
<global name="end_flag">1</global>
-->
</action>

<action  label="stage_main_boss_06_2_action">
	<createRef label="enemy_magic_back"></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>160</x><y>220</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>110</wait>
	<global name="enemy2_flag">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_flag-eq0)</times>
	<repeat><times>($__enemy1_flag-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>
	<wait>10</wait>

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>20</radius></collision>
	<!-- バリア -->
	<cRef label="barrer_xs"/>

	<createRef l="boss_ring"><p>$1</p><p>1</p></createRef>


	<!-- 弾幕開始 -->

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

	<w>190</w>
	<eval name="wt_tm">60</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d2"><p>$sp</p><p>0</p><p>1</p><p>$wt_tm</p></cRef>
	<w>160</w>
	<!-- １が撃つ -->
	<w>130</w>
	<eval name="wt_tm">50</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d2"><p>$sp</p><p>0</p><p>1</p><p>$wt_tm</p></cRef>
	<w>100</w>
	<!-- １が撃つ -->
	<w>70</w>
	<eval name="wt_tm">40</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d2"><p>$sp</p><p>0</p><p>1</p><p>$wt_tm</p></cRef>
	<w>50</w>
	<!-- １が撃つ -->
	<eval name="wt_tm2">60-($__temp_grank-gt0)*10-($__temp_grank-gt1)*6-($__temp_grank-gt2)*4-($__temp_grank-gt3)*4</eval>
	<eval name="rp_tm">6+($__temp_grank)</eval>

	<w>$wt_tm2</w>
	<eval name="wt_tm">30</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d2"><p>$sp</p><p>0</p><p>1</p><p>$wt_tm</p></cRef>
	<w>$wt_tm2</w>
	<!-- １が撃つ -->
	<w>$wt_tm2</w>
	<repeat><times>$rp_tm</times>
	<eval name="wt_tm">20</eval>
	<global name="temp_grank">$__grank</global>
	<eval name="sp">$_player_distance/$wt_tm</eval>
	<aRef l="enemy_bullet_action"><p>64</p></aRef>
	<cRef label="mahoujin_create_b_06d2"><p>$sp</p><p>0</p><p>1</p><p>$wt_tm</p></cRef>
	<w>$wt_tm2</w>
	<!-- １が撃つ -->
	<w>$wt_tm2</w>
	</repeat>


	<!-- タイマーチェック -->
	<eval name="time_check2">$_stageplayframe-$time_check1</eval>
	<debugstr><string>boss62</string></debugstr>
	<debugval><num>$time_check2</num></debugval>


</action>


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

<revenge label="stage_main_boss_01_revenge">
	<global name="temp_counter">$_counter</global>

	<!-- 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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(10+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<global name="temp_multi4">1400</global>
	<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_main_boss2"></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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</param><param>$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>
	<global name="enemy1_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_crystal-eq0)</times>
	<repeat><times>($__enemy2_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<setSharedVitalNum>
		<num>2</num><vital>17000+($__grank*300)</vital>
	</setSharedVitalNum>

	<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>1</p><p>0</p><p>125000+($__grank*3000)</p><p>$__main_boss_prate2</p>
	</createRef>

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


<revenge label="stage_main_boss_01_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(10+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<eval name="multi4">0</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>

	<!-- *** 弾幕のアイテム化 *** -->
	<wait>1</wait>

	<!-- 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_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</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>
	<global name="enemy2_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_crystal-eq0)</times>
	<repeat><times>($__enemy1_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>125000+($__grank*3000)</p><p>0</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">
	<global name="temp_counter">$_counter</global>

	<!-- 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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(12+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<global name="temp_multi4">1100</global>
	<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_main_boss2"></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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</param><param>$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>
	<global name="enemy1_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_crystal-eq0)</times>
	<repeat><times>($__enemy2_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<setSharedVitalNum>
		<num>3</num><vital>14000+($__grank*300)</vital>
	</setSharedVitalNum>

	<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>1</p><p>0</p><p>125000+($__grank*3000)</p><p>$__main_boss_prate2</p>
	</createRef>

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


<revenge label="stage_main_boss_02_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(12+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<eval name="multi4">0</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>

	<!-- *** 弾幕のアイテム化 *** -->
	<wait>1</wait>

	<!-- 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_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</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>

	<global name="enemy2_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_crystal-eq0)</times>
	<repeat><times>($__enemy1_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>125000+($__grank*3000)</p><p>0</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">
	<global name="temp_counter">$_counter</global>

	<!-- 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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(14+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<global name="temp_multi4">1360+($__grank-gt3)*80</global>
	<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_main_boss2"></targetRevenge>
		<w>1</w>
	</repeat>

	<!-- 雑魚を殺す -->
	<targetRevenge label="enemy_b3_01"></targetRevenge>

	<!-- 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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</param><param>$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>
	<global name="enemy1_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_crystal-eq0)</times>
	<repeat><times>($__enemy2_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<setSharedVitalNum>
		<num>4</num><vital>16500+($__grank*300)</vital>
	</setSharedVitalNum>

	<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>1</p><p>0</p><p>130000+($__grank*3000)</p><p>$__main_boss_prate3</p>
	</createRef>

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


<revenge label="stage_main_boss_03_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(14+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<eval name="multi4">0</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>

	<!-- *** 弾幕のアイテム化 *** -->
	<wait>1</wait>

	<!-- 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_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</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>
	<global name="enemy2_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_crystal-eq0)</times>
	<repeat><times>($__enemy1_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<wait>60</wait>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>130000+($__grank*3000)</p><p>0</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">
	<global name="temp_counter">$_counter</global>

	<!-- 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">2200*($_difficulty+1)</eval>
	<eval name="crystal">(14+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<global name="temp_multi4">1320</global>
	<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_main_boss2"></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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</param><param>$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>
	<global name="enemy1_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_crystal-eq0)</times>
	<repeat><times>($__enemy2_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<setSharedVitalNum>
		<num>5</num><vital>22200+($__grank*300)</vital>
	</setSharedVitalNum>

	<wait>60</wait>
	<actionRef label="boss_revenge_present_3"/>

	<!-- *** 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>1</p><p>0</p><p>190000+($__grank*5000)</p><p>$__main_boss_prate4</p>
	</createRef>

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


<revenge label="stage_main_boss_04_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(14+$_difficulty*2)</eval>
	<eval name="red_crystal">30</eval>
	<eval name="multi4">0</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>

	<!-- *** 弾幕のアイテム化 *** -->
	<wait>1</wait>

	<!-- 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_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</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>
	<global name="enemy2_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_crystal-eq0)</times>
	<repeat><times>($__enemy1_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<wait>60</wait>
	<actionRef label="boss_revenge_present_3"/>

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_main_boss2">
		<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>190000+($__grank*5000)</p><p>0</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">
	<global name="temp_counter">$_counter</global>
	<eval name="ttc_end">$_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">3000*($_difficulty+1)</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">50</eval>
	<global name="temp_multi4">1350</global>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-20000-($__grank-gt3)*4000-($__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">340000+($__grank-gt3)*20000+($__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>

	<!-- *** 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_main_boss2"></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>

	<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-$__ttc_start)-eq($__temp_counter-$__counter_tmp))*($__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>
			<global name="boss_etb_j">1</global>
		</repeat>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</param><param>$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>
	<global name="enemy1_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy2_crystal-eq0)</times>
	<repeat><times>($__enemy2_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<setSharedVitalNum>
		<num>6</num><vital>19999999</vital>
	</setSharedVitalNum>

	<wait>40</wait>
	<!-- *** 双子使用率 48,49,50,51,52 でかつ、第５自爆していないこと、第６形態へ *** -->

	<debugstr><string>secret_debug</string></debugstr>
	<debugval><num>$_twinsrate</num></debugval>

	<eval name="base">2</eval>
	<global name="f3_mboss_judge">((($_twinsrate-gt47)+($_twinsrate-lt53))-eq$base)*($_stagemisscount-eq0)*($_revenge_state-eq1)</global>
	<global name="boss_state">$__boss_state+$__f3_mboss_judge</global>
	<wait>20</wait>

	<repeat><times>($__f3_mboss_judge)*1</times>
		<!-- *** 形態数6 secret *** -->
		<!-- スコア加算 boss06_revenge注意 -->
		<w>60*$__boss_etb_j</w>
		<sysvar name="secret">$_secret+1</sysvar>
		<aRef l="secret_hint"><p>$base</p></aRef>
		<createRef label="enemy_create_main_boss">
			<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>300000+10000*$__grank</p><p>$__middle_boss_prate5</p>
		</createRef>
	</repeat>
	<repeat><times>1-$__f3_mboss_judge</times>
		<!-- *** 終了 *** -->
		<actionRef label="stage_main_boss_final_revenge_action"/>
	</repeat>

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


<revenge label="stage_main_boss_05_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(18+$_difficulty*2)</eval>
	<eval name="red_crystal">50</eval>
	<eval name="multi4">0</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_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<wait>2</wait>

	<repeat><times>$_revenge_state-eq1</times>
		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)*1</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>
	<global name="enemy2_crystal">1</global>

	<!-- 相方待ち最大60フレーム -->
	<repeat><times>6</times>
	<repeat><times>10*($__enemy1_crystal-eq0)</times>
	<repeat><times>($__enemy1_crystal-eq0)</times>
		<w>1</w>
	</repeat>
	</repeat>
	</repeat>

	<wait>60</wait>

	<repeat><times>($__f3_mboss_judge)*1</times>
		<!-- *** 形態数6 secret *** -->
		<w>60*$__boss_etb_j</w>

		<w>2</w>
		<createRef label="enemy_create_main_boss2">
			<p>$_self_cx</p><p>$_self_cy</p><p>1</p><p>0</p><p>300000+10000*$__grank</p><p>0</p>
		</createRef>
	</repeat>
	<!-- *** 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">
	<global name="temp_counter">$_counter</global>
	<eval name="ttc_end">$_ttc_frame</eval>
	<targetRevenge label="enemy_main_boss2"></targetRevenge>

	<!-- 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">4000*($_difficulty+1)</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">0</eval>
	<global name="temp_multi4">2000</global>
	<eval name="distance">$1</eval>

	<!-- Enemy Magic Break -->
	<eval name="emb_prate">-21000-($__grank-gt3)*4000-($__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">400000+($__grank-gt3)*20000+($__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>

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<wait>1</wait>
	<changeBulletToItem/>
	<addScore><score>600000+20000*$__grank</score></addScore>
	<wait>1</wait>

		<!-- *** ノーミスノーボムチェック *** -->
		<eval name="etb_j">(($ttc_end-$__ttc_start)-eq($__temp_counter-$__counter_tmp))</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">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF_2">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)+99999*(1-($__miss_temp-eq$_stagemisscount))</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>

	<wait>60</wait>

	<actionRef label="stage_main_boss_final_revenge_action"/>

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


<revenge label="stage_main_boss_06_2_revenge">

	<!-- 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">0</eval>
	<eval name="crystal">(20+$_difficulty*2)</eval>
	<eval name="red_crystal">0</eval>
	<eval name="multi4">0</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_4"></actionRef>
	<actionRef l="bg_bossbossend_action"></actionRef>
	<presentRef label="stage_middle_boss_revnege_present_01"></presentRef>

	<!-- *** 弾幕のアイテム化 *** -->
	<!-- *** 自爆の場合は、弾けし *** -->
	<wait>2</wait>

		<eval name="counter_e">$__counter_tmp</eval>
		<actionRef label="item_counter_01_boss_stageF_2">
		<param>$crystal</param><param>$counter_e</param><param>($__temp_multi4)*1</param><param>24</param><param>($__temp_counter)+99999*(1-($__miss_temp-eq$_stagemisscount))</param><param>$rank_inc</param><param>$distance</param>
		</actionRef>

	<wait>60</wait>

	<!-- *** 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>

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

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

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