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

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

<!-- 暫定 -->
<!-- ボススコア、タイマー -->
<!-- ボスの周りのリング -->
<!-- start boss bullet -->

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

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

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

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

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

	<!-- *** 最初のボスオブジェクト作成 *** -->
	<!-- ｘ座標、y座標、体力、スコア、タイムボーナス、abs -->
	<createRef label="enemy_create_middle_boss">
		<p>400</p>
		<p>-12</p>
		<p>14200</p>
<!--		<p>15200</p> -->
		<p>50000</p>
		<p>140000+10000*$_difficulty</p>
		<p>500000</p>
	</createRef>

	<w>60</w>

</action>

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


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

	<sound type="bgm" label="bgm">
		<track><file type="ogg">21_midboss_hoshimi_loop</file></track>
		<play><flag>1</flag><loop>44100*2*2*6</loop></play>
	</sound>

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

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

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

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

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

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

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

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

	<!-- タイマー差分初期化 -->
	<global name="end_flag">0</global>
	<!-- *** タイマー開始 *** -->
	<global name="boss_timer_start">0</global>
	<!-- *** ダミータイマー *** -->
	<cRef label="stage_boss_timer_create0"/>

	<!-- *** 第 N 形態ごとのアクション *** -->
	<repeat><times>$__boss_state-eq1</times>
		<eval name="boss_time">3360</eval>
		<revengeRef label="stage_middle_boss_01_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_01_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3490</eval>
		<revengeRef label="stage_middle_boss_02_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_02_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3560</eval>
		<revengeRef label="stage_middle_boss_03_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_03_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

		<eval name="boss_time">3720</eval>
		<revengeRef label="stage_middle_boss_04_revenge"><p>$boss_time</p><p>$1</p><p>$2</p></revengeRef> <!-- $1はスコア -->
		<actionRef  label="stage_middle_boss_04_action"><p>$boss_time</p></actionRef> 
	</repeat>

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

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

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

</enemy>


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

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

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

	<wait>40</wait>

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

	<wait>30</wait>

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

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

	<eval name="t_rotate">1</eval>
	<debugval><num>$_self_cx</num></debugval>
	<debugval><num>$_self_cy</num></debugval>
	<debugval><num>$_counter</num></debugval>

<repeat><times>4</times>

	<chD><dir type="abs">-85*$t_rotate</dir><tm>1</tm></chD>


	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="stage_middle_boss_01_1_act00"><p>1*$t_rotate</p></aRef>
		<w>30</w>
		<aRef l="stage_middle_boss_01_1_act00"><p>-1*$t_rotate</p></aRef>
		<w>15</w>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_middle_boss_01_1_act01"><p>1*$t_rotate</p></aRef>
		<w>30</w>
		<aRef l="stage_middle_boss_01_1_act01"><p>-1*$t_rotate</p></aRef>
		<w>15</w>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="stage_middle_boss_01_1_act02"><p>1*$t_rotate</p></aRef>
		<w>30</w>
		<aRef l="stage_middle_boss_01_1_act02"><p>-1*$t_rotate</p></aRef>
		<w>15</w>
	</repeat>


	<chS><sp>4</sp><tm>10</tm></chS>
	<w>30</w>
	<chS><sp>0</sp><tm>10</tm></chS>
	<w>60</w>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="stage_middle_boss_01_2_act00"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_middle_boss_01_2_act01"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="stage_middle_boss_01_2_act02"><p>$t_rotate</p></aRef>
	</repeat>


	<chD><dir type="abs">90*$t_rotate</dir><tm>1</tm></chD>
	<w>50</w>
	<global name="temp_grank">$__grank</global>

	<chS><sp>2.7</sp><tm>10</tm></chS>

<!--	<w>110</w>-->
	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="stage_middle_boss_01_3_act00"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="stage_middle_boss_01_3_act01"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="stage_middle_boss_01_3_act02"><p>$t_rotate</p></aRef>
	</repeat>

	<chD><dir type="abs">-93*$t_rotate</dir><tm>1</tm></chD>

	<w>20</w>

	<chS><sp>4</sp><tm>10</tm></chS>
	<w>44</w>
	<chS><sp>0</sp><tm>10</tm></chS>

	<w>29</w>
	<eval name="t_rotate">-1*$t_rotate</eval>
	<global name="temp_grank">$__grank</global>
	<w>5</w>

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

</repeat>
</action>

<a l="stage_middle_boss_01_1_act00">
	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_dir">10*$1</eval>
	<eval name="t_wait">45</eval>
	
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01"><p>0</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb01s"><p>60</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	</repeat>
	<repeat><times>9</times>
		<w>2</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">4*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>13*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb01s"><p>60</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>

	<repeat><times>2</times>
		<w>3</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>10</times>
			<w>2</w>
			<evaladd name="t_wait">-1</evaladd>
			<evaladd name="t_dir">4*$1</evaladd>
			<w>1</w>
			<fRef l="enemy_fire_mb01s"><p>13*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_mb01s"><p>60</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
			</repeat>
		</repeat>
	</repeat>

		<w>3</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<repeat><times>5</times>
			<w>2</w>
			<evaladd name="t_wait">-1</evaladd>
			<evaladd name="t_dir">4*$1</evaladd>
			<w>1</w>
			<fRef l="enemy_fire_mb01s"><p>13*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
			<repeat><times>5</times>
				<fRef l="enemy_fire_mb01s"><p>60</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
			</repeat>
		</repeat>
		<w>15</w>

</a>

<a l="stage_middle_boss_01_1_act01">
	<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
	<eval name="t_dir">10*$1</eval>
	<eval name="t_wait">45</eval>
	
	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01"><p>0</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb01s"><p>45</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	</repeat>
	<repeat><times>9</times>
		<w>2</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">5*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>9*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb01s"><p>45</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>

	<repeat><times>3</times>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<w>2</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">5*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>9*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb01s"><p>45</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>
	</repeat>

</a>


<a l="stage_middle_boss_01_1_act02">
	<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
	<eval name="t_dir">10*$1</eval>
	<eval name="t_wait">45</eval>
	<w>1</w>
	
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>

	<w>1</w>
	<fRef l="enemy_fire_mb01"><p>0</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb01s"><p>40</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
	</repeat>
	<repeat><times>13</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">3*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>9*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01s"><p>40</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>

	<repeat><times>2</times>
	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">3*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>9*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01s"><p>40</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>
	</repeat>

	<w>3</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>15</times>
		<w>1</w>
		<evaladd name="t_wait">-1</evaladd>
		<evaladd name="t_dir">3*$1</evaladd>
		<w>1</w>
		<fRef l="enemy_fire_mb01s"><p>9*$1</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb01s"><p>40</p><p>$t_sp</p><p>$t_wait</p><p>$t_dir</p></fRef>
		</repeat>
	</repeat>

</a>





<a l="stage_middle_boss_01_2_act00">

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

	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.6</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	<repeat><times>15</times>
	<fRef l="enemy_fire_mb01_2s"><p>9*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.6</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	</repeat>

	<w>20</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.6</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	<repeat><times>15</times>
	<fRef l="enemy_fire_mb01_2s"><p>-9*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.6</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	</repeat>

	<w>50</w>
	<eval name="t_sp">4.1+$__temp_grank*0.1</eval>
	<w>5-$__temp_grank</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-6</p><p>$t_sp</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>8+$__temp_grank</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>-12</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>

</a>


<a l="stage_middle_boss_01_2_act01">

	<eval name="t_sp">4.0+$__temp_grank*0.1</eval>

	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	<repeat><times>20</times>
	<fRef l="enemy_fire_mb01_2s"><p>7*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	</repeat>

	<w>15</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	<repeat><times>20</times>
	<fRef l="enemy_fire_mb01_2s"><p>-7*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.2</p></fRef>
	<w>1</w>
	</repeat>

	<w>46-$__temp_grank</w>
	<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-8</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>11+$__temp_grank</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>-16</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>

</a>

<a l="stage_middle_boss_01_2_act02">

	<eval name="t_sp">4.5+$__temp_grank*0.1</eval>

	<w>1</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.6</p></fRef>
	<w>1</w>
	<repeat><times>25</times>
	<fRef l="enemy_fire_mb01_2s"><p>4*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.2</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>1*$1</p><p>$t_sp-1.6</p></fRef>
	<w>1</w>
	</repeat>

	<w>10</w>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>70*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.2</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.6</p></fRef>
	<w>1</w>
	<repeat><times>25</times>
	<fRef l="enemy_fire_mb01_2s"><p>-4*$1</p><p>$t_sp</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.4</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-0.8</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.2</p></fRef>
	<fRef l="enemy_fire_mb01_2s"><p>-1*$1</p><p>$t_sp-1.6</p></fRef>
	<w>1</w>
	</repeat>

	<w>40-$__temp_grank</w>
	<eval name="t_sp">4.8+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_2"><p>-12</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
	</repeat>

	<repeat><times>12+($__temp_grank)</times>
		<w>1</w>
		<evaladd name="t_sp">-0.15</evaladd>
		<fRef l="enemy_fire_mb01_2s"><p>-24</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb01_2s"><p>4</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>

</a>


<!-- 110でストップ -->
<a l="stage_middle_boss_01_3_act00">

	<eval name="t_sp">3.1+$__temp_grank*0.1</eval>
	<w>1</w>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_3_easy"><p>0</p><p>$t_sp</p><p>16</p></fRef>
	<w>1</w>
	<repeat><times>24</times>
		<fRef l="enemy_fire_mb01_3_easys"><p>11.5*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<repeat><times>3</times>
	<evaladd name="t_sp">-0.1</evaladd>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>25</times>
		<fRef l="enemy_fire_mb01_3_easys"><p>11.5*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	</repeat>
	<w>9</w>

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

	<w>50</w>

</a>



<!-- 110でストップ -->
<a l="stage_middle_boss_01_3_act01">

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

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_3"><p>0</p><p>$t_sp</p><p>16</p></fRef>
	<w>1</w>
	<repeat><times>24</times>
		<fRef l="enemy_fire_mb01_3s"><p>9.5*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<repeat><times>3</times>
	<evaladd name="t_sp">-0.1</evaladd>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>25</times>
		<fRef l="enemy_fire_mb01_3s"><p>9.5*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb01_3s"><p>10*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	<chS><sp>0</sp><tm>10</tm></chS>
	<repeat><times>21</times>
		<fRef l="enemy_fire_mb01_3s"><p>10*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb01_3s"><p>10*$1</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	<w>19</w>

</a>


<!-- 110でストップ -->
<a l="stage_middle_boss_01_3_act02">

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

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb01_3_hard"><p>0</p><p>$t_sp</p><p>16</p></fRef>
	<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
	<w>1</w>
	<repeat><times>24</times>
		<fRef l="enemy_fire_mb01_3_hards"><p>8*$1</p><p>$t_sp</p><p>16</p></fRef>
		<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<repeat><times>3</times>
	<evaladd name="t_sp">-0.1</evaladd>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>25</times>
		<fRef l="enemy_fire_mb01_3_hards"><p>8*$1</p><p>$t_sp</p><p>16</p></fRef>
		<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb01_3_hards"><p>9*$1</p><p>$t_sp</p><p>16</p></fRef>
		<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>
	<chS><sp>0</sp><tm>10</tm></chS>
	<repeat><times>21</times>
		<fRef l="enemy_fire_mb01_3_hards"><p>9*$1</p><p>$t_sp</p><p>16</p></fRef>
		<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<repeat><times>25</times>
		<fRef l="enemy_fire_mb01_3_hards"><p>9*$1</p><p>$t_sp</p><p>16</p></fRef>
		<fRef l="enemy_fire_mb01_3_hards"><p>180</p><p>$t_sp</p><p>16</p></fRef>
		<w>1</w>
	</repeat>

	<w>4</w>
</a>

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

<action  label="stage_middle_boss_02_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>190</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

	<eval name="t_rotate">1</eval>

<repeat><times>5</times>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_02_act00"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_02_act01"><p>$t_rotate</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_02_act02"><p>$t_rotate</p></aRef>
	</repeat>

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

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



</action>



<a l="mboss_02_act00">

	<eval name="t_dir">0</eval>
	<eval name="t_sp">3.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.5+$__temp_grank*0.1</eval>
	<w>3</w>

<repeat><times>8</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir</p><p>$t_sp2</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_mb02s"><p>1.5*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>19</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>14.5*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb02s"><p>1.5*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>

	<w>1</w>
	<fRef l="enemy_fire_mb02_1s"><p>20*$1</p><p>$t_sp</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_mb02_1s"><p>1.5*$1</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>19</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1s"><p>14.5*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb02_1s"><p>1.5*$1</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>
	<evaladd name="t_dir">11</evaladd>
	<w>1</w>
</repeat>

<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
<cRef label="enemy_create_mb02_obj"><p>$t_sp</p><p>$1</p></cRef>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>8</times>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir*$1</p><p>$t_sp2</p></fRef>
	<repeat><times>3</times>
		<fRef l="enemy_fire_mb02s"><p>1.5*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>19</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>14.5*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb02s"><p>1.5*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>
	<w>21</w>
	<evaladd name="t_dir">11</evaladd>
	<w>2</w>
</repeat>


</a>



<a l="mboss_02_act01">

	<eval name="t_dir">0</eval>
	<eval name="t_sp">3.5+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.7+$__temp_grank*0.1</eval>
	<w>1</w>

<repeat><times>8</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir</p><p>$t_sp2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb02s"><p>1.4*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>12.3*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb02s"><p>1.4*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>

	<w>1</w>
	<fRef l="enemy_fire_mb02_1s"><p>17*$1</p><p>$t_sp</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb02_1s"><p>1.4*$1</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1s"><p>12.3*$1</p><p>$t_sp</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb02_1s"><p>1.4*$1</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>
	<evaladd name="t_dir">11</evaladd>
	<w>1</w>
</repeat>

<eval name="t_sp">4.0+$__temp_grank*0.1</eval>
<cRef label="enemy_create_mb02_obj"><p>$t_sp</p><p>$1</p></cRef>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>8</times>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir*$1</p><p>$t_sp2</p></fRef>
	<repeat><times>4</times>
		<fRef l="enemy_fire_mb02s"><p>1.4*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>12.3*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>4</times>
			<fRef l="enemy_fire_mb02s"><p>1.4*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>
	<w>20</w>
	<evaladd name="t_dir">11</evaladd>
	<w>2</w>
</repeat>


</a>



<a l="mboss_02_act02">

	<eval name="t_dir">0</eval>
	<eval name="t_sp">4.0+$__temp_grank*0.1</eval>
	<eval name="t_sp2">1.9+$__temp_grank*0.1</eval>
	<w>1</w>

<repeat><times>8</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir</p><p>$t_sp2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb02s"><p>1.8*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>6.2*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb02s"><p>1.8*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>

	<w>1</w>
	<fRef l="enemy_fire_mb02_1s"><p>21*$1</p><p>$t_sp</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb02_1s"><p>1.5*$1</p><p>$t_sp</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02_1s"><p>8*$1</p><p>$t_sp</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb02_1s"><p>1.5*$1</p><p>$t_sp</p></fRef>
		</repeat>
	</repeat>
	<evaladd name="t_dir">11</evaladd>
	<w>1</w>
</repeat>

<eval name="t_sp">4.6+$__temp_grank*0.1</eval>
<cRef label="enemy_create_mb02_obj"><p>$t_sp</p><p>$1</p></cRef>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>8</times>

	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<fRef l="enemy_fire_mb02ab"><p>$t_dir*$1</p><p>$t_sp2</p></fRef>
	<repeat><times>6</times>
		<fRef l="enemy_fire_mb02s"><p>1.8*$1</p><p>$t_sp2</p></fRef>
	</repeat>
	<repeat><times>20</times>
		<w>1</w>
		<fRef l="enemy_fire_mb02s"><p>6.2*$1</p><p>$t_sp2</p></fRef>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb02s"><p>1.8*$1</p><p>$t_sp2</p></fRef>
		</repeat>
	</repeat>
	<w>20</w>
	<evaladd name="t_dir">11</evaladd>
	<w>2</w>
</repeat>
</a>

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

<action  label="stage_middle_boss_03_action">
<!-- センターポイントへ移動 -->
	<changeSpeed>
		<speed type="absolute">2</speed><term>25</term>
	</changeSpeed>

	<changePosition type="center">
		<x>400</x><y>180</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>2</wait>

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

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

<repeat><times>9</times>

	<repeat><times>($_difficulty-eq0)</times>
		<aRef l="mboss_03_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss_03_act01"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq3)</times>
		<aRef l="mboss_03_act02"></aRef>
	</repeat>


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

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

</action>

<a l="mboss_03_act00">

	<eval name="t_sp">5.6-$__temp_grank*0.15</eval>
	<eval name="t_sp2">2.4+$__temp_grank*0.05</eval>
	<eval name="t_sp3">3.8+$__temp_grank*0.05</eval>
	<eval name="t_sp4">3.6-$__temp_grank*0.05</eval>
	<eval name="t_dir">0</eval>
	<eval name="t_count">0</eval>
	<eval name="t_move">1-2*($_player_cx%2)</eval>
	<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_easy_orgab"><p>130-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_easy_orgab"><p>230+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="abs">80-160*$t_move</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.7</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_easy_orgab"><p>130-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_easy_orgab"><p>230+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="rel">180</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.7</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>

<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<cRef l="enemy_mb03_2_easy_orgab"><p>70</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>15</w>
<cRef l="enemy_mb03_2_easy_orgab"><p>290</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>10</w>
<soundtrack><file type="ogg">laser1</file></soundtrack>	

</a>

<a l="mboss_03_act01">

	<eval name="t_sp">5.5-$__temp_grank*0.15</eval>
	<eval name="t_sp2">2.6+$__temp_grank*0.05</eval>
	<eval name="t_sp3">4.0+$__temp_grank*0.05</eval>
	<eval name="t_sp4">3.4-$__temp_grank*0.05</eval>
	<eval name="t_dir">0</eval>
	<eval name="t_count">0</eval>
	<eval name="t_move">1-2*($_player_cx%2)</eval>
	<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_orgab"><p>140-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_orgab"><p>220+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="abs">80-160*$t_move</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.7</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_orgab"><p>140-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_orgab"><p>220+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="rel">180</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.7</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>

<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<cRef l="enemy_mb03_2_orgab"><p>70</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>15</w>
<cRef l="enemy_mb03_2_orgab"><p>290</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>10</w>
<soundtrack><file type="ogg">laser1</file></soundtrack>	

</a>


<a l="mboss_03_act02">

	<eval name="t_sp">5.1-$__temp_grank*0.15</eval>
	<eval name="t_sp2">3.0+$__temp_grank*0.05</eval>
	<eval name="t_sp3">4.2+$__temp_grank*0.05</eval>
	<eval name="t_sp4">3.2-$__temp_grank*0.05</eval>
	<eval name="t_dir">0</eval>
	<eval name="t_count">0</eval>
	<eval name="t_move">1-2*($_player_cx%2)</eval>
	<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_hard_orgab"><p>140-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_hard_orgab"><p>220+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="abs">80-160*$t_move</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.8</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>
<eval name="t_dir">0</eval>
<w>1</w>

<repeat><times>3</times>
	<aRef l="enemy_bullet_action8"><p>64</p></aRef>
	<cRef l="enemy_mb03_1_hard_orgab"><p>140-$t_count-$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>15</w>
	<cRef l="enemy_mb03_1_hard_orgab"><p>220+$t_count+$t_dir</p><p>$t_sp</p><p>$t_sp2</p><p>$t_count</p></cRef>
	<w>10</w>
	<evaladd name="t_dir">32</evaladd>
	<evaladd name="t_count">1</evaladd>
	<w>20</w>
</repeat>

<chD><dir type="rel">180</dir><tm>1</tm></chD>
<w>1</w>
<chS><sp>0.8</sp><tm>10</tm></chS>
<w>10</w>
<chS><sp>0</sp><tm>10</tm></chS>
<w>25</w>

<aRef l="enemy_bullet_action8"><p>64</p></aRef>
<cRef l="enemy_mb03_2_hard_orgab"><p>70</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>15</w>
<cRef l="enemy_mb03_2_hard_orgab"><p>290</p><p>$t_sp4</p><p>$t_sp3</p><p>$t_count</p></cRef>
<w>10</w>
<soundtrack><file type="ogg">laser1</file></soundtrack>	

</a>

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

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

	<changePosition type="center">
		<x>400</x><y>180</y>
	</changePosition>
	<changeSpeed>
		<speed type="absolute">0</speed><term>2</term>
	</changeSpeed>

	<wait>62</wait>

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

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

	<cRef label="enemy_create_mb04_1_obj"></cRef>
	<cRef label="enemy_create_mb04_2_obj"></cRef>
	
	<w>1</w>
	<repeat><times>$_difficulty-eq0</times>
		<aRef l="mboss04_act00"></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="mboss04_act01"></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="mboss04_act02"></aRef>
	</repeat>

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

</action>

<a l="mboss04_act00">
	<repeat><times>20</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3"><p>-168</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>15</times>
		<fRef l="enemy_fire_mb04_3s"><p>24</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>4</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3ab"><p>0</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>15</times>
		<fRef l="enemy_fire_mb04_3s"><p>24</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>3</w>
		<global name="temp_grank">$__grank</global>
		<w>1</w>
	</repeat>

</a>

<a l="mboss04_act01">
	<repeat><times>20</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp">3.8+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3"><p>180</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>24</times>
		<fRef l="enemy_fire_mb04_3s"><p>15</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>4</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3ab"><p>0</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>24</times>
		<fRef l="enemy_fire_mb04_3s"><p>15</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>3</w>
		<global name="temp_grank">$__grank</global>
		<w>1</w>
	</repeat>

</a>


<a l="mboss04_act02">
	<repeat><times>20</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<eval name="t_sp">4.4+$__temp_grank*0.1</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3"><p>180</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>24</times>
		<fRef l="enemy_fire_mb04_3s"><p>15</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>4</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>

		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3"><p>187</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>24</times>
		<fRef l="enemy_fire_mb04_3s"><p>15</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>4</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>30</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb04_3ab"><p>0</p><p>$t_sp</p></fRef>
		<w>1</w>
		<repeat><times>24</times>
		<fRef l="enemy_fire_mb04_3s"><p>15</p><p>$t_sp</p></fRef>
		<w>1</w>
		</repeat>
		<w>3</w>
		<global name="temp_grank">$__grank</global>
		<w>1</w>
	</repeat>

</a>

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

<action  label="stage_middle_boss_05_action">

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

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

	<wait>2</wait>

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

	<!-- カットイン -->
	<aRef l="mboss_cutin_action"/>
	<w>1</w>
	<aRef l="player_cutin_action"/>
	<w>1</w>
	<aRef l="supporter_cutin_action"/>
	<w>1</w>
	<cRef l="mboss_hoshimi_barrier_create"><p>15000</p><p>50000</p><p>256</p><p>25</p></cRef>
	<cRef l="boss_barrier_create_dummy"><p>256</p></cRef>
	<w>110</w>

	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>88</p><p>1</p><p>-1</p></cRef>
	<cRef l="enemy_create_mb10_child"><p>1.4</p><p>-88</p><p>35</p><p>1</p></cRef>

	<w>70</w>

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

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

	<eval name="save_cx">$_self_cx</eval>
	<eval name="save_cy">$_self_cy</eval>
	<eval name="t_count">1</eval>

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

	<!-- 本体攻撃用object作成 -->
	<cRef l="mboss_05_object_create"><p>1</p></cRef>
	<cRef l="mboss_05_object_create"><p>-1</p></cRef>

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

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


</action>

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

<object l="mboss_05_object">

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

	<a>
		<w>30</w>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_05_object_act00"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_05_object_act01"><p>$1</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_05_object_act02"><p>$1</p></aRef>
		</repeat>
	



	</a>
</object>

<a l="mboss_05_object_act00">

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

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>24</w>
		<eval name="t_sp">3.3+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act01">

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

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>16</w>
		<eval name="t_sp">3.6+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act02">

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

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>28.5*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>10</w>
		<eval name="t_sp">4.3+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

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

<object l="mboss_05_object2">

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

	<a>

		<w>30</w>
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_05_object_act20"><p>$1</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_05_object_act21"><p>$1</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_05_object_act22"><p>$1</p></aRef>
		</repeat>
	

	</a>
</object>


<a l="mboss_05_object_act20">

	<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
	<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<cRef l="enemy_create_tsubasa_attack2"><p>0</p><p>$t_sp2</p></cRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>23-$__boss_parts</w>
		<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
		<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
		<w>1</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>6</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>23-$__boss_parts</w>
		<eval name="t_sp">3.4+$__temp_grank*0.1</eval>
		<eval name="t_sp2">2.8+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act21">

	<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.1+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<cRef l="enemy_create_tsubasa_attack2"><p>0</p><p>$t_sp2</p></cRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>15-$__boss_parts</w>
		<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
		<eval name="t_sp2">3.1+$__temp_grank*0.1</eval>
		<w>1</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb05s"><p>29*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>15-$__boss_parts</w>
		<eval name="t_sp">3.7+$__temp_grank*0.1</eval>
		<eval name="t_sp2">3.1+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>

<a l="mboss_05_object_act22">

	<eval name="t_sp">4.2+$__temp_grank*0.1</eval>
	<eval name="t_sp2">3.2+$__temp_grank*0.1</eval>
	<w>1</w>

	<repeat><times>-1</times>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<cRef l="enemy_create_tsubasa_attack2"><p>0</p><p>$t_sp2</p></cRef>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>28.5*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>9-$__boss_parts</w>
		<eval name="t_sp">4.2+$__temp_grank*0.1</eval>
		<eval name="t_sp2">3.2+$__temp_grank*0.1</eval>
		<w>1</w>
		<aRef l="enemy_bullet_action8"><p>64</p></aRef>
		<w>1</w>
		<fRef l="enemy_fire_mb05"><p>-40*$1</p><p>$t_sp</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
		</repeat>
		<w>4</w>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb05s"><p>28.5*$1</p><p>$t_sp</p></fRef>
			<repeat><times>3</times>
				<fRef l="enemy_fire_mb05s"><p>-8*$1</p><p>$t_sp</p></fRef>
			</repeat>
			<w>4</w>
		</repeat>

		<w>9-$__boss_parts</w>
		<eval name="t_sp">4.2+$__temp_grank*0.1</eval>
		<eval name="t_sp2">3.2+$__temp_grank*0.1</eval>
		<w>1</w>
	</repeat>
</a>






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

<object l="mboss_05_object3">

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

	<a>


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

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

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

	</a>
</object>

<a l="mboss_05_object_act30">

	<eval name="t_sp">4.9+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_tsubasa_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>3</w>
	<repeat><times>17</times>
		<cRef l="enemy_create_tsubasa_attack2s"><p>20</p><p>$t_sp</p></cRef>
		<w>3</w>
	</repeat>
	<w>24</w>

</a>

<a l="mboss_05_object_act31">

	<eval name="t_sp">5.2+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_tsubasa_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>3</w>
	<repeat><times>19</times>
		<cRef l="enemy_create_tsubasa_attack2s"><p>18</p><p>$t_sp</p></cRef>
		<w>3</w>
	</repeat>
	<w>18</w>

</a>

<a l="mboss_05_object_act32">

	<eval name="t_sp">5.5+$__temp_grank*0.1</eval>
	<w>1</w>
	<cRef l="enemy_create_tsubasa_attack2"><p>180</p><p>$t_sp</p></cRef>
	<w>3</w>
	<repeat><times>23</times>
		<cRef l="enemy_create_tsubasa_attack2s"><p>15</p><p>$t_sp</p></cRef>
		<w>3</w>
	</repeat>
	<w>6</w>
</a>



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

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


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

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

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

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

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

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

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


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

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

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

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

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

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

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>16300</p><p>55000</p><p>150000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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

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

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

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

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

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

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

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


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

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

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

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

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

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

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>17000</p><p>65000</p><p>170000+10000*$_difficulty+$score_dat</p><p>500000</p>
	</createRef>

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



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

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

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

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

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

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

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


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

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

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

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

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

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

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

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

	<!-- *** 次の形態のボスの作成 *** -->
	<createRef label="enemy_create_middle_boss">
		<p>$_self_cx</p><p>$_self_cy</p><p>17500</p><p>80000</p><p>200000+20000*$_difficulty+$score_dat</p><p>750000</p>
	</createRef>

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


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

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


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

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

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

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

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

	<changeSpeed>
		<speed>0</speed><tm>1</tm>
	</changeSpeed>
	<changeColor>
		<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue><term>1</term>
	</changeColor>
	<targetRevenge label="enemy_mb03_2_child"></targetRevenge>

	<w>1</w>

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

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

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

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


	<wait>1</wait>

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

		<!-- ナノマシン -->
		<eval name="temp_x">($_self_cx-5+($_self_cy%11))%90</eval>
		<repeat><times>$nano</times>
			<w>1</w>
			<createRef label="item_create_02_big"><p>$temp_x</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x/2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*2</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*3</p></createRef>
			<createRef label="item_create_02_big"><p>$temp_x*4</p></createRef>
			<evaladd name="temp_x">($temp_x+3)%7</evaladd>
		</repeat>

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

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

	</repeat>
<!--
	<repeat><times>$_revenge_state-eq3</times>
		<addRank><num>-100000</num></addRank>
	</repeat>
-->
	<!-- テンションアップ -->
	<createRef label="item_create_03"><p>-45</p></createRef>

	<wait>60</wait>

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



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

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

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

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

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

</action>



<!-- ********************************************************************* -->
<!-- *** ツバサ用enemy                    *** -->
<!-- ***                                                               *** -->
<!-- ********************************************************************* -->
<!-- *** mb02 dummy                                                    *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb02_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_m02_child_object"><p>$1</p><p>$2</p></objectRef>
</create>

<object l="boss_m02_child_object">

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

	<repeat><times>$_difficulty-eq0</times>
		<aRef l="boss_m02_child_object_act00"><p>$1</p><p>$2</p></aRef>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<aRef l="boss_m02_child_object_act01"><p>$1</p><p>$2</p></aRef>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<aRef l="boss_m02_child_object_act02"><p>$1</p><p>$2</p></aRef>
	</repeat>
	</a>
</object>

<a l="boss_m02_child_object_act00">

	<fRef l="enemy_fire_mb02_2"><p>13*$2</p><p>$1</p></fRef>
	<repeat><times>5</times>
		<fRef l="enemy_fire_mb02_2s"><p>60</p><p>$1</p></fRef>
	</repeat>
	<w>12</w>

	<repeat><times>28</times>
		<fRef l="enemy_fire_mb02_2s"><p>28*$2</p><p>$1</p></fRef>
		<repeat><times>5</times>
			<fRef l="enemy_fire_mb02_2s"><p>60</p><p>$1</p></fRef>
		</repeat>
		<w>12</w>
	</repeat>

	<vanish/>
</a>

<a l="boss_m02_child_object_act01">

	<fRef l="enemy_fire_mb02_2"><p>13*$2</p><p>$1</p></fRef>
	<repeat><times>7</times>
		<fRef l="enemy_fire_mb02_2s"><p>45</p><p>$1</p></fRef>
	</repeat>
	<w>8</w>

	<repeat><times>39</times>
		<fRef l="enemy_fire_mb02_2s"><p>19*$2</p><p>$1</p></fRef>
		<repeat><times>7</times>
			<fRef l="enemy_fire_mb02_2s"><p>45</p><p>$1</p></fRef>
		</repeat>
		<w>8</w>
	</repeat>
	<w>16</w>

	<vanish/>
</a>


<a l="boss_m02_child_object_act02">

	<fRef l="enemy_fire_mb02_2"><p>13*$2</p><p>$1</p></fRef>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb02_2s"><p>40</p><p>$1</p></fRef>
	</repeat>
	<w>6</w>

	<repeat><times>54</times>
		<fRef l="enemy_fire_mb02_2s"><p>19*$2</p><p>$1</p></fRef>
		<repeat><times>8</times>
			<fRef l="enemy_fire_mb02_2s"><p>40</p><p>$1</p></fRef>
		</repeat>
		<w>6</w>
	</repeat>
	<w>12</w>

	<vanish/>
</a>

<!-- ********************************************************************* -->
<!-- *** mb04_1 dummy                                                    *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb04_1_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_mb04_1_child_object"></objectRef>
</create>

<object l="boss_mb04_1_child_object">

	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<a>
	
	<repeat><times>$_difficulty-eq0</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_1_child_object_act00"><p>1</p></aRef>
		</repeat>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_1_child_object_act01"><p>1</p></aRef>
		</repeat>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_1_child_object_act02"><p>1</p></aRef>
		</repeat>
	</repeat>
	</a>
</object>

<a l="boss_mb04_1_child_object_act00">

	<eval name="t_sp">4.5</eval>
	<eval name="t_dir_off">1.0</eval>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>42</w>


	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>36</w>

</a>


<a l="boss_mb04_1_child_object_act01">

	<eval name="t_sp">4.8</eval>
	<eval name="t_dir_off">1.1</eval>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>11</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>30</w>


	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>24</w>

</a>

<a l="boss_mb04_1_child_object_act02">

	<eval name="t_sp">5.3</eval>
	<eval name="t_dir_off">1.2</eval>
	<w>1</w>
	<fRef l="enemy_fire_mb04_1"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>22</w>


	<w>1</w>
	<fRef l="enemy_fire_mb04_1s"><p>6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_1s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_1s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_1s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<w>18</w>

</a>


<!-- ********************************************************************* -->
<!-- *** mb04_2 dummy                                                    *** -->
<!-- ********************************************************************* -->

<create label="enemy_create_mb04_2_obj">
	<speed>0</speed>
	<dir type="abs">0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="boss_mb04_2_child_object"></objectRef>
</create>

<object l="boss_mb04_2_child_object">

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


	<repeat><times>$_difficulty-eq0</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_2_child_object_act00"><p>1</p></aRef>
		</repeat>
	</repeat>
	<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_2_child_object_act01"><p>1</p></aRef>
		</repeat>
	</repeat>
	<repeat><times>$_difficulty-eq3</times>
		<repeat><times>24</times>
			<aRef l="boss_mb04_2_child_object_act02"><p>1</p></aRef>
		</repeat>
	</repeat>
	</a>
</object>



<a l="boss_mb04_2_child_object_act00">

	<eval name="t_sp">4.5</eval>
	<eval name="t_dir_off">-1.0</eval>
	<w>2</w>
	<fRef l="enemy_fire_mb04_2"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	<repeat><times>8</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>53</w>

	<w>2</w>
	<fRef l="enemy_fire_mb04_2s"><p>-6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>23</w>

</a>

<a l="boss_mb04_2_child_object_act01">

	<eval name="t_sp">4.8</eval>
	<eval name="t_dir_off">-1.1</eval>
	<w>2</w>
	<fRef l="enemy_fire_mb04_2"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	<repeat><times>10</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>41</w>

	<w>2</w>
	<fRef l="enemy_fire_mb04_2s"><p>-6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>11</w>

</a>

<a l="boss_mb04_2_child_object_act02">

	<eval name="t_sp">5.3</eval>
	<eval name="t_dir_off">-1.2</eval>
	<w>2</w>
	<fRef l="enemy_fire_mb04_2"><p>0</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>12</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>33</w>

	<w>2</w>
	<fRef l="enemy_fire_mb04_2s"><p>-6</p><p>$t_sp</p></fRef>
	<repeat><times>9</times>
		<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
	</repeat>
	<w>2</w>

	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_2s"><p>36-$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>
	<repeat><times>13</times>
		<fRef l="enemy_fire_mb04_2s"><p>36+$t_dir_off</p><p>$t_sp</p></fRef>
		<repeat><times>9</times>
			<fRef l="enemy_fire_mb04_2s"><p>36</p><p>$t_sp</p></fRef>
		</repeat>
		<w>2</w>
	</repeat>

	<w>5</w>

</a>


<!-- ********************************************************************* -->
<!-- *** mboss パーツ                                                  *** -->
<!-- ********************************************************************* -->
<create l="enemy_create_mb10_child">
	<speed>$1</speed>
	<direction type="absolute">$2</direction>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>6500</vital>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate> <!-- 倒したときの ABS 上昇数-->
	<child>1</child>
	<flag>128</flag>
	<enemyRef label="enemy_mb10_object"><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy l="enemy_mb10_object">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>
	<preRef label="enemy_present_mboss_tsubasa_parts"></preRef>
	<revRef l="enemy_st6_tsubasa_mb10_revenge"><p>7</p><p>80</p><p>32</p><p>6000</p></revRef>
	<definedAction type="synctoparentx"></definedAction>
	<definedAction type="synctoparenty"></definedAction>
	<!-- 親へのダメージ伝達 -->
	<shareVitalParent></shareVitalParent>

	<a>
		<w>55</w>
		<chS><sp>0</sp><tm>10</tm></chS>
		<w>15</w>
		
		<!-- 本体攻撃用object作成 -->
		<cRef l="mboss_10_child_object_create"><p>$1</p><p>$2</p></cRef>

		<eval name="flag">0</eval>
		<repeat><times>-1</times>
			<repeat><times>($__boss_barrier-eq1)*($flag-eq0)</times>
				<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>12</radius></collision>
				<eval name="flag">1</eval>
				<cRef l="mboss_10_child_object_create2"><p>$1</p><p>$2</p></cRef>
				<cRef label="bossparts_underbar_create"/>
			</repeat>
			<w>6</w>
		</repeat>
	</a>

</enemy>

<create label="mboss_10_child_object_create">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_10_child_object"><p>$1</p><p>$2</p></objectRef>
</create>

<object l="mboss_10_child_object">

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

	<a>
		<w>$1</w>

		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_10_child_act00"><p>$2</p></aRef>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_10_child_act01"><p>$2</p></aRef>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_10_child_act02"><p>$2</p></aRef>
		</repeat>


	</a>
</object>


<a l="mboss_10_child_act00">
	<repeat><times>-1</times>

	<repeat><times>3</times>
		<w>5</w>
		<eval name="t_sp">5.2+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-5*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<w>75</w>
	</repeat>
	<w>60</w>

	</repeat>
</a>

<a l="mboss_10_child_act01">
	<repeat><times>-1</times>
	<repeat><times>3</times>
		<w>5</w>
		<eval name="t_sp">5.7+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>75</w>
	</repeat>
	<w>45</w>
	</repeat>
</a>


<a l="mboss_10_child_act02">
	<repeat><times>-1</times>
	<repeat><times>3</times>
		<w>5</w>
		<eval name="t_sp">6.3+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>65</w>
	</repeat>
	<w>30</w>
	</repeat>
</a>



<!-- バリア破壊後 -->
<create label="mboss_10_child_object_create2">
	<speed>0</speed>
	<dir>0</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<child>1</child>
	<objectRef l="mboss_10_child_object2"><p>$1</p></objectRef>
</create>

<object l="mboss_10_child_object2">

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

	<a>
		<w>45+$1</w>
		<!-- 破壊前と同じ -->
		<repeat><times>$_difficulty-eq0</times>
			<aRef l="mboss_10_child2_act00"/>
		</repeat>
		<repeat><times>($_difficulty-eq1)+($_difficulty-eq2)</times>
			<aRef l="mboss_10_child2_act01"/>
		</repeat>
		<repeat><times>$_difficulty-eq3</times>
			<aRef l="mboss_10_child2_act02"/>
		</repeat>
	</a>
</object>



<a l="mboss_10_child2_act00">
	<repeat><times>-1</times>

	<repeat><times>-1</times>
		<w>5</w>
		<eval name="t_sp">5.3+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-5*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<w>75-$__boss_parts*40</w>
	</repeat>

	</repeat>
</a>

<a l="mboss_10_child2_act01">
	<repeat><times>-1</times>
		<w>5</w>
		<eval name="t_sp">5.8+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>75-$__boss_parts*34</w>
	</repeat>
</a>


<a l="mboss_10_child2_act02">
	<repeat><times>-1</times>
		<w>5</w>
		<eval name="t_sp">6.4+$__temp_grank*0.05</eval>
		<w>5</w>
		<soundtrack><file type="ogg">laser1</file></soundtrack>	
		<cRef l="enemy_create_tsubasa_attack"><p>0</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>-15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>40</w>
		<cRef l="enemy_create_tsubasa_attacks"><p>15*$1</p><p>$t_sp</p><p>$1</p></cRef>
		<w>65-$__boss_parts*30</w>
	</repeat>
</a>



<!-- ******************************************************************************* -->
<!-- *** ツバサ用bullet                                                      *** -->

<!-- ******************************************************************************* -->
<!-- *** 中弾 mb01                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb01">
	<sp>4</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01"><p>$2</p><p>$3</p><p>$4</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01ab">
	<sp>4</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb01"><p>$2</p><p>$3</p><p>$4</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01s">
	<sp>4</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01"><p>$2</p><p>$3</p><p>$4</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb01"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>$2</w>
		<chS><sp>0.5</sp><tm>15</tm></chS>
		<w>15</w>
		<chS><sp>$1</sp><tm>60</tm></chS>
		<chD><dir type="rel">$3</dir><tm>60</tm></chD>
	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb01">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>96+8</top><right>32-8</right><bottom>128-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>


<!-- ******************************************************************************* -->
<!-- *** 中弾 mb01_2                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb01_2">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01_2"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_2ab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb01_2"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_2s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01_2"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01_2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb01_2"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>5</w>
		<chS><sp>$1</sp><tm>12</tm></chS>
		<w>30</w>
		<chS><sp type="rel">-0.2</sp><tm>180</tm></chS>
	</a>

</bullet>

<!-- ●19 -->
<img type="normal" l="bullet_img_mb01_2">
	<file type="dds">as_bullet1</file>
	<left>32*1</left><top>0</top><right>32*2</right><bottom>32</bottom>
	<width>32</width><height>32</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>



<!-- ******************************************************************************* -->
<!-- *** 中弾 mb01_3                                                      *** -->
<!-- ******************************************************************************* -->
<fire l="enemy_fire_mb01_3_easy">
	<sp>5</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_easy"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3_easyab">
	<sp>5</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_easy"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3_easys">
	<sp>5</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_easy"><p>$2</p><p>$3</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01_3_easy">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb01_3"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>$2</w>
		<chS><sp>0</sp><tm>12</tm></chS>
		<w>25</w>
		<createRef l="ring_cr"><p>32</p></createRef>
		<w>1</w>
		<fRef l="enemy_fire_mb01_4r"><p>0</p><p>$1</p></fRef>
		<repeat><times>2</times>
			<fRef l="enemy_fire_mb01_4s"><p>120</p><p>$1</p></fRef>
		</repeat>
		<w>1</w>
		<vanish/>
	</a>

</bullet>






<fire l="enemy_fire_mb01_3">
	<sp>5</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3ab">
	<sp>5</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3s">
	<sp>5</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3"><p>$2</p><p>$3</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01_3">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb01_3"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>$2</w>
		<chS><sp>0</sp><tm>12</tm></chS>
		<w>30</w>
		<createRef l="ring_cr"><p>32</p></createRef>
		<w>1</w>
		<fRef l="enemy_fire_mb01_4r"><p>0</p><p>$1</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb01_4s"><p>90</p><p>$1</p></fRef>
		</repeat>
		<w>1</w>
		<vanish/>
	</a>

</bullet>



<fire l="enemy_fire_mb01_3_hard">
	<sp>5</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_hard"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3_hardab">
	<sp>5</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_hard"><p>$2</p><p>$3</p></bulletRef>
</fire>

<fire l="enemy_fire_mb01_3_hards">
	<sp>5</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01_3_hard"><p>$2</p><p>$3</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01_3_hard">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb01_3"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>$2</w>
		<chS><sp>0</sp><tm>12</tm></chS>
		<w>30</w>
		<createRef l="ring_cr"><p>32</p></createRef>
		<w>1</w>
		<fRef l="enemy_fire_mb01_4r"><p>0</p><p>$1</p></fRef>
		<repeat><times>3</times>
			<fRef l="enemy_fire_mb01_4s"><p>90</p><p>$1</p></fRef>
		</repeat>
		<w>1</w>
		<vanish/>
	</a>

</bullet>


<!-- ●19 -->
<img type="normal" l="bullet_img_mb01_3">
	<file type="dds">as_bullet1</file>
	<left>32*1</left><top>32*3</top><right>32*2</right><bottom>32*4</bottom>
	<width>32</width><height>32</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>





<fire l="enemy_fire_mb01_4">
	<sp>0</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb01_4"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb01_4r">
	<sp>0</sp>
	<dir type="rel">$1</dir>
	<bulletRef l="enemy_bullet_mb01_4"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb01_4s">
	<sp>0</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb01_4"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb01_4">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>3</radius></collision>	

	<imgRef l="bullet_img_mb01_4"></imgRef>
	<imgDirection type="sync">0</imgDirection>

	<a>
		<chS><sp>$1</sp><tm>30</tm></chS>
		<w>30</w>
		<chS><sp type="rel">-0.2</sp><tm>90</tm></chS>

	</a>
</bullet>

<!-- ◆19 -->
<img type="normal" l="bullet_img_mb01_4">
	<file type="dds">as_bullet1</file>
	<left>32*3+1</left><top>32*3</top><right>32*4-1</right><bottom>32*4</bottom>
	<width>36</width><height>38</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>


<!-- ******************************************************************************* -->
<!-- *** 中弾 mb02                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb02">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb02"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb02ab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb02"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb02s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb02"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb02">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb02"></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>
		<chD><dir type="rel">$2</dir><tm>30</tm></chD>
		<w>30</w>
		<chS><sp type="rel">-0.3</sp><tm>180</tm></chS>

	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb02">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>96+8</top><right>32-8</right><bottom>128-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>


<!-- ******************************************************************************* -->
<!-- *** 中弾 mb02_1                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb02_1">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb02_1"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb02_1ab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb02_1"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb02_1s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb02_1"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb02_1">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb02_1"><p>$3</p></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<w>5</w>
		<chS><sp>$1</sp><tm>12</tm></chS>
		<chD><dir type="rel">$2</dir><tm>30</tm></chD>
		<w>30</w>
		<chS><sp type="rel">-0.3</sp><tm>180</tm></chS>

	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb02_1">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>64+8</top><right>32-8</right><bottom>96-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>

<!-- ******************************************************************************* -->
<!-- *** 小弾 mb02_2                                                        *** -->
<!-- ******************************************************************************* -->
<fire l="enemy_fire_mb02_2">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<child>1</child>
	<bulletRef l="enemy_bullet_mb02_2"><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb02_2s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<child>1</child>
	<bulletRef l="enemy_bullet_mb02_2"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb02_2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	
	<imgRef l="bullet_img_mb02_2"></imgRef>
	<setDrawLevel><num>19</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>
	</a>

</bullet>

<!-- ●19 -->
<img type="normal" l="bullet_img_mb02_2">
	<file type="dds">as_bullet1</file>
	<left>32*1</left><top>64</top><right>32*2</right><bottom>96</bottom>
	<width>32</width><height>32</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>

<!-- ******************************************************************************* -->
<!-- *** 小弾 mb03                                                        *** -->
<!-- ******************************************************************************* -->
<fire l="enemy_fire_mb03ab">
	<sp>0</sp>
	<dir type="abs">$5</dir>
	<cx>$3</cx><cy>$4</cy>
	<bulletRef l="enemy_bullet_mb03"><p>$1</p><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb03">
	<sp>0</sp>
	<dir type="aim">$5</dir>
	<cx>$3</cx><cy>$4</cy>
	<bulletRef l="enemy_bullet_mb03"><p>$1</p><p>$2</p></bulletRef>
</fire>
<fire l="enemy_fire_mb03r">
	<sp>0</sp>
	<dir type="rel">$5</dir>
	<cx>$3</cx><cy>$4</cy>
	<bulletRef l="enemy_bullet_mb03"><p>$1</p><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb03">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb03"><p>$2</p></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>
<!--
	<setReflect>
		<flag>3</flag><num>1</num>
	</setReflect>
-->
	<a>
		<chS><sp>$1</sp><tm>120</tm></chS>

	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb03">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>32*$1+8</top><right>32-8</right><bottom>32+32*$1-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>

<!-- ******************************************************************************* -->
<!-- *** 大玉 mb03_1                                                        *** -->
<!-- ******************************************************************************* -->
<create l="enemy_mb03_1_easy_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_1_easy_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_1_easy_org">

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

	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>8</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>4</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>180</p></fRef>
		<w>5</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<w>4</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>60</p></fRef>
		<w>5</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>120</p></fRef>
		<w>4</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>240</p></fRef>
		<w>5</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>300</p></fRef>
		</repeat>

	</a>

</enemy>


<create l="enemy_mb03_1_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_1_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_1_org">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	
	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>10</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>3</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>180</p></fRef>
		<w>4</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<w>3</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>60</p></fRef>
		<w>4</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>120</p></fRef>
		<w>3</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>240</p></fRef>
		<w>4</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>300</p></fRef>
		</repeat>

	</a>

</enemy>

<create l="enemy_mb03_1_hard_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_1_hard_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_1_hard_org">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	
	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>15</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>2</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>180</p></fRef>
		<w>3</w>
		<fRef l="enemy_fire_mb03ab"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>60</p></fRef>
		<w>3</w>
		<fRef l="enemy_fire_mb03r"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>120</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>240</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03r"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>300</p></fRef>
		</repeat>

	</a>

</enemy>


<!-- ******************************************************************************* -->
<!-- *** 大玉 mb03_2                                                        *** -->
<!-- ******************************************************************************* -->
<create l="enemy_mb03_2_easy_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_2_easy_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_2_easy_org">
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	

	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>15</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>-2.5</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>2.5</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>0</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>2</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>-1</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>0</p></fRef>
		<w>1</w>
		</repeat>
	</a>
</enemy>

<create l="enemy_mb03_2_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_2_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_2_org">
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	

	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>20</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>3</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>0</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>-3</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>2</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>-1</p></fRef>
		<w>2</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>0</p></fRef>
		</repeat>
	</a>
</enemy>

<create l="enemy_mb03_2_hard_orgab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<cx>$_self_cx</cx><cy>$_self_cy</cy>
	<vital>9999999</vital>
	<child>1</child>
	<score>0</score>
	<inv>0</inv>
	<prate>0</prate>
	<enemyRef l="enemy_bullet_mb03_2_hard_org"><p>$2</p><p>$3</p><p>$4</p></enemyRef>
</create>

<enemy label="enemy_bullet_mb03_2_hard_org">
	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>0</radius></collision>	

	<imgRef label="enemy_img_mb_03_magic_blue"/>
	<rotateImg><dir>7</dir><tm>-1</tm></rotateImg>
	<setBreakable><num>1</num></setBreakable>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

		<repeat><times>20</times>
		<eval name="t_rand1">8-(($_player_cx+$3+$_self_cy)%16)</eval>
		<eval name="t_rand2">8-(($_player_cy+$3*2+$_self_cx)%16)</eval>
		<eval name="t_rand3">4-(($_player_cy+$3*3+$_self_cx)%8)</eval>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>0</p></fRef>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>5</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2</p><p>0</p><p>$t_rand1</p><p>$t_rand2</p><p>-4</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>4</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>-5</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>1</p></fRef>
		<fRef l="enemy_fire_mb03_3"><p>$2-0.6-$t_rand2*0.1</p><p>1</p><p>$t_rand2</p><p>0</p><p>3</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>-2</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>0</p></fRef>
		<w>1</w>
		<fRef l="enemy_fire_mb03_3"><p>$2-1.2-$t_rand3*0.1</p><p>2</p><p>0</p><p>$t_rand1</p><p>-6</p></fRef>
		</repeat>
	</a>
</enemy>




<!-- ******************************************************************************* -->
<!-- *** 小弾 mb03_3                                                        *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb03_3">
	<sp>0</sp>
	<dir type="aim">$5</dir>
	<cx>$3</cx><cy>$4</cy>
	<bulletRef l="enemy_bullet_mb03_3"><p>$1</p><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb03_3">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>3</radius></collision>	

	<imgRef l="bullet_img_mb03_3"><p>$2</p></imgRef>
	<imgDirection type="sync">0</imgDirection>

	<a>
		<chS><sp>$1</sp><tm>120</tm></chS>

	</a>
</bullet>

<!-- ◆19 -->
<img type="normal" l="bullet_img_mb03_3">
	<file type="dds">as_bullet1</file>
	<left>32*3+1</left><top>32*$1</top><right>32*4-1</right><bottom>32*$1+32</bottom>
	<width>36</width><height>38</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>

<!-- ******************************************************************************* -->
<!-- *** 小弾 mb04_1                                                        *** -->
<!-- ******************************************************************************* -->
<fire l="enemy_fire_mb04_1">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb04_1"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_1ab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb04_1"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_1s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb04_1"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb04_1">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb04_1"></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb04_1">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>32+8</top><right>32-8</right><bottom>64-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>


<!-- ******************************************************************************* -->
<!-- *** 小弾 mb04_2                                                        *** -->
<!-- ******************************************************************************* -->
<fire l="enemy_fire_mb04_2">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb04_2"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_2ab">
	<sp>7</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb04_2"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_2s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb04_2"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb04_2">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>4</radius></collision>	

	<imgRef l="bullet_img_mb04_2"></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>
	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>

	</a>

</bullet>

<!-- ●12 -->
<img type="normal" l="bullet_img_mb04_2">
	<file type="dds">as_bullet1</file>
	<left>0+8</left><top>96+8</top><right>32-8</right><bottom>128-8</bottom>
	<width>16</width><height>16</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>



<!-- ******************************************************************************* -->
<!-- *** 中弾 mb04_3                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb04_3">
	<sp>3</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb04_3"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_3ab">
	<sp>3</sp>
	<dir type="abs">$1</dir>
	<bulletRef l="enemy_bullet_mb04_3"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb04_3s">
	<sp>3</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb04_3"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb04_3">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb04_3"></imgRef>
	<setDrawLevel><num>21</num></setDrawLevel>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>
		<w>30</w>
		<chS><sp type="rel">-0.2</sp><tm>180</tm></chS>
	</a>

</bullet>

<!-- ●19 -->
<img type="normal" l="bullet_img_mb04_3">
	<file type="dds">as_bullet1</file>
	<left>32*1</left><top>32*2</top><right>32*2</right><bottom>32*3</bottom>
	<width>32</width><height>32</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>



<!-- ******************************************************************************* -->
<!-- *** 中弾 mb05                                                      *** -->
<!-- ******************************************************************************* -->

<fire l="enemy_fire_mb05">
	<sp>7</sp>
	<dir type="aim">$1</dir>
	<bulletRef l="enemy_bullet_mb05"><p>$2</p></bulletRef>
</fire>

<fire l="enemy_fire_mb05s">
	<sp>7</sp>
	<dir type="seq">$1</dir>
	<bulletRef l="enemy_bullet_mb05"><p>$2</p></bulletRef>
</fire>

<bullet label="enemy_bullet_mb05">

	<collision type="circle"><cx>-1</cx><cy>-1</cy><radius>7</radius></collision>	

	<imgRef l="bullet_img_mb05"></imgRef>
	<rotateImg><dir>15</dir><tm>-1</tm></rotateImg>

	<a>
		<chS><sp>$1</sp><tm>12</tm></chS>
		<w>30</w>
		<chS><sp type="rel">-0.2</sp><tm>180</tm></chS>
	</a>

</bullet>

<!-- ●19 -->
<img type="normal" l="bullet_img_mb05">
	<file type="dds">as_bullet1</file>
	<left>32*1</left><top>32*1</top><right>32*2</right><bottom>32*2</bottom>
	<width>32</width><height>32</height>
	<alpha>255</alpha><red>255</red><green>255</green><blue>255</blue>
</img>

</exbulletml>
