//map id
def parentMap = MAP_BONUSSTAGE_1

def {
    MEV_COMMON = 1
    MEV_ON_FRAME
    
    MEV_FREEZE
    MEV_SWITCH
    MEV_BOSS
    MEV_ATTACK

    MEV_SPEC_TURN
    MEV_SPEC_0
    MEV_SPEC_1
    MEV_SPEC_2
    MEV_SPEC_3
    MEV_SPEC_4
    MEV_SPEC_5
    MEV_SPEC_6
}

def {
    PATH_NIN  = "pb/ni"
    PATH_MAOU = "pb/ma"
    PATH_EFF  = "pb/ef"

    BONUS_BOSS1_DAMAGE = 10
    BONUS_BOSS2_DAMAGE = 20

    MULTI_WIN_1 = 4
    MULTI_WIN_2 = 4

    TIME_BOSS1 = 120 * UNIT_FPS
    TIME_BOSS2 = 150 * UNIT_FPS

    TIMEBONUS_BOSS1 = 60//上手くやれば3000くらい貰える
    TIMEBONUS_BOSS2 = 60

    CENTER_X = 9 * 16 + 8
    CENTER_Y = 6 * 16 + 8

    NIN_ST_ENABLE = 0
    NIN_ST_BREAKDOWN

    MAO_ST_NEXT = 0
    MAO_ST_WAIT
    MAO_ST_MOVE
    MAO_ST_FLAME
    MAO_ST_SPARK
    MAO_ST_TORNADE
    MAO_ST_DARKNESS
}

def {
    ninPicCmd = bl {
        PATH_NIN
        .mapLayer(LAY_STAGE_MID)
        .grid(8, 5)
        .scrollWithMap
        basePicCmd
    }
    maouPicCmd = bl {
        PATH_MAOU
        .mapLayer(LAY_STAGE_MID)
        .grid(4, 4)
        .scrollWithMap
        basePicCmd
    }
    effPicCmd = bl {
        PATH_EFF
        .mapLayer(LAY_STAGE_MID)
        .grid(4, 5)
        .scrollWithMap
        basePicCmd
    }
}

//観客を設置する
__fn _setSpectators $ev $pat $dir $x $y bl {
    @ev.setpos [$ev] .pos($x, $y)
    @ev.setAction [$ev] .freq(8) .act {
        .setBody(CHARSET_SPEC, $pat)
        .pauseAnim
    }
    @ev.addAction .face($dir)
}

//フリーズを起動する
__fn _activateFreeze $sec {
    freezeState = GIM_ST_ACTIVATED
    freezeTimer = ($sec) * UNIT_FPS
}

//マルチボール
__fn _activateMultiBall {
    pbDisplay(DI_ST_NORMAL, "\c[2]マルチボール！")
    freezeState = GIM_ST_EVENT
}