script_enemy_main
{
        let csd     = GetCurrentScriptDirectory;
	let speed = GetSpeed;
	let angle = GetAngle;
	let num = GetArgument;
	let imgEnemy;
	imgEnemy=csd~"..\lib\fairy_red.png";
	let SelectedDifficult=GetCommonDataDefault("SELECTEDDIFFICULT","Normal");

    @Initialize {
        SetLife(30);
        SetDamageRate(100,100);
	SetTexture(imgEnemy);
	Initialize_Fairy(1);
	Tmain;
	}

    @MainLoop {
	SetGroundCollision(GetX,GetY,28);
	yield;
    }

        @DrawLoop {
		SetColor(ZakoColor[0],ZakoColor[1],ZakoColor[2]);
		DrawFairy(imgEnemy);
		DrawMagicCircle("WHITE",0.25);
	}

        @Finalize
        {
		MagicCircleBreak(GetX,GetY,1,0.25);
		FinalizeItemAndShotnum(2);
        } 

task Tmain
{
yield;
OutDamageRateZero;
AutoErazeTime(900);
GetDamege;
MagicColor;
move;alternative(GetCommonDataDefault("SELECTEDDIFFICULT","None"))
case("Moderate")
{
shotM;
}
case("Extream")
{
shotE;
}
case("Apocalypse")
{
shotA;
}
case("Arrange")
{
	shotR;
}
}

task move
{
	SetSpeed(GetSpeed);
	SetAngle(GetAngle);
}

task shotM
{
wait(45);
loop(3)
{
let angle=GetAngleToPlayer;
	ascent(let i in 0..3)
	{
		GroundCreateShot01(GetX,GetY,3.5+0.5*i,angle+1.5,9,5);
		GroundCreateShot01(GetX,GetY,3.5+0.5*i,angle-1.5,9,5);
	}
wait(120);
}
}
//////////////////////////////////////////////
task shotE
{
wait(45);
loop(3)
{
let angle=GetAngleToPlayer;
	ascent(let i in 0..3)
	{
		GroundCreateShot01(GetX,GetY,3+0.5*i,angle+1.5,9,5);
		GroundCreateShot01(GetX,GetY,3+0.5*i,angle-1.5,9,5);
		GroundCreateShot01(GetX,GetY,3+0.5*i,angle+4.5,9,5);
		GroundCreateShot01(GetX,GetY,3+0.5*i,angle-4.5,9,5);
	}
wait(30);
}
}
////////////////////////////////////////////////
task shotA
{
wait(45);
loop(3)
{
let angle=GetAngleToPlayer;
	ascent(let i in 0..3)
	{
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle+1.5,9,5);
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle-1.5,9,5);
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle+4.5,9,5);
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle-4.5,9,5);
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle+7.5,9,5);
		GroundCreateShot01(GetX,GetY,4+0.5*i,angle-7.5,9,5);
	}
wait(30);
}
}
////////////////////////////////////////////////////////
task shotR
{
wait(45);
loop(3)
{
let angle=GetAngleToPlayer+rand(-1,1);
	ascent(let i in 0..3)
	{
		GroundCreateShot01(GetX,GetY,5.5+0.5*i,angle+1.5,9,5);
		GroundCreateShot01(GetX,GetY,5.5+0.5*i,angle-1.5,9,5);
	}
wait(90);
}
}
#include_function ".\..\txt/StageEnemydata.txt"
#include_function ".\..\lib\lib_anime_fairy.txt"
}

#include_script ".\..\txt/EnemyShotData.txt"