task DoubleSpoilerCreateShot01(let x,let y,let speed,let angle, let graphic,let delay,let setgraphic,let setbasepoint,let setradius,let riskpoint)
{
	let obj = Obj_Create(OBJ_SHOT);
	Obj_SetPosition(obj, x, y);
	Obj_SetSpeed(obj, speed);
	Obj_SetAngle(obj, angle);
	ObjShot_SetGraphic(obj, graphic);
	ObjShot_SetDelay(obj, delay);
	//ObjShot_SetBombResist(obj,true);

	Obj_SetAutoDelete(obj,false);
	let X=Obj_GetX(obj);//t[WL^邽߂̒l
	let Y=Obj_GetY(obj);//t[WL^邽߂̒l
	let VanishJudg=false;//ʊOɂď𔻒B
	while(!Obj_BeDeleted(obj))
	{
		if(Obj_GetX(obj)<GetClipMinX-AutoDeleteClipLeft)//[ł̋
		{
			Obj_Delete(obj);
			VanishJudg=true;
        	}
		if(Obj_GetX(obj)>GetClipMaxX+AutoDeleteClipRight)//E[ł̋
		{
			Obj_Delete(obj);
			VanishJudg=true;
        	}
		if(Obj_GetY(obj)<GetClipMinY-AutoDeleteClipUp)//[ł̋
		{
			Obj_Delete(obj);
			VanishJudg=true;
        	}
		if(Obj_GetY(obj)>GetClipMaxY+AutoDeleteClipDown)//[ł̋
		{
			Obj_Delete(obj);
			VanishJudg=true;
        	}
		X=Obj_GetX(obj);
		Y=Obj_GetY(obj);
		wait(1);
	}
	if(VanishJudg==false)
	{
		if(DistanceToPlayer(X,Y)<=setradius)
		{
			RiskShot(riskpoint);
		}
		if(DistanceToBoss(X,Y)<=setradius)
		{
			ClearShot;
		}
		BasePoint(setbasepoint);
		BulletColor(setgraphic);
	}
}