script_enemy_main
{
        let csd     = GetCurrentScriptDirectory;
	let speed = GetSpeed;
	let angle = GetAngle;
	let num = GetArgument;
	let imgEnemy;
	if(num==1)
	{
		imgEnemy=csd~"..\lib\fairy_red.png";
	}
	if(num==2)
	{
		imgEnemy=csd~"..\lib\fairy_blue.png";
	}
	let SelectedDifficult=GetCommonDataDefault("SELECTEDDIFFICULT","Normal");

    @Initialize {
        SetLife(200);
        SetDamageRate(100,100);
	SetTexture(imgEnemy);
	Initialize_Fairy(7);
	Tmain;
	}

    @MainLoop {
	BulletNum=GetEnemyShotCount;
	SetCollisionA(GetX()-16,GetY(),32);
	SetCollisionA(GetX(),GetY(),32);
	SetCollisionA(GetX()+16,GetY(),32);
	//MSDSetCollisionAForBigEnemy(GetX(),GetY(),48);
	yield;
    }

        @DrawLoop {
		SetColor(ZakoColor[0],ZakoColor[1],ZakoColor[2]);
		DrawFairy(imgEnemy);
		DrawMagicCircle("WHITE",0.50);
	}

        @Finalize
        {
		MagicCircleBreak(GetX,GetY,1,0.5);
		FinalizeItemAndShotnumWithDelete(3);
        } 

task Tmain
{
yield;
OutDamageRateZero;
AutoErazeTime(900);
GetDamege;
MagicColor;
move;

alternative(GetCommonDataDefault("SELECTEDDIFFICULT","None"))
case("Moderate")
{
shotM;
}
case("Extream")
{
shotE;
}
case("Apocalypse")
{
shotA;
}

}


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

task shotM
{
wait(120);
loop(6)
{
let angle=GetAngleToPlayer;
ascent(let i in 0..18)
{
	GroundCreateShot01(GetX+72*cos(angle+i*20+10),GetY+72*sin(angle+i*20+10),3.5,angle+i*20+10,14,5);
	GroundCreateShot01(GetX+72*cos(angle+i*20+10),GetY+72*sin(angle+i*20+10),3.75,angle+i*20+10,14,5);
	GroundCreateShot01(GetX+72*cos(angle+i*20+10),GetY+72*sin(angle+i*20+10),4,angle+i*20+10,14,5);
}
wait(30);
}

}
////////////////////////////////////////////
task shotE
{
wait(120);
loop(10)
{
let angle=GetAngleToPlayer;
ascent(let i in 0..24)
{
	GroundCreateShot01(GetX+72*cos(angle+i*15+7.5),GetY+72*sin(angle+i*15+7.5),3.5,angle+i*15+7.5,14,5);
	GroundCreateShot01(GetX+72*cos(angle+i*15+7.5),GetY+72*sin(angle+i*15+7.5),3.75,angle+i*15+7.5,14,5);
	GroundCreateShot01(GetX+72*cos(angle+i*15+7.5),GetY+72*sin(angle+i*15+7.5),4,angle+i*15+7.5,14,5);
}
wait(20);
}

}
//////////////////////////////////////////
task shotA
{
wait(120);
loop(6)
{
let angle=GetAngleToPlayer;
ascent(let j in 0..15)
{
ascent(let i in 0..36)
{
	GroundCreateShot01(GetX+72*cos(angle+i*10+5),GetY+72*sin(angle+i*10+5),4+0.5*j,angle+i*10+5,14,5);
}
wait(2)
}
wait(30);
}

}

#include_function ".\..\txt/StageEnemydata.txt"
#include_function ".\..\lib\lib_anime_fairy.txt"
}

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