script_enemy_main
{//Enemy00
        let count=0;
        let cx=GetCenterX();
        let cy=GetCenterY();
        let csd=GetCurrentScriptDirectory;
        let imgEnemy=csd~"img\dot_kedama.png";
	let imgAngle=0;
	let imgAlpha=0;
	let imgAlpha2=0;
	let angle=GetArgument;
	let shotse=csd~"se\ShotSE02.wav";

	@Initialize {
        SetLife(15);
        SetScore(10);
        SetDamageRate(100,100);
        SetAngle(GetAngle);
        SetSpeed(GetSpeed);
        SetInvincibility(50);
	LoadGraphic(imgEnemy);
	LoadUserShotData(csd~"img\PLUS_shot.txt");
	}

	@MainLoop {
		imgAngle+=4;
		if(imgAngle>360){imgAngle=0;}
	if(count<=50){imgAlpha+=5;}
	if(count>=50&&count%5==0){
		PlaySE(shotse);
        	let shot01=1;
        	CreateShotA(shot01,GetX(),GetY(),5);
        	SetShotDataA(shot01,0,rand(1,3),rand(0,360),0,0,0,126);
        	FireShot(shot01);
		}
        if(GetX<-10||GetX>458||GetY>490||GetY<-10){
        		VanishEnemy();
        	}
        SetCollisionA(GetX(),GetY(),10);
        SetCollisionB(GetX(),GetY(),10);
        count++;
	}

        @DrawLoop {
		SetGraphicRect(27,0,53,26);
		SetTexture(imgEnemy);
		SetColor(255,255,255);
		SetAlpha(imgAlpha);
		SetRenderState(ALPHA);
		SetGraphicAngle(0,0,imgAngle);
		DrawGraphic(GetX(),GetY());
	}

        @Finalize
        {
		if(!BeVanished){
			CreateItem(ITEM_SCORE,GetX,GetY);
		}
        }
}