//Vbgp^[

//^ɃVbg
task main_Shot_Normal01(let speed, let wait, let type)
{
	block_DelayWait(wait);
	func_CreateEnemyShot01(GetX(), GetY() + 14, speed, 90, type);

}//end task

//wɃVbg
task main_Shot_Normal02(let speed, let angle, let wait, let type)
{
	block_DelayWait(wait);
	func_CreateEnemyShot01(GetX(), GetY() + 14, speed, angle, type);

}//end task

//vC[ɃVbg
task main_Shot_Normal03(let speed, let wait, let type)
{
	block_DelayWait(wait);
	func_CreateEnemyShot01(GetX(), GetY() + 14, speed, GetAngleToPlayer(), type);

}//end task

//JE^[Vbg
task main_Shot_Counter(let speed, let wait, let type)
{
	block_DelayWait(wait);
	func_CreateEnemyShot01(GetX(), GetY(), speed, GetAngleToPlayer(), type);

}//end task 

//~TCVbg
task main_Shot_Missile(let speed, let angle, let way, let wait)
{

	block_DelayWait(wait);
	CreateEnemyFromScript("Missile", GetX(), GetY() + 14, speed, angle, way);

}//end task



//NWAYe
//params:[way, base_anble, width]
task main_Shot_NWay01(let speed, let wait, let type, let params)
{
	let way = params[0];
	let base_angle = params[1];
	let width = params[2];

	block_DelayWait(wait);
	if(way <= 1)
	{
		func_CreateEnemyShot01(GetX(), GetY() + 14, speed, base_angle, type);
		return;
	}
	ascent(i in 0..way)
	{
		let angle = base_angle + width * (i / (way - 1) - 0.5);
		func_CreateEnemyShot01(GetX(), GetY() + 14, speed, angle, type);
	}
	

}//end task




