
#Title[EirinN3_H]
#Text[EirinN3_H]
#Player[FREE]
#ScriptVersion[2]
#BGM[.\mu\bgm.mp3]

script_enemy_main {
#include_function ".\Eirininclude.txt";
let numb = 0;
let one = 1;
let angle2 = 0;
let time = 0;
	@Initialize{
	InitializeAction;
	LoadSE(shot3);
	LoadSE(time1);
	LoadSE(ping);
	LoadGraphic(imageFile);
	LoadSE(time2);
	LoadSE(wtf);
	SetAction(ACT_MOVE, 90);
	shotinit;
	LoadSE(charge);
	LoadSE(shot);
	LoadSE(laser);
	DeleteSE("se\seEnemyExplode01.wav");
	LoadSE(familiarspawn);
	LoadGraphic(imglifebar); 
	SetLife(6000);
	LoadSE(shot2);
	SetTimer(52);
	SetEnemyMarker(true);
	SetInvincibility(180);
	CreateItem(ITEM_BOMB, GetX, GetY);
	SetDamageRate(150, 125);
	SetMovePosition03(GetCenterX, GetClipMinY + 120, 10, 2);
	LoadGraphic(SP);
	LoadGraphic(MC);
	attack1;
	attack2;
	attack3;
	attack4;
	attack5;
	
	SetShotAutoDeleteClip(75, 10, 100, 10);
	}
task attack2{
loop{
angle+=0.45;
wait(1);
}
}
task attack4{
loop{
angle2-=0.45;
wait(1);
}
}
task attack5{
wait(360);
loop{
ExMoveFar;
wait(90);
SetAction(ACT_SHOT_B, 120);
wait(120);
}
}

task attack1{
wait(120);
loop{
PlaySE(shot4);
loop(4){
	loop(10){
		CreateShotA(1, GetX, GetY, 10);
		SetShotDataA(1, 0, 3, angle, 2, -0.03, 1.5, BLUEI54);
		SetShotDataA(1, 90, NULL, NULL, 0, 0.01, 4, BLUE54);
		FireShot(1);
		angle+=360/10;
		}




wait(4);
}
wait(20);


}
}



task attack3{
wait(120);
Concentration01(120);
PlaySE(charge);
SetAction(ACT_SHOT_B, 1092091092);
wait(90);
loop{
PlaySE(shot4);
loop(4){
	loop(10){
		CreateShotA(1, GetX, GetY, 10);
		SetShotDataA(1, 0, 2, angle2, -2, -0.03, 1.5, REDI54);
		SetShotDataA(1, 90, NULL, NULL, 0, 0.01, 4, RED54);
		FireShot(1);
		angle2+=360/10;
		}




wait(4);
}
wait(20);


}
}










}