script_enemy Enemy00{
    let imgEffect = GetCurrentScriptDirectory~".\enm3eff\bossEfect.png";
    let imgEffect2= GetCurrentScriptDirectory~".\enm3eff\wave.png";
    let imgSPNB	  = GetCurrentScriptDirectory~".\enm3eff\spellEfect.png";
    let t5        = GetCurrentScriptDirectory~".\enm3se\timer1.wav";
    let t10       = GetCurrentScriptDirectory~".\enm3se\timer2.wav";
    let tan       = GetCurrentScriptDirectory~".\enm3se\shot1.wav";
    let kira      = GetCurrentScriptDirectory~".\enm3se\shot2.wav";
    let Gspel     = GetCurrentScriptDirectory~".\enm3se\echo5.wav";
    let laser     = GetCurrentScriptDirectory~".\enm3se\Laser2.wav";
    let power     = GetCurrentScriptDirectory~".\enm3se\enemy_powereffect.wav";
    let powerl    = GetCurrentScriptDirectory~".\enm3se\power_logo.wav";
    let gekiha    = GetCurrentScriptDirectory~".\enm3se\BossEnd.wav";
    let powerla   = GetCurrentScriptDirectory~".\enm3se\power_logo.wav";
    let kaku      = GetCurrentScriptDirectory~".\enm3se\j.wav";
    let boon      = GetCurrentScriptDirectory~".\enm3se\boon.wav";
    let frame     = 0;
    let GetAngle  = 0;
    let angle     = 0;
    let angle2    = 1;
    let angleBase = 0;
    let count     = 0;
    let timer     = 0;
    let count2    = 0;
    let count3    = 0;
    let shotdir   = GetCurrentScriptDirectory ~ "kshotData.txt";
    let MinX	  = GetClipMinX;
    let MaxX	  = GetClipMaxX;
    let CenX	  = GetCenterX;
    let MinY	  = GetClipMinY;
    let MaxY	  = GetClipMaxY;
    let CenY	  = GetCenterY;
    let Damage    = 0;
    let a         = 0;
    let S_count   = 0;
    let move1     = 0;
    let moveA     = 0;
    let alpha     = 0;
    let ang       = [-3,3];
    let sc        = 0;

    @Initialize {
        SetLife(1000);
	SetDamageRate(0,0);

	SetInvincibility(400);

	LoadUserShotData(shotdir);
	alternative(GetArgument)
	case(0){
	Aura(8,255,150,0);
	SetMovePosition03(CenX-130,CenY-150,10,5);}
	case(1){
	Aura(8,255,150,0);
	SetMovePosition03(CenX+130,CenY-150,10,5);}
	EnemyTexture03_typeB(true);
	LoadGraphic(imgSPNB);
        LoadGraphic(imgEffect);
        LoadGraphic(imgEffect2);
	}

    @MainLoop {
	yield;
        SetCollisionA(GetX, GetY, 30);
        SetCollisionB(GetX, GetY, 16);

	/*{Agp莞ԃ_[W*/
	if(OnBomb==true){SetDamageRateEx(0,0,30,0);Damage=0;}
	if(OnBomb==false){Damage++;}
	if(Damage>=100){SetDamageRateEx(0,0,30,0);}

	if(S_count==100){
	Concentration2(GetX,GetY,30,powerla);
	}

	a++;	
	frame++;
	count++;
	S_count++;
	timer++;
	alternative(GetArgument)
	case(0){
	if(frame==100){
	let shote = [kRED42,kORANGE42,kYELLOW42,kGREEN42,kAQUA42,kBLUE42,kPURPLE42];
	/*iԁAAA΁AAAj*/
	loop(7){
	CreateShotA(0,GetX,GetY,10);
	SetShotDataA(0,0,rand(1,3),rand(0,360),0,0,5,shote[angle]);
	FireShot(0);
	}
	angle++;
	if(angle==7){angle=0;}
	PlaySE(kira);
	frame=90;
	}
	}
	case(1){
	if(frame==100){
	loop(3){
	CreateReflectShot01(GetX,GetY,2,GetAngle,1);
	GetAngle+=360/3;
	}
	GetAngle+=rand(0,360);
	PlaySE(tan);
	frame=-50;
	}
	}

}//MainLoop")"łB

    @DrawLoop {}

	#include_function".\Obj_Control.txt"
	#include_function".\lib_kshot.txt"
}