
;
!if $npc3houkou=48
!godown #ml
!endif
!if $npc3houkou=96
!godown #mr
!endif
!if $npc3houkou=144
!godown #mu
!endif
!if $npc3houkou=0
!godown #md
!endif
;
;------------------------
#movec
!rnd $rnd,10
!if $rnd=0
$npc3houkou=48
!endif
!if $rnd=1
$npc3houkou=96
!endif
!if $rnd=2
$npc3houkou=144
!endif
!if $rnd=3
$npc3houkou=0
!endif
!godown #back


#ml
$125x-8
;----------------------------------------接触判定
!if $rnd=0

!endif

;!godown #back

!godown #movego
#mr
$125x+8
;----------------------------------------接触判定
!if $rnd=0

!endif

;!godown #back

!godown #movego
#mu
$125y-8
;----------------------------------------接触判定
!if $rnd=0

!endif

;!godown #back

!godown #movego
#md
$125y+8
;----------------------------------------接触判定
!if $rnd=0

!endif

;!godown #back

!godown #movego
;----------------------------
#movego
;
$npc3anime+$enpc3sx

$rnd=$enpc3sx
$rnd*3
$rnd-1

!if $npc3anime>$rnd
$npc3anime=0
!picarea 125,$npc3anime,$npc3houkou,$enpc3sx,$enpc3sy
!picarea 25,$npc3anime,$npc3houkou,$enpc3sx,$enpc3sy
$npc3houkou=n
$enemyturn=4
!godown #back
!endif
!picarea 125,$npc3anime,$npc3houkou,$enpc3sx,$enpc3sy
!picarea 25,$npc3anime,$npc3houkou,$enpc3sx,$enpc3sy

!picpos 125,$125x,$125y
!picpos 25,$125x,$125y
;--------------------------------------------------------------
#back
!freturn2




































































