possible = 0 if distance_to_point(512,334) > 2.5 move_towards_point(512,334,2); untouchable = 0 if global.shottype != 8 global.shottype = 3 if shooting = 1 { repeat (2 * global.RANK) { stuff = instance_create(x,y,obj_bullet_boss_2); with (stuff) { direction = 90 + global.mods + global.turner; speed = 3; } global.turner += 180 / global.RANK } repeat (2 * global.RANK) { stuff = instance_create(x,y,obj_bullet_boss_1); with (stuff) { direction = 270 - global.mods - global.turner; speed = 3; } global.turner += 180 / global.RANK } global.mods += 8 - global.RANK sound_play(snd_themshoot); alarm[2] = 10; } if global.bossHP > 14000 global.currentmin = 14000 if global.bossHP < 14001 and global.bossHP > 4000 { global.bossHP = 14000 untouchable = 1 global.life += 1 sound_play(snd_attackcomplete) alarm[3] = 120 alarm[2] = -1 with (obj_bullet_boss_Base) instance_destroy(); } if global.bossHP < 1 { with (obj_bullet_boss_Base) { instance_destroy(); } alarm[2] = -1; }