possible = 1 untouchable = 0 if global.shottype != 8 global.shottype = 4 if shooting = 1 { stuff = instance_create(irandom(1024),768,obj_bullet_boss_3); with (stuff) { vspeed = -1 } stuff = instance_create(irandom(1024),0,obj_bullet_boss_3); with (stuff) { vspeed = 1 } stuff = instance_create(1024,irandom(768),obj_bullet_boss_3); with (stuff) { hspeed = -1 } stuff = instance_create(0,irandom(768),obj_bullet_boss_3); with (stuff) { hspeed = 1 } globs += 1 if globs = 40 { if ( instance_exists( obj_player ) ) { repeat (3 + 3*global.RANK){ stuff = instance_create(x,y,obj_bullet_boss_4); with (stuff) { speed = 1 + global.gods direction = point_direction(x,y,obj_player.x,obj_player.y); sound_play(snd_themshoot); } global.gods += 1 } } global.gods = 0 globs = 0; } alarm[3] = 8-global.RANK; } if global.bossHP > 12000 global.currentmin = 12000 if global.bossHP < 12001 and global.bossHP > 4000 { untouchable = 1 global.bossHP = 12000 global.life += 1 sound_play(snd_attackcomplete) alarm[4] = 120 alarm[3] = -1 with (obj_bullet_boss_Base) instance_destroy(); __background_set( e__BG.Visible, 1, false ) } if global.bossHP < 1 { with (obj_bullet_boss_Base) { instance_destroy(); } alarm[3] = -1; }