possible = 0 if distance_to_point(512,200) > 2.5 move_towards_point(512,200,2); untouchable = 0 if global.shottype != 8 global.shottype = 5 if shooting = 1 { stuff = instance_create(300,0,obj_bullet_boss_5); with (stuff) { speed = 15 direction = 270 sound_play(snd_themshoot); } stuff = instance_create(1024 - 300,768,obj_bullet_boss_6); with (stuff) { speed = 15 direction = 90 } instance_create(300,irandom(768),obj_bullet_boss_8); instance_create(1024-300,irandom(768),obj_bullet_boss_7); alarm[4] = 5-global.RANK; } if global.bossHP > 9000 global.currentmin = 9000 if global.bossHP < 9001 and global.bossHP > 4000 { global.bossHP = 9000 untouchable = 1 global.life += 1 sound_play(snd_attackcomplete) __background_set( e__BG.Visible, 1, false ) alarm[5] = 120 alarm[4] = -1 with (obj_bullet_boss_Base) instance_destroy(); } if global.bossHP < 1 { with (obj_bullet_boss_Base) { instance_destroy(); } alarm[4] = -1; }