invuln = true; phase_mode = MODE_APPROACH; face_dir = LEFT; temp_speed = 0; charge_timer = BOSS_APPROACH_TIME; phases = 3; current_phase = 0; phase_hp = []; phase_hp[3] = 3200; phase_hp[2] = 3500; phase_hp[1] = 3000; phase_hp[0] = 2500; hp = phase_hp[current_phase]; with ( obj_enemy_bullet_parent ) { instance_destroy(); } with ( obj_enemy_parent ) { if ( self.id != other.id ) { instance_destroy(); } } obj_stage_controller.timeline_running = false;