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- task timeline{
- wait(180);
- PlaySFX(charge);
- BFX_Charge(bx,by,150,60);
- wait(60);
- BFX_Release(bx,by,150,60);
- while(ObjEnemy_GetInfo(objBoss, INFO_LIFE) != 0){
- //Phase 1
- amulets;
- wait(120);//time for taskA to run
- wait(120);
- //Phase 2
- balls;
- wait(120);//time for taskB to run
- wait(120);
- }
- }
- task amulets{
- wait(1);
- if(ObjEnemy_GetInfo(objBoss, INFO_LIFE) <= 0){return;} //Default kill to prevent (0,0) spawning
- let angleT = GetAngleToPlayer(objBoss);
- let rang = rand(0,360);
- let rangx = rand(0,360);
- let bullets = 30;
- let nulo = 270;
- let butter = [180,225,270,315,360];
- //0-2500-5000-7500-10000
- ascent(i in 0..120) {
- loop(5) {
- CreateShotA1(bx, by, 1 + i/30, rang, 156, 7);
- rang+=360/5;
- }
- rang+=5;
- wait(10);
- }
- }
- task balls{
- if(ObjEnemy_GetInfo(objBoss, INFO_LIFE) <= 0){return;} //Default kill to prevent (0,0) spawning
- let angleT = GetAngleToPlayer(objBoss);
- let rang = rand(0,360);
- let rangx = rand(0,360);
- let bullets = 30;
- let nulo = 270;
- let butter = [180,225,270,315,360];
- //0-2500-5000-7500-10000
- loop{
- loop(30){
- CreateShotA1(bx, by, 4, rang, 293, 15);
- rang+=360/30;
- }
- wait(30);
- }
- }
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