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Mar 9th, 2018
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C# 1.24 KB | None | 0 0
  1. task timeline{
  2. wait(180);
  3. PlaySFX(charge);
  4. BFX_Charge(bx,by,150,60);
  5. wait(60);
  6. BFX_Release(bx,by,150,60);
  7.     while(ObjEnemy_GetInfo(objBoss, INFO_LIFE) != 0){
  8.         //Phase 1
  9.         amulets;
  10.         wait(120);//time for taskA to run
  11.         wait(120);
  12.         //Phase 2
  13.         balls;
  14.         wait(120);//time for taskB to run
  15.         wait(120);
  16.     }
  17. }
  18. task amulets{
  19. wait(1);
  20.     if(ObjEnemy_GetInfo(objBoss, INFO_LIFE) <= 0){return;} //Default kill to prevent (0,0) spawning
  21.     let angleT = GetAngleToPlayer(objBoss);
  22.     let rang = rand(0,360);
  23.     let rangx = rand(0,360);
  24.     let bullets = 30;
  25.     let nulo = 270;
  26.     let butter = [180,225,270,315,360];
  27.     //0-2500-5000-7500-10000
  28.  
  29.     ascent(i in 0..120) {
  30.         loop(5) {
  31.             CreateShotA1(bx, by, 1 + i/30, rang, 156, 7);
  32.             rang+=360/5;
  33.         }
  34.         rang+=5;
  35.         wait(10);
  36.     }
  37. }
  38. task balls{
  39.     if(ObjEnemy_GetInfo(objBoss, INFO_LIFE) <= 0){return;} //Default kill to prevent (0,0) spawning
  40.     let angleT = GetAngleToPlayer(objBoss);
  41.     let rang = rand(0,360);
  42.     let rangx = rand(0,360);
  43.     let bullets = 30;
  44.     let nulo = 270;
  45.     let butter = [180,225,270,315,360];
  46.     //0-2500-5000-7500-10000
  47.  
  48.     loop{
  49.         loop(30){
  50.             CreateShotA1(bx, by, 4, rang, 293, 15);
  51.             rang+=360/30;
  52.         }
  53.         wait(30);
  54.     }
  55. }
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