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- task AmuletLaser{
- let bx = ObjMove_GetX(objEnemy);
- let by = ObjMove_GetY(objEnemy);
- let white = CreateShotA1(bx,by,0,0,32,30);
- let timer = 30;
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx+(5000^(1/2)),by+(5000^(1/2)),0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx-(5000^(1/2)),by-(5000^(1/2)),0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx+2*(5000^(1/2)),by,0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx-2*(5000^(1/2)),by,0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx+(5000^(1/2)),by-(5000^(1/2)),0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- white = CreateShotA1(bx-(5000^(1/2)),by+(5000^(1/2)),0,0,32,30);
- ObjShot_SetSpellResist(white,true);
- while((ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)){
- CreateStraightLaserA1(bx,by,45,100,10,60,1003,30);
- CreateStraightLaserA1(bx,by,225,100,10,60,1003,30);
- AmuletShoot(bx+(5000^(1/2)),by+(5000^(1/2)),timer);
- AmuletShoot(bx-(5000^(1/2)),by-(5000^(1/2)),timer);
- wait(timer);
- if (!(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)){break;}
- CreateStraightLaserA1(bx+(5000^(1/2)),by+(5000^(1/2)),-45,100,10,60,1003,30);
- CreateStraightLaserA1(bx-(5000^(1/2)),by-(5000^(1/2)),135,100,10,60,1003,30);
- AmuletShoot(bx+2*(5000^(1/2)),by,timer);
- AmuletShoot(bx-2*(5000^(1/2)),by,timer);
- wait(timer);
- if (!(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)){break;}
- CreateStraightLaserA1(bx+2*(5000^(1/2)),by,-135,100,10,60,1003,30);
- CreateStraightLaserA1(bx-2*(5000^(1/2)),by,45,100,10,60,1003,30);
- AmuletShoot(bx+(5000^(1/2)),by-(5000^(1/2)),timer);
- AmuletShoot(bx-(5000^(1/2)),by+(5000^(1/2)),timer);
- wait(timer);
- if (!(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)){break;}
- CreateStraightLaserA1(bx+(5000^(1/2)),by-(5000^(1/2)),135,100,10,60,1003,30);
- CreateStraightLaserA1(bx-(5000^(1/2)),by+(5000^(1/2)),-45,100,10,60,1003,30);
- AmuletShoot(bx,by,timer);
- AmuletShoot(bx,by,timer);
- wait(timer);
- //timer--;
- }
- }
- task AmuletShoot(x,y,timer){
- let count = 0;
- let rAngle = rand(0,360);
- let rSpeed = rand(1,2);
- let rColor = rand(97,112);
- let rRotate = rand(-0.25,0.25);
- wait(timer);
- if (!(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)){break;}
- loop(36){
- let amulet = CreateShotA1(x,y,rSpeed,rAngle,rColor,5);
- //ObjMove_SetAngularVelocity(amulet,rRotate);
- rAngle+=10;
- }
- }
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