fx = instance_create(x, y, obj_pipis_destroy_fx); fx.image_xscale = 1.5; fx.image_yscale = 1.5; if (obj_spamton_neo_enemy.difficulty != 4) { if (type == 2) { for (i = 0; i < 10; i++) { hed = instance_create(x, y, obj_pipis_bullet_cone); hed.direction = (point_direction(x, y, obj_heart.x + 10, obj_heart.y + 10) - 25) + random(50); hed.speed = 15 + random(5); hed.depth = depth - 100; hed.sprite_index = spr_sneo_crew; hed.image_xscale = 0.5; hed.image_yscale = 0.5; hed.target = target; hed.damage = damage; hed.grazed = 0; hed.element = 6; } } else if (type == 3) { for (i = 0; i < 10; i++) { hed = instance_create(x, y, obj_pipis_bullet_cone); hed.direction = (point_direction(x, y, obj_heart.x + 10, obj_heart.y + 10) - 20) + random(40); hed.speed = 15 + random(5); hed.depth = depth - 100; hed.target = target; hed.damage = damage; hed.grazed = 0; hed.element = 6; } } else { center = instance_create(x, y, obj_pipis_center); center.target = target; center.damage = damage; } } if (obj_spamton_neo_enemy.difficulty == 4) { for (i = 0; i < 15; i++) { radialshot = instance_create(x, y, obj_sneo_heatattack_bullet); with (radialshot) scr_bullet_init(); radialshot.sprite_index = spr_diamondbullet; radialshot.dir = ((i * 24) + random(14)) - 7; radialshot.active = 1; radialshot.depth = depth - 100; radialshot.target = target; radialshot.damage = damage; radialshot.grazed = 0; radialshot.element = 6; } radialshot = instance_create(x, y, obj_sneo_heatattack_bullet); with (radialshot) scr_bullet_init(); radialshot.sprite_index = spr_diamondbullet; radialshot.dir = point_direction(x, y, obj_heart.x + 10, obj_heart.y + 10); radialshot.active = 1; radialshot.depth = depth - 100; radialshot.target = target; radialshot.damage = damage; radialshot.grazed = 0; radialshot.element = 6; radialshot = instance_create(x, y, obj_sneo_heatattack_bullet); with (radialshot) scr_bullet_init(); radialshot.sprite_index = spr_diamondbullet; radialshot.dir = point_direction(x, y, obj_heart.x + 10, (obj_heart.y + 10) - 40); radialshot.active = 1; radialshot.depth = depth - 100; radialshot.target = target; radialshot.damage = damage; radialshot.grazed = 0; radialshot.element = 6; radialshot = instance_create(x, y, obj_sneo_heatattack_bullet); with (radialshot) scr_bullet_init(); radialshot.sprite_index = spr_diamondbullet; radialshot.dir = point_direction(x, y, obj_heart.x + 10, obj_heart.y + 10 + 40); radialshot.active = 1; radialshot.depth = depth - 100; radialshot.target = target; radialshot.damage = damage; radialshot.grazed = 0; radialshot.element = 6; } repeat (3) { fx = instance_create(x, y, obj_pipis_egg_bullet_piece); fx.image_index = random(3); fx.image_xscale = 2; fx.image_yscale = 2; fx.direction = 45 + random(90); } instance_destroy();