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<object>
  <spriteName>spr_boss2</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-10</depth>
  <persistent>0</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="0" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>currentBoss = 1;
bossHp = 0;
isTimed = false;
timer = 1800;
floatUp = true;
floatWeird = true;
floatTimer = 120;
playSoundOnce = true;
scalePlus = 0;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="0">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>if(currentBoss = 1){
    sprite_index = spr_boss5;
    image_xscale = 1;
    image_yscale = 1;
    if(playSoundOnce){
        bossHp = 10000;
        audio_play_sound(snd_boss1,1,false);
        playSoundOnce = false;
    }
    if(floatUp){
        y+=2;
        floatTimer-=1;
    }else {
        y-=2;
        floatTimer-=1;
    }
    if(floatTimer&lt;=0){
        floatUp=!floatUp;
        floatTimer = 120;
    }
    if(bossHp&lt;=0){
        currentBoss = 2;
        obj_wave.level+=1;
        playSoundOnce = true;
        audio_stop_all();
    }
}
if(currentBoss = 2){
    sprite_index = spr_boss3;
    image_xscale = 1.2;
    image_yscale = 1.2;
    if(playSoundOnce){
        bossHp = 20000;
        audio_play_sound(snd_boss2,1,false);
        playSoundOnce = false;
    }
    if(floatUp){
        image_angle+=.1;
        floatTimer-=1;
    } else {
        image_angle-=.1;
        floatTimer-=1;
    }
    if(floatTimer&lt;=0){
        floatUp=!floatUp;
        floatTimer = 120;
    }
    if(bossHp&lt;=0){
        currentBoss = 3;
        obj_wave.level+=1;
        playSoundOnce = true;
        audio_stop_all();
    }
}
if(currentBoss = 3){
    sprite_index = spr_boss4;
    image_xscale = -0.7;
    image_yscale = 0.7;  
    if(playSoundOnce){
        bossHp = 50000;
        image_angle = -30;
        audio_play_sound(snd_boss3,1,false);
        playSoundOnce = false;
    }
    if(floatUp){
        image_angle+=.1;
        y+=1;
        floatTimer-=1;
    } else {
        image_angle+=.1;
        y-=1;
        floatTimer-=1;
    }
    if(floatTimer&lt;=0){
        floatUp=!floatUp;
        floatTimer = 120;
    }
    if(bossHp&lt;=0){
        currentBoss = 4;
        obj_wave.level+=1;
        playSoundOnce = true;
        audio_stop_all();
    }
}
if(currentBoss = 4){
    sprite_index = spr_boss2;
    image_xscale = 0.9;
    image_yscale = 0.9;  
    if(playSoundOnce){
        bossHp = 250000;
        floatTimer = 100;
        floatUp = true;
        image_angle = 90;
        audio_play_sound(snd_boss4,1,false);
        playSoundOnce = false;
    }
    if(floatUp){
        y-=2;      
        floatTimer-=1;
    } else {
        y+=2;       
        floatTimer-=1;
    }
    if(floatTimer&lt;=0){
        floatUp=!floatUp;
        floatTimer = 100;
    }
    if(bossHp&lt;=0){
        currentBoss = 5;
        obj_wave.level+=1;
        playSoundOnce = true;
        audio_stop_all();
    }
}
if(currentBoss = 5){
    sprite_index = spr_boss1;
    image_xscale = -1.4;
    image_yscale = 1.4;  
    if(playSoundOnce){
        bossHp = 100000;
        floatTimer = 100;
        floatUp = true;
        image_angle = 0;
        audio_play_sound(snd_boss5,1,false);
        playSoundOnce = false;
    }
    if(floatUp&amp;&amp;global.startParty){
        y-=2;      
        floatTimer-=1;
    } else if(!floatUp&amp;&amp;global.startParty){
        y+=2;       
        floatTimer-=1;
    }
    if(floatTimer&lt;=0){
        floatUp=!floatUp;
        floatTimer = 100;
    }
    if(bossHp&lt;=0){
        room_goto_next();
    }
}

</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
  <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
  <PhysicsObjectAwake>-1</PhysicsObjectAwake>
  <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
