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boss.dead = False
boss.on_last_tentacle_death = round_end
spawn_tentacles(4, fast = True, arena = True)
elif boss.phase == 8:
red_sky()
boss.on_last_tentacle_death = None
boss.on_death = victory
boss.on_removed = cleanup
boss.finally_call = finally_call
boss.origin.y -= 24
boss.size = 16
boss.create_head(squid_head_large())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 16, -2, hits = 4)
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 14, -6, hits = 4)
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
reactor.callLater(18.0, spawn_tentacles, 5, respawn = True)
boss.phase += 1
round_start()
if boss.phase == 1:
boss.on_last_tentacle_death = progress_delay
spawn_tentacles(3)
falling_blocks_start()
elif boss.phase == 2:
boss.on_last_tentacle_death = round_end
spawn_tentacles(4, fast = True)
elif boss.phase == 3:
boss.on_last_tentacle_death = None
boss.on_death = round_end_delay
boss.size = 7
boss.create_head(squid_head())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 5, -1, hits = 8)
eye.look_interval_min *= 0.8
eye.look_interval_max *= 0.6
eye.on_hit = major_hit_and_progress
reactor.callLater(7.0, eye.create)
elif boss.phase == 4:
spawn_tentacles(3, respawn = True)
spawn_tentacles(3, arena = True, no_hit = True)
elif boss.phase == 5:
boss.dead = False
boss.on_last_tentacle_death = round_end
spawn_tentacles(5, fast = True, arena = True)
elif boss.phase == 6:
red_sky()
boss.on_last_tentacle_death = None
boss.on_death = victory
boss.on_removed = cleanup
spawn_tentacles(3, respawn = True)
spawn_tentacles(3, arena = True, no_hit = True)
elif boss.phase == 5:
boss.dead = False
boss.on_last_tentacle_death = round_end
spawn_tentacles(5, fast = True, arena = True)
elif boss.phase == 6:
red_sky()
boss.on_last_tentacle_death = None
boss.on_death = victory
boss.on_removed = cleanup
boss.finally_call = finally_call
boss.origin.y -= 24
boss.size = 16
boss.create_head(squid_head_large())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 16, -2, hits = 6)
eye.look_interval_min *= 0.8
eye.look_interval_max *= 0.6
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 14, -6, hits = 6)
eye.look_interval_min *= 0.8
eye.look_interval_max *= 0.6
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
reactor.callLater(18.0, spawn_tentacles, 5, respawn = True)
reactor.callLater(14.0, falling_blocks_start)
spawn_tentacles(5, fast = True, arena = True)
elif boss.phase == 6:
red_sky()
boss.on_last_tentacle_death = None
boss.on_death = victory
boss.on_removed = cleanup
boss.finally_call = finally_call
boss.origin.y -= 24
boss.size = 16
boss.create_head(squid_head_large())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 16, -2, hits = 6)
eye.look_interval_min *= 0.8
eye.look_interval_max *= 0.6
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 14, -6, hits = 6)
eye.look_interval_min *= 0.8
eye.look_interval_max *= 0.6
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
reactor.callLater(18.0, spawn_tentacles, 5, respawn = True)
reactor.callLater(14.0, falling_blocks_start)
falling_blocks_start()
reactor.callLater(15.0, round_end)
elif boss.phase == 7:
boss.dead = False
boss.on_last_tentacle_death = round_end
spawn_tentacles(4, fast = True, arena = True)
elif boss.phase == 8:
red_sky()
boss.on_last_tentacle_death = None
boss.on_death = victory
boss.on_removed = cleanup
boss.finally_call = finally_call
boss.origin.y -= 24
boss.size = 16
boss.create_head(squid_head_large())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 16, -2, hits = 4)
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 14, -6, hits = 4)
eye.on_hit = major_hit_and_pain
reactor.callLater(16.0, eye.create)
reactor.callLater(18.0, spawn_tentacles, 5, respawn = True)
if boss.phase == 1:
boss.on_last_tentacle_death = progress_delay
spawn_tentacles(2)
elif boss.phase == 2:
boss.on_last_tentacle_death = round_end
spawn_tentacles(4)
elif boss.phase == 3:
boss.on_last_tentacle_death = round_end
spawn_tentacles(3, fast = True)
elif boss.phase == 4:
boss.on_last_tentacle_death = None
boss.on_death = round_end_delay
boss.size = 7
boss.create_head(squid_head())
eye = Eye(boss, KRAKEN_EYE_SMALL, 0, 5, -1, hits = 5)
eye.on_hit = major_hit_and_progress
reactor.callLater(7.0, eye.create)
elif boss.phase == 5:
spawn_tentacles(3, respawn = True)
spawn_tentacles(2, arena = True, no_hit = True)
elif boss.phase == 6:
protocol.send_chat('LOOK UP!', global_message = None)
falling_blocks_start()
reactor.callLater(15.0, round_end)
elif boss.phase == 7:
boss.dead = False
boss.on_last_tentacle_death = round_end
spawn_tentacles(4, fast = True, arena = True)
elif boss.phase == 8:
red_sky()
boss.on_last_tentacle_death = None