#SEQUENCE "war";
# avar("waiting", 0);
# char_make("bosses/patches_opening", 50, 45);

  light_make( "phemus", 50, 32, 12, 1, 1, 1, 1, 12, 12 );
  light_make( "kenki", 60, 31, 12, 1, 1, 1, 1, 12, 12 );
  light_make( "whipstone", 41, 31, 12, 1, 1, 1, 1, 12, 12 );
  char_make("bosses/kenki_c", 60, 31);
  char_make("bosses/whipstone_c", 41, 31);
  char_make("bosses/phemus_c", 50, 32);
  char_make("orb_phemus", 50, 25);
  char_make("orb_kenki", 57, 27);
  char_make("orb_whipstone", 42, 27);
  char_make("boss/kidney_passive", rand(500, 550), rand(500, 550), "kidney_passive", 1 );
  char_make("boss/arms_passive", rand(500, 550), rand(500, 550), "arms_passive", 1 );
  char_make("boss/hairhair_passive", rand(500, 550), rand(500, 550), "hairhair_passive", 1 );

  char_make("allies/soldier_01", rand(500, 550), rand(500, 550), "soldier_01", 1 );
  char_make("allies/soldier_02", rand(500, 550), rand(500, 550), "soldier_02", 1 );
# char_clone("kidney_passive", 51, 41);
  char_clone("kidney_passive", 53, 41);
  char_clone("kidney_passive", 51, 39);

  char_clone("arms_passive", 37, 44);
  char_clone("arms_passive", 35, 44);
  char_clone("arms_passive", 37, 41);

  char_clone("hairhair_passive", 63, 40);
  char_clone("hairhair_passive", 61, 40);
  char_clone("hairhair_passive", 63, 38);

  char_clone("soldier_02", 45, 55);

  char_clone("soldier_01", 71, 39);
  char_clone("soldier_01", 69, 39);

  char_clone("soldier_01", 28, 37);
  char_clone("soldier_01", 28, 39);

# light_set_ambient(colorRGB(1,0,0));

# seq_jump("coords");

#SEQUENCE "coords";
# wait( rand(.5,2.5));
# avar("explode_x", add(char_get_x("player"), rand(-15, 15)));
  avar("explode_y", add(char_get_y("player"), if(leq(rand(0,2),1), rand(10, 20), rand(-20,-10))));
# seq_jump("explode");

#SEQUENCE "explode";
# explosion_make( avar("explode_x"), avar("explode_y"), 6, .5, 1);
  sound_play("ambient/explode_02.wav", avar("explode_x"), avar("explode_y"), 1, 24, 0);
  seq_jump ("coords");
