Okay, updated again.

Indiscriminate should now do somewhere around 800~1200 damage to everything onscreen, a bit more if you're really close.

Also the homing code will now target bosses first, or the the closest enemy in terms of x value. Here's how the code came out looking:

` task JackTheRipper(x,y,graphic){`

let enemy_target=-1;

let target_angle=270;

let best_center=1000;

let best_target=-1;

if(IsBossExisting){

target_angle=atan2(GetEnemyY-GetPlayerY, GetEnemyX-GetPlayerX);

if(target_angle<-60 && target_angle>-120){

target_angle=atan2(GetEnemyY-y, GetEnemyX-x);

CreatePlayerShot01(x,y,15,target_angle,6,1,graphic);

}else{

target_angle=270;

}

}

if(target_angle==270){

ascent(i in EnumEnemyBegin..EnumEnemyEnd) {

enemy_target=EnumEnemyGetID(i);

if((|GetEnemyInfo(enemy_target,ENEMY_X)-GetPlayerX|)<best_center){

best_center=(|GetEnemyInfo(enemy_target,ENEMY_X)-GetPlayerX|);

best_target=enemy_target;

}

}

if(best_target!=-1){

target_angle=atan2(GetEnemyInfo(best_target,ENEMY_Y)-GetPlayerY, GetEnemyInfo(best_target,ENEMY_X)-GetPlayerX);

if(target_angle>-60 || target_angle<-120){

best_target=-1;

}

}

if(best_target!=-1){

target_angle=atan2(GetEnemyInfo(best_target,ENEMY_Y)-y, GetEnemyInfo(best_target,ENEMY_X)-x);

CreatePlayerShot01(x,y,15,target_angle,6,1,graphic);

}else{

CreatePlayerShot01(x,y,15,270,6,1,graphic);

}

}

}