ACTOR EmpoweredDarkCybernoble : DarkCybernoble
{ 
Health 2200
PainChance 30
Speed 16
Bloodcolor Red
Obituary "%o was processed into a mass of particles and dust by an Empowered Dark Cyber-noble."
HitObituary "%o was pummeled by an Empowered Dark Cyber-noble."
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "Demon Tech Rifle" 256
DropItem "Demon Tech Railgun" 32
DropItem "SphereOfPower" 100
Tag "\c[v7]Empowered Dark Cyber-noble\c-"
  States 
  { 
  Spawn: 
    PCNO A 7 A_Look
    Loop 
  See:
    TNT1 A 0 A_Jump(62,"Rush")
    PCNO AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
    PCNO CCDD 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    Loop
  Rush:
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostA",0,0,0,0,0,0,0,128)
	PCNO A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostA",0,0,0,0,0,0,0,128)
	PCNO A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostB",0,0,0,0,0,0,0,128)
	PCNO B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostB",0,0,0,0,0,0,0,128)
	PCNO B 1 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostC",0,0,0,0,0,0,0,128)
	PCNO C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostC",0,0,0,0,0,0,0,128)
	PCNO C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostD",0,0,0,0,0,0,0,128)
	PCNO D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("EDarkCyberNobleGhostD",0,0,0,0,0,0,0,128)
	PCNO D 1 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_Jump(42,"See")	
	Loop
  Pause:
	PCNO E 10
	Goto See
  Missile:
    TNT1 A 0 A_Jump(128,"BurstBall","LargeBall","Rocket")
    TNT1 A 0 A_Jump(60,"DTRailgun")
  Normal:
    PCNO E 12 A_FaceTarget
	PCNO E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NoblePoweredDemonTech",32,20,Random(150,-150)/100.00,0)
	PCNO F 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_Jump(6,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+1
  BurstBall:
	PCNO PQ 7 A_FaceTarget 
	PCNO R 1 Bright A_CustomMissile("RIBall", 32, 0, 0)		
	TNT1 A 0 A_CustomMissile("RIBall", 32, 0, 6)
	PCNO R 5 Bright A_CustomMissile("RIBall", 32, 0, -6)
	TNT1 A 0 A_Jump(87,"LargeBall","Rocket")
	Goto See
  LargeBall:
  	PCNO PQ 7 A_FaceTarget
	PCNO R 6 Bright A_CustomMissile("ArcradimusComet2", 32, 0, 0)
  Rocket:
    PCNO E 14 A_FaceTarget
    PCNO F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    PCNO E 10 A_FaceTarget
    PCNO F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    PCNO E 10 A_FaceTarget
    PCNO F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    PCNO E 10 A_FaceTarget
    PCNO F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    PCNO E 10
    Goto See
  DTRailgun:
	PCNO E 4 Bright A_PlaySoundEx("monster/brusit","Voice")
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("HellFireBaronFlameSpawner",0,0,0,0)
	PCNO E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    PCNO EEE 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("PoweredDTRailCore",32,20,0)
    PCNO F 8 Bright A_CustomMissile("NoblePoweredDTRail",32,20,0,0)
    PCNO E 10
    Goto See
  Melee:
    PCNO PQ 7 A_FaceTarget
    PCNO R 7 A_MeleeAttack
    Goto See
  Pain: 
    TNT1 A 0 A_Jump(87,"PainMissile")
    PCNO H 4 A_Pain
    Goto See
  PainMissile:
    PCNO H 4 A_Pain
    Goto Missile	
  Death:
    PCNO I 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)	
	PCNO JJJKKK 2 Bright A_CustomMissile ("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 AAAA 0 A_CustomMissile("SmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    PCNO L 4 Bright A_NoBlocking
    PCNO MN 3 Bright
    PCNO O -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    PCNO N 5
	PCNO MLKJI 5
	Goto See
    } 
}

ACTOR NoblePoweredDemonTech : PoweredDemonTechProjectile
{
-THRUSPECIES
Species "Nobles"
DamageType "NobleComet"
}

ACTOR NoblePoweredDTRail : PoweredDTRail
{
DamageType "NobleComet"
Species "Nobles"  
}

ACTOR EDarkCyberNobleGhostA : DarkCyberNobleGhostA
{
States
{
Spawn:
    PCNO A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberNobleGhostB : EDarkCyberNobleGhostA
{
States
{
Spawn:
    PCNO B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberNobleGhostC : EDarkCyberNobleGhostA
{
States
{
Spawn:
    PCNO C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR EDarkCyberNobleGhostD : EDarkCyberNobleGhostA
{
States
{
Spawn:
    PCNO D 2 A_FadeOut(0.18)
    Loop
    }
}