ACTOR CorruptedLegendaryLesserCardinal
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: CLLC
//Title: "Corrupted Legendary Lesser Cardinal"
  Monster
  Health 3000
  PainChance 30
  Scale 1.1
  Speed 20
  FloatSpeed 16
  Radius 24
  Height 64
  Mass 3500
  MeleeDamage 18
  SeeSound "lcnoble/see"
  PainSound "lcnoble/pain"
  DeathSound "lnoble/death"
  ActiveSound "lcnoble/active"
  MeleeSound "baron/melee"
  DamageFactor "Baby15K", 0.0 
  DamageFactor "DBFG10K2", 0.65
  DamageFactor "PlayerDBFG10K2", 0.65
  DamageFactor "DBFG2", 0.65
  DamageFactor "PlayerDBFG2", 0.65
  DamageFactor "LegendaryGuru", 0.0
  DamageFactor "LegendaryGuruPlayer", 0.3
  DamageFactor "LegendaryPlayer", 0.3
  DamageFactor "Cyber10K", 0.0
  DamageFactor "Extreme", 0.0
  DamageFactor "CustomSpray", 0.0
  DamageFactor "BFG9500Ball", 0.0
  DamageFactor "PlayerPyro", 0.0
  DamageFactor "C0mm4nder", 0.0
  DamageFactor "DemolisherEx", 0.0
  DamageFactor "DarkDemoEx", 0.0
  DamageFactor "CerChainguns", 0.0	
  DamageFactor "CerEnergyBall", 0.0
  DamageFactor "PDTBFG", 0.03
  DamageFactor "PDTBFGTracer", 0.03
  DamageFactor "Legendary", 0.0
  DamageFactor "LegendaryPlayer", 0.0
  DamageFactor "BFGSplash", 0.15
  DamageFactor "BFGSpray", 0.15
  DamageFactor "PlayerDevBall", 0.020
  DamageFactor "PlayerDevBall2", 0.020
  DamageFactor "PlayerDTBFGRailgunSlug", 0.020
  DamageFactor "PlayerDevTracer", 0.020
  DamageFactor "Ice", 0.0
  DamageFactor "FreezerBurn", 0.0
  DamageFactor "Baby15K", 0.0
  DamageFactor "Legendary1", 0.0
  DamageFactor "LegMind", 0.0
  DamageFactor "VileFires", 0.0
  DamageFactor "NobleComet", 0.0
  DamageFactor "ZombieDev", 0.0
  DamageFactor "BeheComet", 0.0
  DamageFactor "Railg", 0.5
  DamageFactor "LegendaryGuruPlayer", 0.0
  DamageFactor "LegendaryPlayer", 0.0
  DamageFactor 0.4
  BloodColor "Blue"
  //Species "Nobles"
  Species "Cybers"
  +BOSS
  +BOSSDEATH
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +DONTHURTSPECIES
  +DONTHARMSPECIES
  +NOICEDEATH
  +DONTGIB
  +NOTARGET
  +NORADIUSDMG
  +NOTIMEFREEZE
  +FLOAT
  +NOGRAVITY
  +NOFEAR
  +FASTMELEE
  -FLOORCLIP
  +BRIGHT
  Obituary "%o was completely erased by the \c[o7]Corrupted \c[z3]Legendary Lesser Cardinal\c-."
  Tag "\c[o7]Corrupted \c[z3]Legendary Lesser Cardinal\c-"
  var int user_music;
  var int user_script;
  var int user_missile;
  States
  {
  Spawn:
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("LegAfritFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	CLLC AB 2 Bright A_Look
    Loop
  See:
    /* //Reserved for standalone
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,2134,125)
    //TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2134)
	TNT1 A 0 A_SetUserVar("user_music",1)
	*/
	TNT1 A 0 A_JumpIf(user_script == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("LegAfritFire",0)
	TNT1 A 0 A_SetUserVar("user_script",1)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	CLLC AB 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
    Loop
  Teleport:
	CLLC E 1 Bright A_UnSetShootable
	CLLC AAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CLLC EEEEEEEEEE 1 A_FadeOut(0.1,0)
	CLLC E 2
	CLLC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CLLC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CLLC E 1 A_PlayWeaponSound("boss/teleport")
	CLLC AAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CLLC EEEEEEEEEE 1 A_FadeIn(0.1)
	CLLC E 1 Bright A_SetShootable
	Goto See
  Melee:
    CLLC EF 3 A_FaceTarget
    CLLC G 3 A_MeleeAttack
    Goto See
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Jump(160,2)
	TNT1 A 0 A_JumpIfCloser(300,"ExplosiveShotgun")
    TNT1 A 0 A_Jump(130,"BFG10K","DTBFG10K","Railgun","ExplosiveShotgun","MiniDTBFG")
	TNT1 A 0 A_Jump(80,"BigLightGun")
    TNT1 A 0 A_Jump(110,"BlueComets","6Comets","BlueFireBalls","BestAttack")
  Normal:
    CLLC C 6 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    CLLC D 3 A_CustomMissile("CLLesserCardinalRocket",46,20,0,0)
    CLLC C 4 A_FaceTarget
    Goto See
  BFG10K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    CLLC CCCCCCCCC 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10KLoop:
    TNT1 A 0 A_JumpIf(user_missile >= 5,"BFG10KLoop2") 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	CLLC D 3 Bright A_CustomMissile("T3DBFG10kShot",46,20,Random(4,-4))
	CLLC C 3 Bright A_FaceTarget
	Loop
  BFG10KLoop2:
    TNT1 A 0 A_JumpIf(user_missile >= 20,"BFG10KEnd") 
    TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
	CLLC D 2 Bright A_CustomMissile("T3DBFG10kShot",46,20,Random(6,-6))
	CLLC C 3 Bright A_FaceTarget
	Loop
  BFG10KEnd:
    CLLC C 2 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	CLLC CCCCCCCCC 2 Bright
    Goto See
  DTBFG10K:
	TNT1 A 0 A_PlaySound("Cardinal/9k")
    CLLC CCCCCCCCCCCCCDD 2 Bright A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("Weapons/dbfgfire2","Weapon")
    CLLC D 4 Bright A_CustomMissile("T3DBFG10KBall",46,20,0) 
	TNT1 A 0 A_PlaySound("Cardinal/9k")
    CLLC CCCCCCCCCCCCCDD 2 Bright A_FaceTarget
    TNT1 A 0 A_PlaySoundEx("Weapons/dbfgfire2","Weapon")
    CLLC D 4 Bright A_CustomMissile("T3DBFG10KBall",46,20,0) 
	CLLC CCCCCCCCC 2 Bright
    Goto See
  MiniDTBFG:
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGCharge")
	CLLC CCCCCCCCC 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	CLLC D 8 Bright A_CustomMissile("CorruptedLegSentMiniDTBFG",46,20,random(-4,4))
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	CLLC D 8 Bright A_CustomMissile("CorruptedLegSentMiniDTBFG",46,20,random(-4,4))
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	CLLC D 8 Bright A_CustomMissile("CorruptedLegSentMiniDTBFG",46,20,random(-4,4))
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("LesserCardinal/BFGFire")
	CLLC D 8 Bright A_CustomMissile("CorruptedLegSentMiniDTBFG",46,20,random(-4,4))
	CLLC C 5 Bright A_FaceTarget
    Goto See
  Railgun:
	CLLC C 0 A_PlayWeaponSound("legbabysentient/load")
    CLLC CCCC 8 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 3 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget

    TNT1 A 0 A_Jump(128,"RailgunTeleskip")

	CLLC E 1 Bright A_UnSetShootable
	CLLC AAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CLLC EEEEEEEEEE 1 A_FadeOut(0.1,0)
	CLLC E 2
	CLLC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CLLC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CLLC E 1 A_PlayWeaponSound("boss/teleport")
	CLLC AAAAAA 0 A_SpawnItemEx("BlueCardLineSpawner")
	CLLC EEEEEEEEEE 1 A_FadeIn(0.1)
	CLLC E 1 Bright A_SetShootable
  RailgunTeleskip:
    CLLC D 2 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 2 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 2 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    CLLC D 2 Bright A_CustomMissile("BlueCyberRail",46,20,0) 
	CLLC C 3 Bright A_FaceTarget
    Goto See
  ExplosiveShotgun:
	CLLC CC 6 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	TNT1 A 0 A_SpawnItemEx("CorruptShellCasing",0,12,46,Random(2,6),0,Random(1,3),Random(-80,-90),128)
	TNT1 AAAAAA 0 A_CustomMissile("BlueSentientExplosiveTracer",42,20,Random(5,-5),0)
	CLLC D 4 Bright A_CustomBulletAttack(12,5,6,Random(5,7),"CyNoblePuff")
	CLLC C 8 Bright
    TNT1 A 0 A_Jump(96,"See")
    TNT1 A 0 A_SpidRefire
	Goto ExplosiveShotgun+2
  BigLightGun:
	TNT1 A 0 A_SpawnItemEx("BlueCardinalRagingSmokeSpawner",0,0,64)
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("BlueCardinalRagingSmokeSpawner",0,0,64)
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("BlueCardinalRagingSmokeSpawner",0,0,64)
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("BlueCardinalRagingSmokeSpawner",0,0,64)
	CLLC C 5 Bright A_FaceTarget
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	CLLC CCCDDD 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/BLG/fire",CHAN_WEAPON)
	CLLC D 2 Bright A_CustomMissile("CorruptedLegCardiBLGSuperLightningBall",46,20,0)
	CLLC DD 2 Bright
	CLLC CCCCCCCCC 2 Bright
    Goto See
  BlueFireBalls:
	CLLC EF 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,6)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,3)		
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,0)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,-3)
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,-6)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,-9)
	CLLC EF 5 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,6)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,3)		
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,0)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,-3)
	TNT1 A 0 A_CustomMissile("BlueCardball",46,0,-6)
	CLLC G 1 Bright A_CustomMissile("BlueCardball",46,0,-9)
    Goto See
  BlueComets:
	CLLC EF 6 Bright A_FaceTarget
	CLLC G 2 Bright A_CustomMissile("LegNobleComet",46,0,0)		
	TNT1 A 0 A_CustomMissile("LegNobleComet",46,0,6)
	CLLC G 1 Bright A_CustomMissile("LegNobleComet",46,0,-6)
	TNT1 A 0 A_CustomMissile("LegNobleComet",46,0,12)
	CLLC G 1 Bright A_CustomMissile("LegNobleComet",46,0,-12)
	CLLC EF 6 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegNobleComet",46,0,12)
	CLLC G 2 Bright A_CustomMissile("LegNobleComet",46,0,-12)		
	TNT1 A 0 A_CustomMissile("LegNobleComet",46,0,6)
	CLLC G 1 Bright A_CustomMissile("LegNobleComet",46,0,-6)
	CLLC G 1 Bright A_CustomMissile("LegNobleComet",46,0,0)
    Goto See
  6Comets:
    CLLC EF 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("BigBlueComet",46,0,15)
	TNT1 A 0 A_CustomMissile("BigBlueComet",46,0,10)
	TNT1 A 0 A_CustomMissile("BigBlueComet",46,0,-10)
	TNT1 A 0 A_CustomMissile("BigBlueComet",46,0,5)
	TNT1 A 0 A_CustomMissile("BigBlueComet",46,0,-5)
	CLLC G 7 Bright A_CustomMissile("BigBlueComet",46,0,0)
	Goto See
  BestAttack:
    CLLC E 1 Bright A_PlaySound("lcnoble/see")
    CLLC E 2 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	CLLC EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("BlueCardLineSpawner")
	CLLC F 2 Bright A_FaceTarget
	CLLC FFFFFFFFFFFFFFFFF 2 Bright A_SpawnItem("BlueCardLineSpawner")
	CLLC G 2 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
    CLLC G 8 Bright A_CustomMissile("CorruptedLegNobleBall4",46)
    Goto See
  Pain:
    TNT1 A 0 A_Jump(120,"PainMissile")
    CLLC H 3 Bright A_Pain
	CLLC H 3 Bright
    Goto See
  PainMissile:
    CLLC H 3 Bright A_Pain
	CLLC H 3 Bright
    Goto Missile
  Death:
	TNT1 A 0
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 A_StopSound(7)
    CLLC I 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))	
	CLLC JJJJKKKK 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,Random(0,360),2,Random(0,360))
	TNT1 A 0 A_SpawnItemEx("T3DBFGBoltExp",0,0,40)
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))
	CLLC LLLL 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("LegendarySmokeFX2",0,0,Random(0,360),2,Random(0,360))
	CLLC MMMM 2 A_CustomMissile("PainfulDeathKaboom",Random(10,50),0,random(0,360),2,random(0,360))
	TNT1 AA 0 A_SpawnItemEx("LegBlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX2",0,0,random(0,360),2,random(0,360))
    CLLC N 4 A_NoBlocking
    CLLC O 3 A_BossDeath
	TNT1 A 1 //A_KillMaster
	Stop
	}
}

ACTOR CLLesserCardinalRocket : BlueCardinalRocket
{
  Speed 30
  Damage 10
  States
  {
  Spawn:
    TNT1 A 0
  Normal:
    BCRC AB 4 Bright
	TNT1 A 0 A_PlaySound("Weapons/homingbeep")
    TNT1 A 0 A_Jump(10,"StartSeek")
    Loop	
  StartSeek:
	BCRC AB 4 Bright A_Tracer2
	TNT1 A 0 A_PlaySound("Weapons/homingbeep")
    TNT1 A 0 A_Jump(10,"Normal")
	Loop
  Death:
	BCRC C 8 Bright A_Explode
	BCRC D 6 Bright
	BCRC E 4 Bright
	Stop
	}
}

ACTOR CorruptedLegNobleBall4 : LegNobleBall4
{
  Damage 80
  BounceCount 7
  +DOOMBOUNCE
  +FORCERADIUSDMG
  +DONTHURTSPECIES
  +SEEKERMISSILE
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_LoopActiveSound
	MRAI ABCDE 2 Bright A_SpawnItem("CorruptedLegNobleRings")	
	TNT1 A 0 A_SeekerMissile(10,5)
	TNT1 A 0 A_LoopActiveSound
	MRAI FGHIJ 2 Bright A_SpawnItem("CorruptedLegNobleRings")	
	TNT1 A 0 A_SeekerMissile(10,5)	
	loop
  Death:
    TNT1 A 0 Radius_Quake(15,15,0,40,0)
	TNT1 A 0 A_Explode(156,156)
	TNT1 A 0 A_PlaySound("weapons/dtech10kexplode")
	TNT1 A 0 A_SpawnItemEx("DTech10KShockwaveBlue1",0,0,15,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 20 A_SpawnItemEx("T3DBFGBallExp")
	Stop
	}
}

ACTOR CorruptedLegNobleRings : LegNobleRings
{
  States
  {
  Spawn:
	TNT1 A 0
	BG3W ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80)
	Stop
	}
}