ACTOR BabyMasterSpark : BabyBFGMastermind //Laser Spider but gay HAHAHASDHasdlkgjaskldjwkhzsdjknv
{
//Creator: High Councilor
//Origin: Nexus Infinity
//Sprite: BMPR
//Title: "Baby Master Spark"
  Health 1500
  Bloodcolor "Blue"
  DropItem "LifeEssence" 140
  DropItem "ArmorBonusMax" 140
  DropItem "NewCellPack" 140
  DropItem "BFG10K "
  Species "BabySpiders"
  Obituary "%o was Erased by a Baby MasterSpark's Colorful Lasers."
  Tag "\c[n7]Baby \c[n4]Master\c[n5]spark\c-"
  var int user_missile;
  States
  {
  Spawn:
    BMPR A 10 A_Look
    Loop
  See:
    BMPR A 2 A_BabyMetal
    BMPR ABBCC 2 A_Chase
    BMPR D 2 A_BabyMetal
    BMPR DEEFF 2 A_Chase
    Loop
  Missile:
	//TNT1 A 0 A_Jump(256,"MasterSpark","SomeOtherAttack")
  MasterSpark:
	TNT1 A 0 A_SetUserVar("user_missile",0)
	TNT1 A 0 A_PlaySound("monsters/darkmasterwind",CHAN_AUTO)
	BMPR AAAAA 3 A_FaceTarget(45)
  MissileLoop:
	BMPR GG 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/fusionfire",CHAN_WEAPON)
    TNT1 A 0 A_Jump(256,"Color1","Color2","Color3","Color4","Color5","Color6")
  Color1:
	BMPR H 1 Bright A_CustomMissile("BabyMasterLaserBlue",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Color2:
	BMPR Q 1 Bright A_CustomMissile("BabyMasterLaserGreen",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Color3:
	BMPR R 1 Bright A_CustomMissile("BabyMasterLaserPurple",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Color4:
	BMPR S 1 Bright A_CustomMissile("BabyMasterLaserRed",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Color5:
	BMPR T 1 Bright A_CustomMissile("BabyMasterLaserYellow",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Color6:
	BMPR U 1 Bright A_CustomMissile("BabyMasterLaserCyan",32,4,Random(-4,4))
	TNT1 A 0 A_Jump(8,"See")
	TNT1 A 0 A_SpidRefire
    Goto MissileLoop
  Pain:
    BMPR I 12 A_Pain
    Goto See
  Death:
    BMPR I 20 A_Scream
	BMPR J 6
	TNT1 AAA 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	BMPR KKKKK 2 Bright A_CustomMissile("RainbowKaboom", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
    BMPR L 6 A_NoBlocking
    BMPR MN 6
    BMPR O 6
    BMPR P -1 A_KillMaster
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    BMPR PONMLKJ 5
    Goto See+1
	}
}

ACTOR BabyMasterLaserBlue : SpecOpsLaser
{
  Missiletype "BabyMasterLaserBlueTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("LegendaryBlueParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    BXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserGreen : SpecOpsLaser
{
  Missiletype "BabyMasterLaserGreenTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("GreenParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 0 A_Jump(128,"Death2")
    GXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  Death2:
    FXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserPurple : SpecOpsLaser
{
  Missiletype "BabyMasterLaserPurpleTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("PurpleParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    FXP2 AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserRed : SpecOpsLaser
{
  Missiletype "BabyMasterLaserRedTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("LegendaryBlueParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    TNT1 A 0 A_Jump(128,"Death2")
    FXPR AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  Death2:
    EXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserYellow : SpecOpsLaser
{
  Missiletype "BabyMasterLaserYellowTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("LegendaryGoldParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    LXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserCyan : SpecOpsLaser
{
  Missiletype "BabyMasterLaserCyanTrail"
  States
  {
  Death:
	TNT1 A 0 A_Explode(5,64)
	TNT1 A 0 A_SpawnItemEX("LegendaryBlueParticleSpawner")
	//TNT1 A 0 A_PlaySound("weapons/rocklx")
    BXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)
    Stop
  }
}

ACTOR BabyMasterLaserBlueTrail : SpecOpsLaserTrail
{
  //YScale 0.03
  //XScale 0.03
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3")
  Spawn1: //True Leg BFG
    BBUM A 1 bright A_FadeOut(0.15)
    Loop
  Spawn2: //Leg Vessel Laser
    LDLS A 1 bright A_FadeOut(0.15)
    Loop
  Spawn3: //Legendary Cardinal
    BLUF A 1 bright A_FadeOut(0.15)
    Loop
	}
}

ACTOR BabyMasterLaserGreenTrail : BabyMasterLaserBlueTrail
{
  States
  {
  Spawn: //Sacrosanct Overseer
    TNT1 A 0
    GBUM A 1 bright A_FadeOut(0.15)
    Loop
	}
}

ACTOR BabyMasterLaserPurpleTrail : BabyMasterLaserBlueTrail
{
  States
  {
  Spawn: //Cerebral Commander
    TNT1 A 0
    G5FL A 1 bright A_FadeOut(0.15)
    Loop
	}
}

ACTOR BabyMasterLaserRedTrail : BabyMasterLaserBlueTrail
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3")
  Spawn1: //Spec-Ops Laser
    RDLS A 1 bright A_FadeOut(0.15)
    Loop
  Spawn2: //Insane LCA effects
    EBUM A 1 bright A_FadeOut(0.15)
    Loop
  Spawn3: //Lord of Insanity
    FRED A 1 bright A_FadeOut(0.15)
    Loop
	}
}

ACTOR BabyMasterLaserYellowTrail : BabyMasterLaserBlueTrail
{
  States
  {
  Spawn: //Legendary BFG
    TNT1 A 0
    YBUM A 1 bright A_FadeOut(0.15)
    Loop
	}
}

ACTOR BabyMasterLaserCyanTrail : BabyMasterLaserBlueTrail
{
  States
  {
  Spawn: //D-BFG
    G3FL A 1 bright A_FadeOut(0.15)
    Loop
	}
}