ACTOR MasterForceLord replaces Cyberdemon
{
  Health 5000
  Scale 1.2
  Radius 45
  Height 94
  Mass 5000
  PainChance 20
  Speed 16
  MeleeRange 172
  MeleeThreshold 172
  Monster
  +BOSS
  +NOICEDEATH
  +BOSSDEATH
  Obituary "%o was obliterated by the Master Force Lord."
  SeeSound "ForceLord/Sight"
  ActiveSound "ForceLord/Active"
  PainSound "ForceLord/Pain"
  DeathSound "ForceLord/Death"
  States
  {
  Spawn:
	MNTR A 1 A_Look
	Loop
  See:
	MNTR AAAAABBBBB 2 A_Chase
	MNTR C 0 A_PlaySound("ForceLord/Stomp", CHAN_BODY)
	MNTR CCCCCDDDDD 2 A_Chase
	MNTR A 0 A_PlaySound("ForceLord/Stomp", CHAN_BODY)
	Loop
  Missile:
	TNT1 A 0 A_Jump(128, "TauntBeforeMissile")
	Goto ContinueMissile
  TauntBeforeMissile:
	TNT1 A 0 A_PlaySound("ForceLord/AttackTaunt", CHAN_VOICE)
  ContinueMissile:
	MNTR WVY 3 A_FaceTarget
	MNTR Z 9 A_CustomMissile("ForceLordHammer",60,0,0,0)
	MNTR YV 3
	Goto See
  Melee:
	TNT1 A 0 A_Jump(128, "TauntBeforeMelee")
	Goto ContinueMelee
  TauntBeforeMelee:
	TNT1 A 0 A_PlaySound("ForceLord/AttackTaunt", CHAN_VOICE)
  ContinueMelee:
	MNTR WVW 3 A_FaceTarget
	MNTR X 0 A_Quake(3,53,0,800,"")
	MNTR X 53 A_CustomMeleeAttack(random(1, 10) * 20, "ForceLord/Clap", "ForceLord/Clap", "ForceLord")
	MNTR W 5
	Goto See
  Pain:
	MNTR E 10 A_Pain
	Goto See
  Death:
	MNTR E 0 A_PlaySound("ForceLord/Theme", CHAN_AUTO)
	MNTR E 0 A_Scream
	MNTR EEEE 35
	MNTR EEEEE 10 A_SpawnItemEx("BossDeathSpawner",frandom(5.0,-5.0),frandom(5.0,-5.0),frandom(0.5,10.0),frandom(2.0,8.0),0,random(6.0,12.0),random(0,360))
	MNTR EEEEEEEEEE 5  A_SpawnItemEx("BossDeathSpawner",frandom(5.0,-5.0),frandom(5.0,-5.0),frandom(0.5,10.0),frandom(2.0,8.0),0,random(6.0,12.0),random(0,360))
 	MNTR EEEEEEEEEEEEEEEEEE 2 A_SpawnItemEx("BossDeathSpawner",frandom(5.0,-5.0),frandom(5.0,-5.0),frandom(0.5,10.0),frandom(2.0,8.0),0,random(6.0,12.0),random(0,360))
	MNTR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_SpawnItemEx("BossDeathSpawner",frandom(5.0,-5.0),frandom(5.0,-5.0),frandom(0.5,10.0),frandom(2.0,8.0),0,random(6.0,12.0),random(0,360))
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	TNT1 AA 35
	TNT1 A 0 A_BossDeath
    Stop
  }
}

Actor ForceLordHammer
{
  Radius 11
  Height 8
  Speed 35
  Projectile
  +RANDOMIZE
  SeeSound "imp/attack"
  Obituary "%o barely evaded the Master Force Lord's hammer."
  Decal "Scorch"
  Damage 0
  States
  {
  Spawn:
    FHFX ABCDEFGH 1 Bright
    Loop
  Death:
	ZXPL A 0 A_Explode
	ZXPL A 0 A_PlaySound("explosion/distant", CHAN_AUTO)
	ZXPL A 0 A_PlaySound("newexplosion")
	BEXP D 0 A_SpawnItem("ExplosionSpawner")
    Stop
  }
}