   Actor DeathStar
      {
	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "Demon Tech Rifle" 255
  DropItem "BFG10k" 255
  DropItem "PerkGlobe", 128
  DropItem "Demon Tech BFG10K" 185
   DropItem "BossLifeEssence" 204 25
DropItem "BossArmorBonusMax" 204 1
DropItem "Railgun " 255
DropItem "DemonEnergyLarge" 128 200
DropItem "SkullOfPower" 128
DropItem "DemonRune", 60
	  
  Health 4000
  Radius 48
  Height 100
  Mass 7000
  Speed 18
  PainChance 0
  Tag "The Stroboscope"
  PainChance "Gluon", 0
  BloodType "MetalSurface"
  Species "Masster"	
  Monster
  +NOPAIN	
  +BOSS
  +FLOAT
  +NOGRAVITY 	 	
  +FLOORCLIP
  +BOSSDEATH
  +NOBLOODDECALS
  +NORADIUSDMG
  +missilemore
  +missileevenmore
  minmissilechance 2  
  SeeSound "STARSE01"
  PainSound ""
  DeathSound ""
  ActiveSound "DStar/Active"
  Obituary "%o was amused by giant flying stroboscope"
  scale 1.0
      States
          {
		   Spawn:
              FABN B 3 A_Look
             Loop
           See:
              FABN B 4 A_Chase ("","Missile")
            Loop
           Missile:
			   FABN CD 8 A_FaceTarget
			  TNT1 A 0 A_JumpIfInventory ("LazahCD", 1, 2)
			  TNT1 A 0 A_Jump (145, "MegaRay")
			  TNT1 A 0 A_TakeInventory ("LazahCD", 1) 	
			  TNT1 A 0 A_JumpIfCloser (555, "GreenAlert")
			   TNT1 A 0 A_Playsound ("RORBFIRE")		
			  TNT1 A 0 A_CustomMissile ("RailOrb", 60)	
			  FABN EFEFEFEF 1 Bright 	
			 Goto See
		  MegaRay:
			 TNT1 A 0
			 TNT1 A 0 A_JumpIfInventory ("LazahCD", 1, "See")
		     TNT1 A 0 A_PlaySound ("MRAYCHRG", 0) 		 
             FABN EFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEFEF 1 Bright A_FaceTarget
			 TNT1 A 0 A_Playsound ("MEGRAYF", 0)	
			 FABN EF 1 Bright A_CustomMissile ("MegaRay", 60)
		     TNT1 A 0 A_GiveInventory ("LazahCD", 4)
			Goto See
         GreenAlert:
			 FABN EFEF 1 Bright A_FaceTarget
			 TNT1 A 0 A_PlaySound ("GRNAFIR") 	
			 TNT1 A 0 A_CustomMissile ("LittleRay", 120, 0, 0)
			 TNT1 A 0 A_CustomMissile ("LittleRay", 120, 0, 14)
			 TNT1 A 0 A_CustomMissile ("LittleRay", 120, 0, -14)	
             FABN EFEF 1 Bright
            Goto See
         Pain:
             FABN A 9 A_Pain
            Goto See
         Death:
             TNT1 A 0
             FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		     TNT1 A 0 A_ChangeFlag ("NOGRAVITY", false)
			 TNT1 A 0 A_Noblocking
			 FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-3,3), random (-3,3), random (0,105), 0, 0, 0)
			 FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
             TNT1 AAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
			 TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-3,3), random (-3,3), random (0,105), 0, 0, 0)
			 FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 FABN A 19 Bright A_SpawnItemEx ("GreenLightning", random (-1, 1), random (-1, 1), random (0, 130), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 A_PlaySound ("MGRAYEXP", 0)
		     TNT1 AAAAAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
			 TNT1 A 0 A_SpawnItemEx ("GreenPowerBlastWave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 AAAA 0 A_SpawnItemEx ("BigTinCanExplosion", random (-3,3), random (-3,3), random (0,105), 0, 0, 0)	
			 FABN A 19 Bright A_SpawnItemEx ("DstarExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		     TNT1 AAAA 0 A_SpawnItemEx ("BigTinCanExplosion", random (-3,3), random (-3,3), random (0,105), 0, 0, 0)
			 FABN Z 300	
			 FABN Z -1 A_BossDeath
           Stop   
          }
      }
     
     
		Actor LazahCD : Inventory
			{
			 Inventory.Maxamount 7
			}
			

       Actor MegaRay
         {
		  Radius 6
          Height 8
		  Speed 40
		  YScale 0.85
		  XScale 1.69  	
		  //FastSpeed 20
		  +RIPPER	
		  Damage (6)
		  Projectile
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "MGRAYEXP"
		  States
               {
                Spawn:
                   TNT1 A 0
				   TNT1 A 0 A_SpawnItemEx ("MegaRayTrail", 0, 0, 0, 0, 0, 0) 
                   X050 A 1 Bright //A_SpawnItemEx ("MegaRayTrail", 0, 0, 0, 0, 0, 0) 
                  Loop 
                Death:
				   TNT1 A 0
                   TNT1 A 0 A_Explode ((195), 320)
			       TNT1 A 0 A_SpawnItemEx ("GreenPowerBlastWave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			       TNT1 A 0 A_SpawnItemEx ("MegaRayExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				   TNT1 AAAAAAAAAA 0 A_CustomMissile ("GreenSpark", 0, 0, random (-180,180), CMF_OFFSETPITCH, random (-180,180))	 
				  Stop								
			   }
         } 
           
      
		Actor MegaRayTrail : MegaRay
            {
             //+NOINTERACTION 
			 //+CLIENTSIDEONLY	
             States
               {
                Spawn:
				   TNT1 A 0
				   TNT1 A 0 A_SetScale (ScaleX-0.005, ScaleY-0.005)	 
                   X050 A 1 Bright A_FadeOut (0.01, 1)
                  Loop
				Death:
					TNT1 A 1
				Stop
            }	
       }


        Actor MegaRayExplosion
			 {		
            +NOINTERACTION
			+CLIENTSIDEONLY
            Scale 0.49 
				RenderStyle Add
                   States
                        {
						 Spawn:
						     TNT1 A 0
							 TNT1 A 0 A_SetScale (ScaleX+0.005, ScaleY+0.005)
							 TNT1 A 0 A_GiveInventory ("ScaleCounter", 1) 	
							 //DB45 ZYXWVUTSRQPONMLKJIHGFEDCBA 3 BRIGHT
							 TNT1 A 0 A_JumpIfInventory ("ScaleCounter", 50, "Death")	
							 MTSF B 1 BRIGHT	
							Loop
                         Death:
							 TNT1 A 0
							 TNT1 A 0 A_SetScale (ScaleX-0.005, ScaleY-0.005)
				             MTSF B 1 Bright A_FadeOut (0.01, 1)
	                       Loop 																		

						}


					}

           Actor DStarExplosion : MegaRayExplosion
					{
					 Scale 1.05
					}


				 Actor LittleRay
         {
		  Radius 6
          Height 18
		  Speed 10
		  YScale 10.3
		  XScale 0.3
		  +FORCEXYBILLBOARD	
		  +RIPPER
		  +FloorHugger	
		  Damage (4)
		  +DOOMBOUNCE
		  BounceCount 5		
		  Projectile
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "JETPEX"
		  States
               {
                Spawn:
                   TNT1 A 0
				   TNT1 A 0 A_PlaySound ("GRNBLOOP", 0, 1, true)   	
                   CLB4 K 1 Bright A_SpawnItemEx ("LittleRayExplosion", 0, 0, 0, 0, 0, 0) 
                  Loop 
                Death:
				   TNT1 A 0
				   TNT1 A 0 A_StopSound	 
                   TNT1 A 0 A_Explode ((45), 90)
			       TNT1 A 0 A_SpawnItemEx ("LittleRayExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
                   
				  Stop								
			   }
         } 
           


        Actor LittleRayExplosion
			 {		
            +NOINTERACTION
			+CLIENTSIDEONLY
            Scale 0.069 
				RenderStyle Add
                   States
                        {
						 Spawn:
						     TNT1 A 0
							 TNT1 A 0 A_SetScale (ScaleX+0.01, ScaleY+0.01)
							 TNT1 A 0 A_GiveInventory ("ScaleCounter", 1) 	
							 //DB45 ZYXWVUTSRQPONMLKJIHGFEDCBA 3 BRIGHT
							 TNT1 A 0 A_JumpIfInventory ("ScaleCounter", 3, "Death")	
							 MTSF B 1 BRIGHT	
							Loop
                         Death:
							 TNT1 A 0
				             MTSF B 1 Bright A_FadeOut (0.2)
	                       Stop 																		

						}


					}




		Actor ScaleCounter : Inventory
            {
             Inventory.Maxamount 200
            } 	


			
       Actor RailOrb
             {
              Radius 6
			  Height 8
			  Speed 10
			  FastSpeed 20
			  BounceCount 7
			  BounceType Doom
			  BounceFactor 66	
			  Damage (5)
			  Scale 0.2		
			  Projectile
			  RenderStyle Add
			  Alpha 1
			  SeeSound "caco/attack"
			  DeathSound "caco/shotx"
					States
						{
                         Spawn:
			                 TNT1 A 0 A_PlaySound ("RORBFLY")
							 TNT1 A 0 A_SpawnItemEx ("RailTrailOrb", 0, 0, 0, 0, 0, 0)
                             DSGT ABCD 1 Bright
							Loop
                          Death:
							 TNT1 A 0
							 TNT1 A 0 A_StopSound 
							 TNT1 A 1
							Stop
							}
                        }

           Actor RailTrailOrb : RailOrb
			    {
			     Speed 0
				 Damage (1)
				 Scale 0.2
				 +RIPPER
				 ReactionTime 15
				 States
						{
                         Spawn:
							 TNT1 A 0 	
					         TNT1 A 0 A_PlaySound ("RORBFLY")
							 TNT1 A 0 A_CountDown
                             DSGT ABCD 3 Bright
							Loop
                          Death:
							  TNT1 A 0	
							  TNT1 A 0 A_StopSound 	 
							 TNT1 A 1
							Stop	
                }					
              }


         Actor GreenLightning
				{
				 +NOINTERACTION
				 Scale 0.88	
				 +CLIENTSIDEONLY
						States
							{
                             Spawn:
                                 TNT1 A 0
							     TNT1 A 0 A_Playsound ("GRLIGHT") 
								 DLI1 E 5 Bright
							     DLI2 E 5 Bright 
								 DLI3 E 5 Bright 
								 DLI4 E 5 Bright
                              Stop        
                            }
				}

        Actor GreenPowerBlastWave
                {
                 +NOINTERACTION
                 +CLIENTSIDEONLY
                 renderstyle add
				 alpha 0.5
				 scale 1.35
                       States
                        {
                         Spawn:
                         CLBC H 1 bright A_FadeOut(0.02,1)
						 TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)
                        loop
						}		
} 


        Actor GreenSpark
				{
				 +NOINTERACTION
				 +CLIENTSIDEONLY
				 Speed 25
				 Alpha 0.7 
                 RenderStyle Add
				 Scale 0.15
					States
						 {
						  Spawn:
						     CLB4 H 69 Bright
  			                Stop 
                         } 
			}	