ACTOR DivineVessel : Vessel
{
//Creator: Fluffy + Nolram For Extra Edits
//Origin: Infinity Gods
//Sprite: LMWZ
//Title: "Divine Vessel"
obituary "%o Succumbed to the divine powers of \c[d8]Divine Vessel\c-."
health 7200
radius 20
height 56
Mass 1000
speed 18
PainChance 3
DropItem "NemesisHealthBonusMax" 256
DropItem "NemesisHealthBonusMax" 256
DropItem "NemesisArmorBonus32" 256 
DropItem "NemesisArmorBonus32" 256
DropItem "VexedNemesisSphere" 120
DropItem "TearofEternity" 120
DropItem "DivinePowerSphere" 120
DropItem "DivineBeacon" 140
DropItem "NemesisShuffleSphere" 120
DamageFactor 0.4
DamageFactor "Legendary", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.2
DamageFactor "LegendaryGuruPlayer", 0.2
DamageFactor "PlayerNemesisPlasma", 0.3
DamageFactor "TrueLegendaryDamage", 0.4
DamageFactor "TrueLegendaryPlayer", 0.4
DamageFactor "PlayerDevBall", 0.15
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PlayerDTRG", 0.25
SEESOUND "Vessel/sight"
painsound "Vessel/pain"
deathsound "Vessel/death"
activesound "Vessel/active"
Species "Nobles"
Tag "\c[d8]Divine Vessel\c-"
var int user_terror;
var int user_terrormode;
var int user_terrortoken;
MONSTER
Translation "0:255=%[0.00,0.00,0.00]:[1.80,1.80,1.80]"
+FLOORCLIP
+FLOORHUGGER
//+STEALTH
+LOOKALLAROUND
+NOFEAR
+DONTHURTSPECIES
+QUICKTORETALIATE
states
{
  Spawn:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 10 A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ F 10 A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	loop
  Idle:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
  IdleLoop:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 10 A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ F 10 A_Look
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	loop
  UniversalFailSafe:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Changeflag(FLOAT,0)
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
  See:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EEEFFF 3 A_VileChase
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_Jump(20,"Missile")
	TNT1 A 0 A_Jump(15,"chasefast")
	TNT1 A 0 A_Jump(80,"Teleport")
	TNT1 A 0 A_Jump(30,"Missile")
	goto see+1
  ChaseFast:
	TNT1 A 0 A_Changeflag(NOCLIP,1)
	//TNT1 A 0 A_Changeflag(NODROPOFF,1)
  ChaseFastBegin:
	LMWZ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Chase("","",CHF_FASTCHASE)
	LMWZ E 1 A_Chase("Missile2","",CHF_FASTCHASE)
	Loop
  Teleport:
    LMWZ E 1 A_UnSetShootable
	LMWZ EEEEEEEEEE 1  A_FadeOut(0.1,0)
	LMWZ E 2 
	LMWZ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
	LMWZ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander
    LMWZ E 1 A_PlayWeaponSound("Vessel/tele")
	LMWZ EEEEEEEEEE 1 A_FadeIn(0.1)
    LMWZ E 1 A_SetShootable
    Goto See
  Missile:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(120,"Summon","VesselDivineMiniGuruBlast","VesselDivineShots","VesselDivineShots2","VesselDivineCometsBlast")
  VesselBall:
	LMWZ E 35
	LMWZ EFG 5 BRIGHT A_FaceTarget
	LMWZ H 10 BRIGHT A_CustomMissile("MiniNemesisBFGBall",65,0)
	LMWZ G 5
	goto See
  VesselDivineMiniGuruBlast:
  TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 35
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 5 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 10 BRIGHT A_CustomMissile("MiniNemesisBFGBall",65,0)
	LMWZ G 5
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 8 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 10 BRIGHT A_CustomMissile("MiniNemesisBFGBall",65,0)
	LMWZ EFG 5 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 10 BRIGHT A_CustomMissile("MiniNemesisBFGBall",65,0)
	goto See
  VesselDivineShots:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 15
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 3 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ G 3
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 3 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("Nemesis10kProjectile",65,0)
	LMWZ G 4
	goto See
   VesselDivineShots2:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 15
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisRifleShotEnemy",65,0)
	LMWZ G 2
	goto See
  VesselDivineCometsBlast:
    TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ E 15
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
    LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ G 2
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ EFG 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	LMWZ H 2 BRIGHT A_CustomMissile("NemesisTormentorComet",65,0)
	LMWZ G 4
	goto See
  Summon:
	LMWZ EFGH 5
	TNT1 A 0 A_PlaySound("brain/spit")
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_Changeflag(NOPAIN,1)
	LMWZ HHHHHHHHHHHHHH 6 A_SpawnItemEx("NemesisCyberFlameSpawner2",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 A 0 A_SpawnItemEx("DivineVesselSummon",0,0,0,0,0,0,0,32,80)
	LMWZ HHH 6 A_SpawnItemEx("NemesisCyberFlameSpawner2",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 A 0 A_SpawnItemEx("DivineVesselSummon",0,0,0,0,0,0,0,32,80)
	LMWZ HHH 6 A_SpawnItemEx("NemesisCyberFlameSpawner2",0,0,20,random(-3,3),random(-3,3),random(-3,3))
	TNT1 A 0 A_SpawnItemEx("DivineVesselSummon",0,0,0,0,0,0,0,32,80)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Changeflag(NOPAIN,0)
	LMWZ HGFE 5
	Goto see
  HellstaffAttack:
	LMWZ E 35
	LMWZ EFG 5 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	Goto see
  Missile2:
	LMWZ E 35
	LMWZ EFG 5 BRIGHT A_FaceTarget
	LMWZ H 10 BRIGHT A_CustomMissile("VesselDivineMiniGuruBlast",65,0)
	LMWZ G 5
	goto See
  HellstaffAttack2:
	LMWZ E 35
	LMWZ EFG 5 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	LMWZ H 1 BRIGHT A_FaceTarget
	LMWZ H 5 BRIGHT A_CustomMissile("CBElemHellStaffBall1",65,0)
	Goto UniversalFailSafe
  TerrorBegin:
	TNT1 A 0 A_Changeflag(NOPAIN,1)
	TNT1 A 0 A_Changeflag(NOCLIP,1)
	//TNT1 A 0 A_Changeflag(NODROPOFF,1)
	TNT1 A 0 A_SetUserVar("user_terror",0)
	TNT1 A 0 A_PlayWeaponSound("Vessel/tele")
	LMWZ E 1 A_UnSetShootable
	LMWZ EEEEEEEEEE 1  A_FadeOut(0.1,0)
	LMWZ E 2
  TerrorSeek:
	TNT1 A 0 A_JumpIf(user_terror >= 100, "TerrorChase")
	TNT1 A 0 A_SetUserVar("user_terror", user_terror+1)
	LMWZ EEFFEEFF 1 A_Wander
	Loop
  TerrorChase:
	LMWZ EEFFEEFF 1 A_Chase("","")
	TNT1 A 0 A_JumpIfCloser(600,1)
	Goto TerrorChase
	TNT1 A 0 A_JumpIfTargetInLOS("TerrorAttack",40,JLOSF_TARGETLOS)
	Loop
  TerrorAttack:
	TNT1 A 0 A_SetUserVar("user_terror",0)
	TNT1 A 0 A_SetUserVar("user_terrormode",1)
	TNT1 A 0 A_Changeflag(FLOAT,1)
	LMWZ H 1 A_FaceTarget
	LMWZ HHHHHHHHHH 1 A_FadeIn(0.1)
	LMWZ H 1 A_FaceTarget
  TerrorAttackLoop:
	TNT1 A 0 A_PlaySound("Vessel/scream",7)
	TNT1 A 0 A_JumpIf(user_terror >= 40, "TerrorEnd")
	TNT1 A 0 A_SetUserVar("user_terror", user_terror+1)
	LMWZ H 1 A_SkullAttack(25)
	TNT1 A 0 A_JumpIfCloser(100,"TerrorHit")
	Goto TerrorAttackLoop+1
  TerrorHit:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_RadiusGive("VesselFuckery",120,RGF_PLAYERS|RGF_CORPSES)
	TNT1 A 0 A_VileAttack("NULL",random(100,135),0,120,2,"None")
  TerrorEnd:
	LMWZ HHHHHHHHHH 1  A_FadeOut(0.1,0)
	LMWZ E 2
	LMWZ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Wander
	LMWZ EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Wander
	TNT1 A 0 A_SetUserVar("user_terrormode",0)
	TNT1 A 0 A_SetUserVar("user_terrortoken",1)
	LMWZ E 1 A_PlayWeaponSound("Vessel/tele")
	LMWZ EEEEEEEEEE 1 A_FadeIn(0.1)
    LMWZ E 1 A_SetShootable
	TNT1 A 0 A_Changeflag(NOPAIN,0)
    Goto UniversalFailSafe
  Heal:
    TNT1 A 0 A_Jump(96,"HealClones")
    LMWZ E 1
    Goto See
  HealClones:
    LMWZ EEEEE 3 A_SpawnItemEx("VesselHealClone",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto See
  Pain:
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
	TNT1 A 0 A_Changeflag(FLOAT,0)
	LMWZ I 3
	LMWZ I 5 A_Pain
	TNT1 A 0 A_Jump(35,"Teleport")
	Goto See
  Death:
	TNT1 A 0 A_Changeflag(NOCLIP,0)
	//TNT1 A 0 A_Changeflag(NODROPOFF,0)
	TNT1 A 0 A_Changeflag(FLOAT,0)
	LMWZ J 6 A_Scream
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,4)
	LMWZ K 6 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator",0,0,4)
	LMWZ LMNO 6
	LMWZ P -1
	Stop
  }
}

ACTOR DivineVesselSummon : RandomSpawner
{
DropItem "RitualLord", 256, 1
DropItem "HellPaladin", 256, 1
DropItem "Damned", 256, 1
DropItem "PainLord", 256, 1
DropItem "Shinenen", 256, 1
DropItem "PlaguedBruiserDemon", 256, 1
+NOBLOCKMONST
}

ACTOR DivineVesselSpawner : RandomSpawner
{
DropItem "DivineVessel", 256, 1
DropItem "LegendaryVessel", 256, 1
}

Actor INFDivineVessel : DivineVessel
{
Tag "\c[d8]Divine Vessel\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(100,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
	Idle:
		DLD0 A 10 A_Look
	    TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
		Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("LegendaryVessel",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}