Actor VexedNemesisHellRazer 
{
//Creator: Eshkere_Jason
//Origin: Divine Infinity
//Sprite: VXHR
//Title: "Nemesis Hell Razer"
Health 2550
GibHealth 40
Radius 18
Height 56
Speed 15
Mass 1000
PainChance 15
BloodColor "Black"
DropItem "NemesisSoulSphere" 70
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisPowerSphere" 85
DropItem "NemesisGreaterDemonicEnergy" 200 
DropItem "NemesisDemonicEnergy" 256
DropItem "Nemesis Rifle" 50
DropItem "Legendary Rune", 128, 1
DropItem "Nemesis Plasmatic Cannon" 64
DropItem "Nemesis Plasmatic Rifle" 128
DropItem "NemesisBFG10K"
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor 0.3
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "PDTPuff", 0.4
DamageFactor "RailG", 0.3
DamageFactor "PlayerPyro", 0.2
DamageFactor "VileFires", 0.0
DamageFactor "DarkDemoEx", 0.0
MONSTER 
+NOTIMEFREEZE
+BOSS
+BOSSDEATH
+FLOORCLIP
+MISSILEMORE
+QUICKTORETALIATE
+NOICEDEATH
+NODROPOFF
+DONTGIB
+NOTARGET
+NORADIUSDMG
+NOFEAR
SeeSound "DarkHellRazer/Sight"
PainSound "DarkHellRazer/Pain"
DeathSound "DarkHellRazer/death"
ActiveSound "DarkHellRazer/Active"
Obituary "%o was lazerized by a \c[w2]Vexed Nemesis Hell Razer.\c-"
Tag "\c[w2]Vexed Nemesis Hell Razer\c-"
var int user_rush;
var int user_music;
var int user_missile;
var int user_deathtimer;
States
{
Spawn:
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR A 8 Bright A_Look
  Loop
See:
  TNT1 A 0 A_JumpIf(user_music == 1,3)
  TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6797,560)
  TNT1 A 0 A_SetUserVar("user_music",1)
  TNT1 A 0 A_SetUserVar("user_missile",0)
  TNT1 A 0 A_SetUserVar("user_rush",0)
  TNT1 A 0 A_Jump(36,"Rush")
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR AA 2 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR BB 2 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR CC 2 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR DD 2 Bright A_Chase
  Loop
Rush:
  TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
  TNT1 A 0 A_JumpIf(user_rush == 4,"See")
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("GhostVexedNemesisHellRazerA",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
  TNT1 AA 0 A_Chase
  VXHR A 1 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("GhostVexedNemesisHellRazerB",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
  TNT1 AA 0 A_Chase
  VXHR B 1 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("GhostVexedNemesisHellRazerC",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
  TNT1 AA 0 A_Chase
  VXHR C 1 Bright A_Chase
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_SpawnItemEx("GhostVexedNemesisHellRazerD",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
  TNT1 AA 0 A_Chase
  VXHR D 1 Bright A_Chase
  TNT1 A 0 A_SetUserVar(user_rush,user_rush+1)
  Loop
Strafing:
  TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
  TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
  VXHR AA 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
  VXHR BB 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
  TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
  VXHR CC 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
  TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
  VXHR DD 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  Goto See
Missile:
  TNT1 A 0 A_Jump(128,"10K","Cannon","Plasmatic","Railgun","Rifle","Rocket")
10K:
  TNT1 A 0 A_PlaySound("weapons/charge15k")
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)  
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
  VXHR F 8 Bright A_CustomMissile("Nemesis10kProjectile",30,-3,Random(-12,12))
  VXHR E 5 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
  VXHR F 8 Bright A_CustomMissile("Nemesis10kProjectile",30,-3,Random(-12,12))
  VXHR E 5 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
  VXHR F 8 Bright A_CustomMissile("Nemesis10kProjectile",30,-3,Random(-12,12))
  VXHR E 5 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
  VXHR F 8 Bright A_CustomMissile("Nemesis10kProjectile",30,-3,Random(-12,12))
  VXHR E 5 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
  VXHR F 8 A_CustomMissile("Nemesis10kProjectile",30,-3,Random(-12,12))
  VXHR E 11 Bright A_FaceTarget
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1) 
  Goto See
Cannon:
  TNT1 A 0 A_JumpIf(user_missile == 10,"See")
  VXHR EEEE 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  VXHR E 2 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",30,-3,Random(-12,12))
  VXHR F 2 Bright A_PlaySoundEx("legendarycannon/fire","Weapon")
  TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)
  Loop
Plasmatic:
  TNT1 A 0 A_SetShootable
  TNT1 A 0 A_UnsetInvulnerable
  VXHR E 10 Bright A_FaceTarget
PlasmaticLoop:
  TNT1 A 0 A_JumpIfCloser(350,"10K")
  VXHR E 3 Bright A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  TNT1 A 0 A_CustomMissile("NemesisZombieCannonProj",30,-3,Random(-12,12),0)
  VXHR F 3 Bright A_PlaySoundEx("BlueDTRFire","Weapon")
  TNT1 A 0 A_SpidRefire
  TNT1 A 0 A_Jump(20,"See")
  TNT1 A 0 A_Jump(20,"Railgun","10K")
  Loop
Railgun:
  TNT1 A 0 A_PlaySound("weapons/rgcharge")
  VXHR E 25 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRailLaser",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRailLaser",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRailLaser",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRailLaser",30,-3,Random(-12,12),0)
  goto see
Rifle:
  VXHR E 2 Bright A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  TNT1 A 0 A_GiveInventory("VexedNemesisLegZombieStrafing",1)
  TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",32,0,random(-2,2),0)
  VXHR F 2 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
  TNT1 A 0 A_Jump(10,"MidAttackTeleport")
  TNT1 A 0 A_Jump(24,"Pause")
  TNT1 A 0 A_SpidRefire
  Loop
Rocket:
  TNT1 A 0 A_PlaySound("weapons/rgcharge")
  VXHR E 25 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRocket",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRocket",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRocket",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRocket",30,-3,Random(-12,12),0)
  VXHR E 10 Bright A_FaceTarget
  TNT1 A 0 A_FaceTarget
  TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
  VXHR F 5 Bright A_CustomMissile("NemesisRevRocket",30,-3,Random(-12,12),0)
  goto see
  MiniNemesisBFG:
  TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
  TNT1 A 0 A_PlaySound("lrball3/charge")
  VXHR EEEEEEE 5 A_FaceTarget
  TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGLoop:
  TNT1 A 0 A_JumpIf(user_missile >= 12,"See")	 
  TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
  TNT1 A 0 A_PlaySound("star/fire")
  TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",36,20)
  TNT1 A 0 A_CustomMissile("MiniNemesisBFGBall",36,-20)
  VXHR E 6 A_FaceTarget
  VXHR E 10 A_FaceTarget
  Loop
Pain:
  VXHR G 3 Bright A_Pain
  TNT1 A 0 A_Jump(80,"Missile")
  Goto See
Death:
  VXHR H 4 Bright A_NoBlocking
  VXHR I 4 Bright A_Scream
  VXHR JKL 4 Bright
  VXHR M 4
  VXHR N -1
  Stop
XDeath:
  VXHR H 4 Bright A_NoBlocking
  VXHR I 4 Bright A_Scream
  VXHR JKL 4 Bright
  VXHR M 4
  VXHR N -1
  Stop
	}
}

ACTOR GhostVexedNemesisHellRazerA 
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR A 2 A_FadeOut(0.10)
    Goto Fade+1
  Toaster:
    TNT1 A 0
    Stop
    }
}

ACTOR GhostVexedNemesisHellRazerB : GhostVexedNemesisHellRazerA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR B 2 A_FadeOut(0.10)
    Goto Fade+1
    }
}

ACTOR GhostVexedNemesisHellRazerC : GhostVexedNemesisHellRazerA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR C 2 A_FadeOut(0.10)
    Goto Fade+1
    }
}

ACTOR GhostVexedNemesisHellRazerD : GhostVexedNemesisHellRazerA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR D 2 A_FadeOut(0.10)
    Goto Fade+1
    }
}

ACTOR GhostVexedNemesisHellRazerE : GhostVexedNemesisHellRazerA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR E 2 A_FadeOut(0.10)
    Goto Fade+1
    }
}

ACTOR GhostVexedNemesisHellRazerF : GhostVexedNemesisHellRazerA
{   
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "NULL")
  Fade:
    TNT1 A 1
    VXHR F 2 A_FadeOut(0.10)
    Goto Fade+1
    }
}