ACTOR VexedNemesisCyHunter : NemesisCybruiser
{
//Creator: Eshkere_Jason
//Origin: Divine Gods
//Sprite: VCH4
//Title: "Vexed Nemesis CyHunter"
//Info: This CyHunter can strafing?!
Health 6500
Speed 36
DamageFactor 0.5
DamageFactor "Explosion", 0.0001
DamageFactor "PlayerDTRG", 0.0001
DamageFactor "DTRailgun", 0.0001
DamageFactor "PDTPuff", 0.0001
DamageFactor "RailG", 0.0001
DamageFactor "PyroShot", 0.0001
DamageFactor "PlayerPyro", 0.0001
DamageFactor "PlayerBHole", 0.025
DamageFactor "PlayerDBFG", 0.015
DamageFactor "PlayerDBFG2", 0.015
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisSphere", 60, 1
DropItem "NemesisRuneSpawnerTier3", 128, 1
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 100
DropItem "Nemesis Plasmatic Cannon", 100
DropItem "Nemesis Assault Shotgun", 100
DropItem "Nemesis Sawed-Off Shotgun", 100
DropItem "ZamasuBeaconWeak", 15, 1
DropItem "ZamasuBeaconMid", 5, 1
DropItem "ZamasuGodBeacon", 1, 1
PainChance "Explosion", 128
PainChance "PlayerDTRG", 128
PainChance "DTRailgun", 128
PainChance "PDTPuff", 128
PainChance "RailG", 128
PainChance 20 
PainChance "Explosion", 128
Obituary "%o was terminated by the Vexed Nemesis Cydestroyer."
SeeSound "VexedNemesisCydestroyer/Sight"
ActiveSound "VexedNemesisCydestroyer/Active"
PainSound "VexedNemesisCydestroyer/Pain"
DeathSound "VexedNemesisCydestroyer/Death"
Tag "\c[w2]Vexed Nemesis CyHunter\c-"
+BRIGHT
+NOGRAVITY
States 
{ 
  Spawn:
    TNT1 AA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
    VCH4 AB 7 A_Look
    Loop 
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6812,778)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_Jump(100,"Rush")
	VCH4 AA 2 
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VCH4 BB 2 
	Goto See
  Rush:
	VCH4 A 2 A_SpawnItemEx("NemesisCydestroyerGhost")
	VCH4 AAAA 0 
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	VCH4 A 2 A_SpawnItemEx("NemesisCydestroyerGhost")
	VCH4 AAAA 0   
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	VCH4 B 2 A_SpawnItemEx("NemesisCydestroyerGhost")
	VCH4 AAAA 0 
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	VCH4 B 2 A_SpawnItemEx("NemesisCydestroyerGhost")
	TNT1 AAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
    VCH4 G 1 A_UnSetShootable
	VCH4 GGGG 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VCH4 GGGGG 1 A_FadeOut(0.2,0)
	VCH4 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_Wander
	VCH4 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_Wander
    VCH4 G 0 A_PlayWeaponSound("boss/teleport")
	VCH4 GGGG 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	VCH4 GGGGGG 1 A_FadeIn(0.2)
    VCH4 G 1 A_SetShootable
    Goto See	
  Missile:
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_UnsetInvulnerable
    TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_JumpifCloser(350,"NemesisASG")
	//TNT1 A 0 A_Jump(4,"SuperRage","SuperRage2")
    TNT1 A 0 A_Jump(128,"ShoulderRockets","Railgun","BFG10k","MiniNemesisBFG","NemesisBFG","Laser","IonBeam")
  Normal:
    VCH4 DDD 2 A_FaceTarget
    VCH4 D 1 A_FaceTarget
	VCH4 D 3 
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",36,20,random(-12,12),0)
	TNT1 A 0 A_CustomMissile("NemesisRifleShotEnemy",36,-20,random(-12,12),0)
	VCH4 D 1 A_PlaySoundEx("NemesisRifle/Fire","Weapon")
    TNT1 A 0 A_Jump(10,"See")
    TNT1 A 0 A_SpidRefire
	Goto Normal+3
  NemesisASG:
	TNT1 A 0 A_Jump(64,"NemesisSSG")
	VCH4 D 3 
	VCH4 D 4 A_FaceTarget
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VCH4 D 2 A_PlaySoundEx("NemesisASG/Fire","Weapon")
    TNT1 A 0 A_SpidRefire
	Goto NemesisASG+1
  NemesisSSG:
    VCH4 D 3 
    VCH4 D 8 A_FaceTarget
	TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("NemesisASGBall",36,-20,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))
	VCH4 D 4 A_PlaySoundEx("NemesisSSG/Fire1","Weapon")
	VCH4 D 12
    TNT1 A 0 A_SpidRefire
	Goto Normal
  ShoulderRockets:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Attack",7)
	VCH4 D 3 
	VCH4 DDD 2 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  ShoulderRocketsLoop:
    VCH4 D 3 
	TNT1 A 0 A_JumpIf(user_missile >= 40,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",67,17,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_CustomMissile("NemesisNobleHomingRocket",67,-17,frandom(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	VCH4 A 3 A_FaceTarget
	Loop
  Railgun:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Attack",7)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	VCH4 D 3 
	VCH4 DDDD 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  RailgunLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail")
	TNT1 A 0 A_CustomMissile("NemesisNobleRailLaser",36,20)
	TNT1 A 0 A_CustomMissile("NemesisNobleRailLaser",36,-20)
	VCH4 D 2 A_FaceTarget
	VCH4 D 2 A_FaceTarget
	Loop
  BFG10k:
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	VCH4 D 3 
	VCH4 DDDD 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  BFG10kLoop1:
    VCH4 D 3 
	TNT1 A 0 A_JumpIf(user_missile >= 14,"BFG10kLoop2")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,20,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,-20,frandom(-10,10))
	VCH4 D 2 A_FaceTarget
	VCH4 D 2 A_FaceTarget
	Loop
  BFG10kLoop2:
    VCH4 D 3 
	TNT1 A 0 A_JumpIf(user_missile >= 28,"BFG10kLoop3")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,20,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,-20,frandom(-10,10))
	VCH4 D 2 A_FaceTarget
	VCH4 D 1 A_FaceTarget
	Loop
  BFG10kLoop3:
    VCH4 F 3 
	TNT1 A 0 A_JumpIf(user_missile >= 42,"BFG10kLoop4")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,20,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,-20,frandom(-10,10))
	VCH4 F 1 A_FaceTarget
	VCH4 F 1 A_FaceTarget
	Loop
  BFG10kLoop4:
    VCH4 F 3 
	TNT1 A 0 A_JumpIf(user_missile >= 60,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,20,frandom(-10,10))
	TNT1 A 0 A_CustomMissile("Nemesis10kProjectile",36,-20,frandom(-10,10))
	VCH4 F 1 A_FaceTarget
	Loop
  MiniNemesisBFG:
    VCH4 E 3 
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("lrball3/charge")
	VCH4 EEEEEEE 5 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  MiniNemesisBFGLoop:
    VCH4 D 3 
	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)
	VCH4 E 6 A_FaceTarget
	VCH4 E 10 A_FaceTarget
	Loop
  NemesisBFG:
    VCH4 D 3 
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("VexedNemesisCydestroyer/Rage",7)
	TNT1 A 0 A_PlaySound("NemesisBFG/charge",1)	
	VCH4 E 3 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SetUserVar("user_missile",0)
  NemesisBFGCharge:
    VCH4 C 3 
	TNT1 A 0 A_JumpIf(user_missile >= 6,"NemesisBFGFire")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	VCH4 CC 2 
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VCH4 DDD 2 
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_SpawnItemEx("LegendaryHoofStep")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VCH4 EEEEE 2 
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	VCH4 EEE 2 
	TNT1 AAAAAA 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire")
	Loop
  NemesisBFGFire:
    VCH4 E 3 
	VCH4 EEE 5 A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisBFG/Fire",1)
	TNT1 A 0 A_CustomMissile("NemesisGuruBall",36,20)
	TNT1 A 0 A_CustomMissile("NemesisGuruBall",36,-20)
	VCH4 E 6 A_FaceTarget
	VCH4 E 30 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
  Laser:
    VCH4 D 3 
	VCH4 D 1 Bright A_FaceTarget
	VCH4 FFF 3 
	TNT1 A 0 A_PlaySound("NemesisCannon/Mode2")
	VCH4 FF 3 
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LaserLoop:
    VCH4 F 3 
	TNT1 A 0 A_JumpIf(user_missile >= 10,"LaserEnd")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_PlaySound("NemesisCannon/Laser",1)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,-10,random(-6,6))
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonLaser",32,10,random(-6,6))
	VCH4 FF 2 
  LaserEnd:
	VCH4 EEEEE 3 
	TNT1 A 0 A_Jump(80,"MiniNemesisBFG")
	Goto See
  IonBeam:
    VCH4 E 3 
	VCH4 E 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	VCH4 E 1 Bright A_FaceTarget
	VCH4 EEEEEEEEEEEEEE 3 
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile("NemesisZombieCannonIonBeam",32,-10,0)
	VCH4 F 7 Bright A_CustomMissile("NemesisZombieCannonIonBeam",32,10,0)
	VCH4 E 10 Bright
	Goto See
  Pain: 
  	TNT1 A 0 A_Jump(70,"Teleport")	
	TNT1 A 0 Radius_Quake(8,20,0,64,0)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,0)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,30)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,60)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,90)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,120)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,150)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,180)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,210)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,240)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,270)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,300)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall3",0,0,330)
    VCH4 G 8 A_Pain
	TNT1 A 0 A_Jump(256,"Missile")
    Goto See
  Pain.Explosion:
  Pain.Mine:
	//TNT1 A 0 A_Jump(40,"SuperRage","SuperRage2")
	Goto Teleport	
  Death:
    VCH4 G 0 A_Scream
	VCH4 GGGGGGGGGGGGGGGGGGGGGGGGGGG 2 A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_SpawnItem("MiniNemesisDeathBall")
	VCH4 GGGGGGGGGGGGGGGGGGGGGGGGGGG 2 A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)	
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	VCH4 GGGGGGGGG 2 A_CustomMissile("WhiteNemesisKaboom", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 AAAA 0 A_CustomMissile("LegendarySmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    ABCD A 4 A_NoBlocking
    ABCD A 3
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_ChangeFlag("BRIGHT",0)
	TNT1 A 0 A_Jump(100,"MoreStuff")
	ABCD A 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	ABCD A 0
    Stop
  MoreStuff:
	VCH4 Q 100
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	VCH4 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisCYNItemRandomizer")
	ABCD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem("NemesisCYNItemRandomizer")
	ABCD A 0 A_SpawnItem("NemesisHKSuperItemRandomizer")
	ABCD A 0
	Stop
    } 
}

ACTOR NemesisCydestroyerGhost : NemesisCyberNobleGhost
{
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
    VCH4 A 2 A_FadeOut(0.09)
    Wait	
    }
}