ACTOR NemesisCrusader : Deathknight
{
Health 4500
Scale 1.20
Speed 23
MeleeDamage 80
MeleeRange 100
BloodColor "Black"
Species "Viles"
DamageFactor 0.3
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuruPlayer", 0.3
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", 0.1
DamageFactor "VileFires", 0.0
DamageFactor "DarkDemoEx", 0.0
DropItem "NemesisHealthBonusMax" 256 32
DropItem "NemesisArmorBonus32" 256
DropItem "NemesisHealthBonusMax" 256 32
DropItem "NemesisArmorBonus32" 256
DropItem "NemesisSuperSphere" 160
DropItem "NemesisArmor" 128
DropItem "LegendarySalvationSphere" 240
DropItem "NemesisRuneSpawnerTier3" 230
DropItem "NemesisGreaterDemonicEnergy" 256
DropItem "NemesisDemonicEnergy" 256
DropItem "BossLifeEssence" 256
DropItem "BossArmorBonusMax" 256
DropItem "Nemesis Rifle" 256
DropItem "Nemesis Plasmatic Cannon" 256
Obituary "%o stood and fell before a Nemesis Crusader's royal might."
HitObituary "%o was hacked to pieces by a Nemesis Crusader." 
SeeSound "LegendaryCrusader/Sight" 
PainSound "LegendaryCrusader/Pain" 
DeathSound "LegendaryCrusader/Death" 
//ActiveSound "monster/dknact" 
Tag "\c[g3]Nemesis Crusader\c-"
+NOTIMEFREEZE
+SHIELDREFLECT
var int user_music;
var int user_faminelimit;
var int user_legrevlimit;
var int user_missile;
States 
{ 
  Spawn: 
  Idle:
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 A 10 Bright A_Look 
	Loop 
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6802,672)
	TNT1 A 0 A_SetUserVar("user_music",1)
	NMC0 A 0 A_UnSetReflective
	TNT1 A 0 A_Radiusgive("Health",500,RGF_MONSTERS,3)
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 AA 3 Bright A_VileChase
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 BB 3 Bright A_VileChase
	TNT1 A 0 A_Jump(32,"Rush","Teleport")
	TNT1 A 0 A_PlaySound("LegendaryCrusader/Walk")
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 CC 3 Bright A_VileChase
    TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 DD 3 Bright A_VileChase
	TNT1 A 0 A_PlaySound("LegendaryCrusader/Walk")
	TNT1 A 0 A_Jump(32,"Rush","Teleport")
	Loop
  Rush:
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostA")
	TNT1 A 0 A_VileChase
	NMC0 A 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostA")
	TNT1 A 0 A_VileChase	
	NMC0 A 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostB")
	TNT1 A 0 A_VileChase
	NMC0 B 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostB")
	TNT1 A 0 A_VileChase
	NMC0 B 1 Bright A_VileChase	
	TNT1 A 0 A_PlaySound("LegendaryCrusader/Walk")	
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostC")
	TNT1 A 0 A_VileChase
	NMC0 C 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostC")
	TNT1 A 0 A_VileChase
	NMC0 C 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostD")
	TNT1 A 0 A_VileChase
	NMC0 D 1 Bright A_VileChase
	TNT1 A 0 A_SpawnItemEx("NemesisCrusaderGhostD")
	TNT1 A 0 A_VileChase
	NMC0 D 1 Bright A_VileChase	
	TNT1 A 0 A_PlaySound("LegendaryCrusader/Walk")	
	TNT1 A 0 A_Jump(28,"Teleport")
	TNT1 A 0 A_Jump(32,"See")
	Loop
  Teleport:
    NMC0 EA 1 Bright A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 EEEEEEEEEE 1 A_FadeOut(0.1,0)
	NMC0 E 2 
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    NMC0 E 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 EEEEEEEEEEE 1 A_FadeIn(0.1)
    NMC0 E 1 Bright A_SetShootable
    Goto See
  Melee:
	NMC0 E 5 A_FaceTarget
	NMC0 F 1 A_Playsound("monster/dknswg")
	NMC0 F 4 A_FaceTarget
	NMC0 G 5 A_MeleeAttack 
	Goto See
  Missile:
	//TNT1 A 0 A_Jump(128,2)
	//TNT1 A 0 A_JumpIfCloser(300,"MeleeLunge")
  MissileContinue:
	TNT1 A 0 A_Jump(16,"Soulless")
	TNT1 A 0 A_Jump(256,"Darts1","Darts2","Bolts","Ripper","RazorWind","Rain","Spread","ImitationSoul","CometBarrage")
	Goto See
  Darts1:
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,6)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,3)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,0)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,-3)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,-6)
	Goto see
  Darts2:
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,-6)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,-3)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,0)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,3)
	NMC0 G 1 Bright A_CustomMissile("CrusaderDart",32,0,6)
	Goto see
  Bolts:
	TNT1 A 0 A_SetReflective
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderBolt",58,-4,0,0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_UnSetReflective
	Goto see
  Ripper:
	TNT1 A 0 A_SetReflective
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	NMC0 T 2 Bright A_FaceTarget	
    NMC0 U 2 Bright A_CustomMissile("CrusaderRipper",58,-4,random(-6,6),0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_UnSetReflective
	Goto see
  RazorWind:
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 6 Bright A_CustomMissile("CrusaderRazorWind",32)
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 6 Bright A_CustomMissile("CrusaderRazorWind",32)
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 6 Bright A_CustomMissile("CrusaderRazorWind",32)
	NMC0 E 6 Bright A_FaceTarget
	NMC0 F 6 Bright A_Playsound("monster/kntswg")
	NMC0 G 6 Bright A_CustomMissile("CrusaderRazorWind",32)
	Goto See
  Soulless:
	TNT1 A 0 A_JumpIf(user_faminelimit >= 5,"MissileContinue")
	TNT1 A 0 A_SetUserVar("user_faminelimit",user_faminelimit+1)
  SoullessSummon:
	TNT1 A 0 A_SetInvulnerable
	NMC0 EE 3 Bright A_FaceTarget 
	NMC0 E 8 Bright A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("LegendarySoulless",50,50,20,0,0,0,random(0,360),SXF_SETMASTER,0)
	TNT1 A 0 A_PlaySound("LegendaryCrusader/Sight")
	TNT1 A 0 A_SpawnItemEx("LegCrusaderHealEffect",0,0,80,0,0,0,0,SXF_NOCHECKPOSITION)
	NMC0 E 25 Bright 
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(80,"AOEHeal")
	Goto See
  Rain:
	TNT1 A 0 A_PlaySound("NemesisHK/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	NMC0 E 2 Bright A_FaceTarget
	NMC0 EEEEEEE 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 F 2 Bright A_FaceTarget
	NMC0 FFFFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 F 2 Bright A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,0)
  RainLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"RainContinue")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NMC0 F 2 Bright A_SpawnItemEx("NemesisHKCometRain",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  RainContinue:
	NMC0 F 2 Bright A_FaceTarget
	NMC0 FFFFFFFFF 2 Bright A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
  Spread:
	NMC0 TT 9 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,18)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-18)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,15)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-15)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,12)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-12)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,9)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-9)
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,6)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-6)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,3)  
	TNT1 A 0 A_CustomMissile("NemesisLegNobleBall2",32,0,-3)
	NMC0 U 8 Bright A_CustomMissile("NemesisLegNobleBall2",32,0,0)
	TNT1 A 0 A_Jump(127,"Rain")
	Goto See
  ImitationSoul:
	TNT1 A 0 A_PlaySound("NemesisExile/Attack",1)
	TNT1 A 0 A_CustomMissile("NemesisExileSoulGhost",40)
	NMC0 TTTTTTTTTT 6 A_FaceTarget
	NMC0 U 6 A_CustomMissile("VileNemesisSoulBigBall",34,0,0)
	NMC0 T 6
	NMC0 TTTTTTTTTT 5 A_FaceTarget
	NMC0 U 5 A_CustomMissile("VileNemesisSoulBigBall",34,0,0)
	NMC0 T 5
	NMC0 TTTTTTTTTT 4 A_FaceTarget
	NMC0 U 4 A_CustomMissile("VileNemesisSoulBigBall",34,0,0)
	NMC0 T 4
	Goto See
  CometBarrage:
	NMC0 EEF 4 A_FaceTarget
	NMC0 F 2 A_FaceTarget
	NMC0 GGGGGGGGGGGGGGGG 1 A_CustomMissile("NemesisHKComet",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_FaceTarget
	NMC0 GGGGGGGGGGGGGGGG 1 A_CustomMissile("NemesisHKComet",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	NMC0 F 3
	NMC0 FEE 3
	Goto See  
  AoeHeal:
	TNT1 A 0 A_Radiusgive("CrusaderBuffHealth",1000,RGF_MONSTERS)
	TNT1 A 0 A_SpawnItemEx("LegCrusaderHealEffect",0,0,80,0,0,0,0,SXF_NOCHECKPOSITION)
	NMC0 E 20 Bright A_PlaySound("LegendaryCrusader/Sight",0,1000)
	Goto see
  RaiseChildren:
	NMC0 E 20 Bright A_PlaySound("LegendaryCrusader/Attack",0,1000)
	TNT1 A 0 A_RaiseChildren
	Goto see
  Heal:
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,0,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,20,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,40,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,60,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,80,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,100,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,120,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,140,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,160,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,180,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,200,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,220,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,240,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,260,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,280,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,300,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,320,0)
	TNT1 A 0 A_CustomMissile("CrusaderResRadius",10,0,340,0)
	TNT1 A 0 A_SpawnItemEx("LegCrusaderHealEffect",0,0,80,0,0,0,0,SXF_NOCHECKPOSITION)
	NMC0 E 20 Bright A_PlaySound("LegendaryCrusader/Sight",2)
	TNT1 A 0 A_RadiusGive("CrusaderBuffLegResistance",1000,RGF_MONSTERS)
	TNT1 A 0 A_Jump(64,"BuffResurrected","AOEHeal")
	Goto see
  BuffResurrected:
	NMC0 A 10 Bright
	TNT1 A 0 A_RadiusGive("CrusaderBuffAlwaysFast",2000,RGF_MONSTERS)
	TNT1 A 0 A_SpawnItemEx("LegCrusaderHealEffect",0,0,80,0,0,0,0,SXF_NOCHECKPOSITION)
	NMC0 E 20 Bright A_PlaySound("LegendaryCrusader/Attack",0,1.0,0,ATTN_NONE)
	Goto See
  Pain:
	NMC0 H 2 
	NMC0 H 2 A_Pain
	Goto See
  XDeath:
  Death:
	NMC0 I 0 Bright A_CustomMissile("CrusaderDeathSword",44,32,-90,0)
	NMC0 I 8 Bright A_CustomMissile("CrusaderDeathShield",44,-32,90,0)
	TNT1 AAA 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",random(-10,10),random(-10,10),random(30,60),random(0,5),random(0,5),random(0,5))
	TNT1 AAA 0 A_CustomMissile("LegBlueKaboomNoEffect",40,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",40,0,random(0,360),2,random(0,360))
	NMC0 J 8 Bright A_Scream 
	TNT1 AAA 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",random(-10,10),random(-10,10),random(30,60),random(0,5),random(0,5),random(0,5))
	TNT1 AAA 0 A_CustomMissile("LegBlueKaboomNoEffect",40,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",40,0,random(0,360),2,random(0,360))
	NMC0 K 8 Bright
	TNT1 AAA 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",random(-10,10),random(-10,10),random(30,60),random(0,5),random(0,5),random(0,5))
	TNT1 AAA 0 A_CustomMissile("LegBlueKaboomNoEffect",40,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",40,0,random(0,360),2,random(0,360))
	NMC0 L 8 Bright A_NoBlocking 
	NMC0 MN 8 Bright A_KillChildren
	NMC0 O -1 
	Stop 
	} 
}

Actor INFNemesisCrusader : NemesisCrusader
{
Tag "\c[g3]Nemesis Crusader\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(140,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier2SpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 AA 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
	NMC0 A 10 Bright A_Look 
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("LegendaryRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}

/*
ACTOR LegCrusaderHealEffect : VileHealEffect
{
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 20 A_SpawnItemEx("LegCrusaderResFlameSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
	}
}

ACTOR LegCrusaderResFlame : DukeHealFlame
{
Scale 0.45
Color Black
+NOTIMEFREEZE
States
{
Spawn:
BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}

ACTOR LegCrusaderResFlameSpawner : RedParticleSpawner
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
	TNT1 A 0
    TNT1 AAAAAAAA 2 A_SpawnItemEx("LegCrusaderResFlame",random(12,-12),random(12,-12),0,0,0,random(2,4),0,128,0)
    Stop
  }
}

ACTOR CrusaderResRadius : DeathKnightResRadius { +NOTIMEFREEZE }

ACTOR CrusaderDart : DKDart
{
  Speed 25
  Damage 12
  Species "Viles"
  DamageType "Nemesis"
  Color Black
  +NOTIMEFREEZE
  +THRUSPECIES
  +EXTREMEDEATH
  States
  {
  Spawn:
	LCAT ABC 2 Bright A_SpawnItemEx("CrusaderDartTrail",-10)
	loop
  Death:
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	LCAT D 0 Bright A_SetTranslucent (0.85,1)
	LCAT D 3 Bright A_Explode(32,64)
	LCAT EFGHIJKLM 3 Bright
	stop
	}
}

ACTOR CrusaderDartTrail : ImpBallTrail
{
  +NOTIMEFREEZE
  Color Black
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
  Fade:
	LCAT ABC 1 A_FadeOut(0.25)
	Loop
	}
}

ACTOR CrusaderBolt : DKbolt
{
  Speed 40
  Damage 15
  DamageType "Nemesis"
  Color Black
  +NOTIMEFREEZE
  +SEEKERMISSILE
  +EXTREMEDEATH
  States
  {
  Spawn:
	TNT1 A 0 A_SpawnItemEx("CrusaderBoltTrail")
	TNT1 A 0 A_SeekerMissile(1,1)
	LBOL A 1 Bright A_BishopMissileWeave
	loop
  Death:
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6",0,0,random(0,360),2,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),2,random(0,360))
	LHBA EFHI 2 Bright
	stop
  }
}

ACTOR CrusaderBoltTrail : ImpBallTrail
{
  RenderStyle Add
  Alpha 1
  Scale 0.25
  Color Black
  +NOTIMEFREEZE
  States
  {
  Spawn:
   TNT1 A 0
   TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
   BMKE ABCDEFGHIJK 1 Bright A_FadeOut
   Stop
  }
}

ACTOR CrusaderRipper : LegArchonRipper
{
  Damagetype "Nemesis"
  Color Black
  States
  {
  Death:
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
    ICE9 P 0 Bright A_SetTranslucent (0.75,1)
    ICE9 A 2 Bright A_Explode(64,64,1)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,0,0,0)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,60,0,0)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,120,0,0)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,180,0,0)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,240,0,0)
    ICE9 P 0 Bright A_SpawnItemEx("CrusaderRipperSpike",0,0,0,50,0,0,300,0,0)
    ICE9 BCDEF 2 Bright
    stop
  }
}

ACTOR CrusaderRipperSpike : LegArchonRipperSpike { Damagetype "Legendary" }

Actor CrusaderRazorWind
{
RenderStyle Add
Alpha 0.95
Radius 10
Height 2
Speed 60
Damage 5
DamageType "Legendary"
DeathSound "Claw/Hit"
Color Black
Projectile
+FORCERADIUSDMG
+RIPPER
+THRUACTORS
+PIERCEARMOR
+EXTREMEDEATH
+FOILINVUL
+DONTREFLECT
+NOTIMEFREEZE
States
{
  Spawn:
	TNT1 A 0 A_Explode(128,90,0)
	TNT1 A 1 Light("LegImpSeekBallExplode3") A_SpawnItemEx("CrusaderRazorWindTrail",0,0,2)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (2 *momx)/-30.0, -(2 *momy)/-30.0, 2+(2 *momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (4 *momx)/-30.0, -(4 *momy)/-30.0, 2+(4 *momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (6 *momx)/-30.0, -(6 *momy)/-30.0, 2+(6 *momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (8 *momx)/-30.0, -(8 *momy)/-30.0, 2+(8 *momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (10*momx)/-30.0, -(10*momy)/-30.0, 2+(10*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (12*momx)/-30.0, -(12*momy)/-30.0, 2+(12*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (14*momx)/-30.0, -(14*momy)/-30.0, 2+(14*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (16*momx)/-30.0, -(16*momy)/-30.0, 2+(16*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (18*momx)/-30.0, -(18*momy)/-30.0, 2+(18*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (20*momx)/-30.0, -(20*momy)/-30.0, 2+(20*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (22*momx)/-30.0, -(22*momy)/-30.0, 2+(22*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (24*momx)/-30.0, -(24*momy)/-30.0, 2+(24*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	TNT1 A 0 A_SpawnItemEx("CrusaderRazorWindTrail", (26*momx)/-30.0, -(26*momy)/-30.0, 2+(26*momz)/-30.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)
	loop
  Death:
	TNT1 A 1
	Stop
    }
}

Actor CrusaderRazorWindTrail : RazorWindTrail
{
Color Black
  States
  {
  Spawn:
	TNT1 A 0
    //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LCSL A 1 A_Fadeout(0.2)
	Wait
    }
}

ACTOR CrusaderDeathSword : DKSword
{  
  +NOTIMEFREEZE
  States
  {
  Spawn:
	LSWD KLMNOPQ 3 BRIGHT
	goto Death 
  Death:
	LSWD RS 4 BRIGHT
	LSWD T 4 BRIGHT
	LSWD U 4
	LSWD T 4 BRIGHT
	LSWD U 8
	LSWD T 4 BRIGHT
	LSWD U 16
	LSWD T 4 BRIGHT
	LSWD U -1
	Stop
  }
}

ACTOR CrusaderDeathShield : DKShield
{  
  +NOTIMEFREEZE
  States
  {
  Spawn:
	LSHI ABCDEFGHI 3
	goto death 
  Death:
	LSHI H -1
	Stop
  }
}

Actor CrusaderBuff : CustomInventory
{
  +NOTIMEFREEZE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.IGNORESKILL
  Inventory.Amount 1
  Inventory.MaxAmount 1
  States
  {
  Spawn:
	TNT1 A 1
	Stop
  Nope:
	TNT1 A 0
	Stop
  }
}

Actor CrusaderBuffHealth : CrusaderBuff
{
  States
  {
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("GHellionSmokeSpawner")
	TNT1 A 0 A_GiveInventory("Health",200)
	Stop
  }
}

Actor CrusaderBuffLegResistance : CrusaderBuff
{
  States
  {
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("CrusaderBuffLegResistanceCheck",1,"Nope")
	TNT1 A 0 A_GiveInventory("CrusaderBuffLegResistanceCheck")
	TNT1 A 0 A_GiveInventory("CrusaderPowerLegProtection")
	TNT1 A 0 ACS_NamedExecuteAlways("LegCrusaderLegResistance")
	Stop
  }
}

Actor CrusaderBuffLegResistanceCheck : Inventory { Inventory.MaxAmount 1 }

ACTOR CrusaderBuffLegResistanceEffectSpawner : NemesisHellionSmokeSpawner
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_CheckSight("Toaster")
	TNT1 A 0 A_SpawnItemEx("CrusaderBoltTrail",0,0,0,0,0,random(1,4),0,128,0) 
	TNT1 A 1 Bright
	Stop	
  }
}

ACTOR CrusaderLegProtection : PowerProtection
{
  DamageFactor "Legendary", 0
  DamageFactor "VileFires", 0
  DamageFactor "VilesFire", 0
}

actor CrusaderPowerLegProtection : PowerupGiver
{
  inventory.pickupmessage " "
  inventory.maxamount 1
  powerup.type "CrusaderLegProtection"
  powerup.duration 0x7FFFFFFD
  +NOTIMEFREEZE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
}

Actor CrusaderBuffAlwaysFast : CrusaderBuff
{
  States
  {
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("CrusaderBuffAlwaysFastCheck",1,"Nope")
	TNT1 A 0 A_GiveInventory("CrusaderBuffAlwaysFastCheck")
	TNT1 A 0 A_ChangeFlag("NOINFIGHTING",1)
	TNT1 A 0 A_ChangeFlag("ALWAYSFAST",1)
	TNT1 A 0 ACS_NamedExecuteAlways("LegCrusaderAlwaysFast")
	Stop
  }
}
Actor CrusaderBuffAlwaysFastReset : CrusaderBuff
{
  States
  {
  Pickup:
	TNT1 A 1
	TNT1 A 0 A_ChangeFlag("NOINFIGHTING",0)
	TNT1 A 0 A_ChangeFlag("ALWAYSFAST",0)
	Stop
  }
}
Actor CrusaderBuffAlwaysFastCheck : Inventory { Inventory.MaxAmount 1 }

ACTOR CrusaderBuffAlwaysFastEffectSpawner : NemesisHellionSmokeSpawner
{
States
  {
  Spawn:
	TNT1 A 0 Bright
	TNT1 A 0 Bright A_CheckSight("Toaster")
	TNT1 A 0 A_SpawnItemEx("LegendaryBluePowerLine",0,0,0,0,0,random(1,4),0,128,0) 
	TNT1 A 1 Bright
	Stop	
  }
}

actor CrusaderPowerX2Damage : PowerDamage { damagefactor "normal", 2 }

actor CrusaderPowerDoubleDamage : PowerupGiver
{
 inventory.pickupmessage " "
 inventory.maxamount 1
 damagefactor "normal", 2
 powerup.type "CrusaderPowerX2Damage"
 powerup.duration 60
 +AUTOACTIVATE
  states
 {
 Spawn:
  TNT1 A 0
  stop
 }
}

ACTOR NemesisCrusaderGhostA
{
Scale 1.15
RENDERSTYLE Translucent
Alpha 0.7
+NOTIMEFREEZE
+NOINTERACTION
+CLIENTSIDEONLY
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	NMC0 A 2 A_FadeOut(0.1,1)
	Wait
  }
}

ACTOR NemesisCrusaderGhostB : NemesisCrusaderGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	NMC0 B 2 A_FadeOut(0.1,1)
	Wait
  }
}

ACTOR NemesisCrusaderGhostC : NemesisCrusaderGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	NMC0 C 2 A_FadeOut(0.1,1)
	Wait
  }
}

ACTOR NemesisCrusaderGhostD : NemesisCrusaderGhostA
{
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	NMC0 D 2 A_FadeOut(0.1,1)
	Wait
  }
}

ACTOR LegendarySoulless : Famine
{
  PainChance 30
  Health 1450
  Speed 16
  DamageFactor "Legendary", 0
  DamageFactor "PlayerNemesisPlasma", 0.0
  DamageFactor "VileFires", 0
  DamageFactor "VilesFire", 0
  +MISSILEEVENMORE
  +THRUSPECIES
  +NOINFIGHTING
  HitObituary "%o got knocked the hell out by a Legendary Soulless."
  Obituary "%o was devastated by a Legendary Soulless."
  BloodColor "Blue"
  Tag "\c[g3]Nemesis Soulless\c-"
  States
  {
  Spawn:
    NMRV PONML 5
  Idle:
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    NMRV AA 6 A_Look
    Loop
  See:
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    NMRV AABBCC 2 A_Chase
    TNT1 A 0 A_SpawnItem("NemesisHellionSmokeSpawner",0,0,0,0)
    TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
    NMRV DDEEFF 2 A_Chase
    Loop
  Melee:
    TNT1 A 0 A_JumpIfInventory("FamineMeleeToken",1,"Melee2")
    TNT1 A 0 A_FaceTarget
    NMRV G 5 A_SkelWhoosh
    NMRV H 5 A_FaceTarget
	TNT1 A 0 A_GiveInventory("FamineMeleeToken",1)	
    NMRV I 5 A_SkelFist
    Goto See
  Melee2:
    TNT1 A 0 A_FaceTarget
    NMRV R 5 A_SkelWhoosh
    NMRV S 5 A_FaceTarget
	TNT1 A 0 A_TakeInventory("FamineMeleeToken",1)	
    NMRV T 5 A_SkelFist
    Goto See
  Missile:
    TNT1 A 0 A_JumpIfCloser(275,"DashPunch")
  Normal:		
    NMRV J 14 Bright A_FaceTarget
    TNT1 A 0 A_CustomMissile("NemesisRevComet", 40, -14, 0)
    NMRV K 10 A_CustomMissile("NemesisRevComet", 40, 14, 0) 
	NMRV K 10
    Goto See
  DashPunch:
    TNT1 A 0 A_Jump(32,"Normal")
    TNT1 A 0 A_JumpIfInventory("FamineMeleeToken",1,"DashPunch2")
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_Recoil(-40)
    TNT1 A 0 A_SkelWhoosh	
	NMRV GGGGG 1 A_SpawnItemEx("LegSoullessDashGhostA",0,0,0,0,0,0,0,128)
    TNT1 A 0 A_GiveInventory("FamineMeleeToken",1)
	NMRV HHHHH 1 A_SpawnItemEx("LegSoullessDashGhostA2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("LegSoullessDashPunch",32,0,0,CMF_AIMDIRECTION)
	NMRV III 1 A_SpawnItemEx("LegSoullessDashGhostA3",0,0,0,0,0,0,0,128)
	NMRV T 2 A_Stop	
    Goto See
  DashPunch2:
    TNT1 A 0 A_Jump(32,"Normal")
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_Recoil(-40)
    TNT1 A 0 A_SkelWhoosh	
	NMRV RRRRR 1 A_SpawnItemEx("LegSoullessDashGhostB",0,0,0,0,0,0,0,128)
    TNT1 A 0 A_TakeInventory("FamineMeleeToken",1)
	NMRV SSSSS 1 A_SpawnItemEx("LegSoullessDashGhostB2",0,0,0,0,0,0,0,128)
	TNT1 A 0 A_CustomMissile("LegSoullessDashPunch",32,0,0,CMF_AIMDIRECTION)
	NMRV TTT 1 A_SpawnItemEx("LegSoullessDashGhostB3",0,0,0,0,0,0,0,128)
	NMRV T 2 A_Stop
    Goto See	
  Pain:
    TNT1 A 0 A_Jump(42,"PainEvade","PainEvade2")
    TNT1 A 0 A_Jump(104,"MissilePain")
    NMRV L 10 A_Pain
    Goto See
  PainEvade:
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)
    NMRV AAAAAAAA 1 A_SpawnItemEx("NemSoullessGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(62,"Missile")
	Goto See
  PainEvade2:
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)
    NMRV AAAAAAAA 1 A_SpawnItemEx("NemSoullessGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_Jump(62,"Missile")
	Goto See
  MissilePain:
	NMRV L 10 A_Pain
    Goto Missile
  Death:
  XDeath:
    TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_JumpIfInventory("FamineDeathToken",1,"TrueDeath")
	TNT1 A 0 A_Die
	TNT1 A 0 A_NoBlocking
	//TNT1 A 0 A_Jump(84,"FakeDeath")
  TrueDeath:
	NMRV LLLLL 3 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_Scream
	NMRX AAABBBCCCDDDEEE 2 Bright A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-10,10),random(-10,10),random(0,10),0,SXF_TRANSFERPOINTERS)
	TNT1 A 0 A_NoBlocking
	NMRX FFGGHH 3 Bright A_SpawnItemEx("WhiteNemesisKaboom",random(-32,32),random(-40,40),random(16,48),random(-10,10),random(-10,10),random(0,10),0,SXF_TRANSFERPOINTERS)
	NMRX IJ 8
	NMRX K 17
	Stop
    }
}

ACTOR LegSoullessDashGhostA
{
Scale 0.8
RENDERSTYLE Translucent
Alpha 0.75
+CLIENTSIDEONLY
+NOINTERACTION
+NOTIMEFREEZE
States
{
  Spawn:
    NMRV G 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR LegSoullessDashGhostA2 : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV H 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR LegSoullessDashGhostA3 : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV I 2 A_FadeOut(0.18)
    Loop
    }
}


ACTOR LegSoullessDashGhostB : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV R 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR LegSoullessDashGhostB2 : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV S 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR LegSoullessDashGhostB3 : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV T 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR NemSoullessGhost : LegSoullessDashGhostA
{
States
{
Spawn:
    NMRV A 2 A_FadeOut(0.12)
    Loop
    }
}

ACTOR LegSoullessDashPunch : FamineDashPunch { +NOTIMEFREEZE }

ACTOR LegSoullessTracer : FamineTracer
{
Speed 15
FastSpeed 20
Renderstyle Add
Alpha 0.9
+NOTIMEFREEZE
Damagetype "Legendary"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(64,"Homing")
  Normal:
    IMSO AB 2 Bright
	Loop
  Homing:
	TNT1 A 0 A_Jump(128,1,3,5,7,9)
    IMSO ABABABABAB 2 Bright
	Goto StartSeek
  StartSeek:
    TNT1 A 0 A_SpawnItemEx("LegSoullessTracerTrail") 
    IMSO A 2 Bright	A_Tracer2
	IMSO B 2 Bright A_SpawnItemEx("LegSoullessTracerTrail") 
	Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("LegendaryKaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("LegendarySmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_SetScale(0.75)
	IMSO CDEFGHIJKL 2 Bright A_FadeOut(0.05)
    Stop
    }
}

ACTOR LegSoullessTracerTrail : BFG9500Trail
{
Scale 0.65
States
{
  Spawn:
    TNT1 A 0
	TNT1 A 2 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	LCFT ABCDE 2 Bright A_FadeOut(0.2)
	Stop
	}
}

/*
Actor DKLegendaryRevenant : LegendaryRevenant
{
Species "Viles"
DamageFactor "VilesFire", 0
DamageFactor "NobleComet", 0
DamageFactor "CadaverRocket", 0
DamageFactor "CacoComet", 0
DamageFactor "BeheComet", 0
DamageFactor "Baby15K", 0
DamageFactor "Cyber10K", 0
DamageFactor "Masterminds", 0
DamageFactor "FiendFire", 0.0
DamageFactor "DTFiendEx", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "ImpComet", 0.0
+MissileEvenMore
+THRUSPECIES
+NOINFIGHTING
+DONTHARMCLASS
+DONTHARMSPECIES
States
{
Spawn:
LREV QQQQQQQQQQQQQ 2 A_SpawnItemEx("LRUndeadHand",random(-128,128),random(-128,128))
LREV QQQQQQQQQQQQQ 2 A_SpawnItemEx("LRUndeadHand",random(-128,128),random(-128,128))  
LREV QQQQQQQQQQQQQ 2 A_SpawnItemEx("LRUndeadHand",random(-128,128),random(-128,128))
LREV QQQQQQQQQQQQQ 2 A_SpawnItemEx("LRUndeadHand",random(-128,128),random(-128,128))
LREV QQQQQQQQQQQQQ 2 A_SpawnItemEx("LRUndeadHand",random(-128,128),random(-128,128))
LREV PONML 10
Idle:
LREV A 10 A_Look
Loop
}
}*/