ACTOR VexedNemesisDemolisher : SpiderMastermind
{
//Creator: GDWolf
//Origin: Complex Very Strong Monsters
//Sprite: V3X3
//Title: "Vexed Nemesis Demolisher"
Health 12000
Speed 90
fastspeed 150
Radius 65
PainChance 50
PainChance "PDTBFG", 25
PainChance "SoulToxic", 15
PainChance "FatFlamer", 15
PainChance "FiendFire", 15
PainChance "Explosion", 80
DamageFactor "PlayerNemesisPlasma", 0.0
DamageFactor "Explosion", 0.02
DamageFactor "DTRailgun", 0.3
DamageFactor "PDTPuff", 0.3
DamageFactor "RailG", 0.2
DamageFactor 0.40
DamageFactor "Cyber10k", 0.0
DamageFactor "T3rm", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0  
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor "PDTBFG", 0.1
DamageFactor "PlayerDTRG", 0.3
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "LegMind", 0.0
DamageFactor "PlayerDevBall", 0.05
DamageFactor "PlayerDevBall2", 0.05
DamageFactor "PlayerDTBFGRailgunSlug", 0.05
DamageFactor "PlayerDevTracer", 0.05
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PyroShot", 0.0
DamageFactor "PlayerPyro", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "VexedNemesisUltraSphere" 215
DropItem "UpgradedVexedNemesisArmor" 180
DropItem "NemesisAmmoSphere", 128, 1
DropItem "NemesisTimeFreezeSphere" 128 1
DropItem "LegDemonRune", 80, 1
DropItem "NemesisRuneSpawnerTier4", 110, 1
DropItem "NemesisRuneSpawnerTier4", 110, 1
DropItem "DemonicChalice", 160, 2
DropItem "SkullOfPower", 256, 2
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 200
DropItem "Nemesis Plasmatic Cannon", 200
DropItem "Nemesis Assault Shotgun", 200
DropItem "Nemesis Sawed-Off Shotgun", 200
DropItem "Nemesis BFG", 256
DropItem "TrueLegendaryRune" 25 1
Obituary "The Vexed Nemesis Demolisher spider erased %o."
PainSound "VexDemolisher/Pain"
SeeSound "VexDemolisher/See"
DeathSound "VexDemolisher/Death"
AttackSound ""
Species "VexedNemesis"
DamageFactor "DemolisherEx", 0.0
DamageFactor "PDTBFG", 0.5
DamageFactor "PDTBFGTracer", 0.8
Tag "\c[w2]Vexed Nemesis Demolisher\c-"
var int user_music;
var int user_taunt;
var int user_CheckPower;
States
{
Spawn:
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 A 10 A_Look
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    Loop
See:
    TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,2026)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower")
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 A 2 A_Metal 
    V3X3 ABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 C 2 A_Metal 
	V3X3 CDD 2 A_Chase 
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 E 2 A_Metal 
    V3X3 EFF 2 A_Chase 
	TNT1 A 0 A_SpawnItemEx("APSAVexSsSCyberFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    Loop 
Pause:
	V3X3 A 10
	Goto See
CheckPower:
	   TNT1 A 0 A_SetUserVar("user_CheckPower",1)
       TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"CheckPower2")
       Goto See
   CheckPower2:
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"FinalTruePower")
       Goto TruePower
   TruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver2",1)
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver6",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
Missile:
    TNT1 A 0 A_Jump(128,"NemRifle","NemesisBFG9k","NemesisBFG10k","NemesisBIGBALL","SunRise","Railgun","CustomAttack")
Normal:
	TNT1 A 0 A_JumpIfCloser(2000,1)
	Goto NemRifle
    TNT1 A 0 A_PlaySound("VexDemolisher/Wind1")
    V3X3 A 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",Random(24,34),0,Random(10,-10),0)
	V3X3 G 1 Bright A_SPosAttackUseAtkSound
	TNT1 A 0 A_CustomMissile("NemesisSentientPlasma",Random(24,34),0,Random(10,-10),0)
	V3X3 H 1 Bright A_SPosAttackUseAtkSound
	TNT1 A 0 A_PlaySound("VexDemolisher/Wind2")		
	TNT1 A 0 A_Jump(3,"Pause","NemRifle","NemesisBFG9k","NemesisBIGBALL","SunRise","Railgun","CustomAttack")		
    TNT1 A 0 A_SpidRefire
    Goto Normal+3
NemRifle:
	V3X3 T 18 Bright A_FaceTarget
	V3X3 T 6 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	V3X3 T 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	V3X3 T 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	V3X3 T 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	V3X3 T 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	V3X3 T 4 Bright A_FaceTarget
	TNT1 A 0 Bright A_PlaySoundEx("NemesisRifle/Fire","Weapon")
	V3X3 U 4 Bright A_CustomMissile("NemesisRifleShotEnemy",34,0,Random(-4, 4))
	TNT1 A 0 A_Jump(128,"NemesisBFG9k","NemesisBFG10k","NemesisBIGBALL","SunRise","Railgun","CustomAttack")
	Goto See		
NemesisBFG9k:
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    V3X3 T 15 Bright A_FaceTarget
	V3X3 T 10 Bright A_FaceTarget
	V3X3 U 8 Bright A_FaceTarget
    V3X3 U 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",34,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    V3X3 T 15 Bright A_FaceTarget
	V3X3 T 10 Bright A_FaceTarget
	V3X3 U 8 Bright A_FaceTarget
    V3X3 U 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",34,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    V3X3 T 15 Bright A_FaceTarget
	V3X3 T 10 Bright A_FaceTarget
	V3X3 U 8 Bright A_FaceTarget
    V3X3 U 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",34,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/bfgf")
    V3X3 T 15 Bright A_FaceTarget
	V3X3 T 10 Bright A_FaceTarget
	V3X3 U 8 Bright A_FaceTarget
    V3X3 U 4 Bright A_CustomMissile("NemesisSentientBFG9500Ball",34,0,0,0)
	V3X3 T 15 Bright
	TNT1 A 0 A_Jump(108,"NemesisBFG10k","NemesisBIGBALL","SunRise","Railgun","CustomAttack")
    Goto See
NemesisBFG10k:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	V3X3 FFFFF 7 Bright A_Facetarget
	TNT1 A 0 A_JumpIf(122,"Refire2")
Refire2:
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    V3X3 G 1 Bright A_CustomMissile("Nemesis10KProjectile",Random(24,34),0,Random(10,-10),0)
    V3X3 H 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    V3X3 G 1 Bright A_CustomMissile("Nemesis10KProjectile",Random(24,34),0,Random(10,-10),0)
	V3X3 H 2 Bright A_Facetarget
	TNT1 A 0 A_MonsterRefire(230,"MissileEnd")
	Loop
NemesisBIGBALL:
	TNT1 A 0 A_SetInvulnerable
	V3X3 T 5 Bright A_FaceTarget
	V3X3 T 5 Bright A_FaceTarget
	V3X3 U 10 Bright A_CustomMissile("NemesisCyberBigBall",34,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	V3X3 T 5 Bright
	V3X3 T 10 Bright
	TNT1 A 0 A_Jump(108,"SunRise","Railgun","CustomAttack")
	Goto See
Sunrise:
    V3X3 A 0 A_StopSound(6)
    V3X3 T 10 A_PlaySound("devastator/charge")
    V3X3 TTTT 10 Bright A_FaceTarget
    V3X3 T 3 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 BrighT A_FaceTarget
    V3X3 T 3 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 Bright A_FaceTarget
    V3X3 T 4 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 6 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
	V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 2 BrighT A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisCannon/BigLaser",CHAN_WEAPON)
    V3X3 U 3 Bright A_CustomMissile ("NemesisRevCannonIonBeam",34,0,0,0)
    V3X3 T 3 Bright
	TNT1 A 0 A_Jump(108,"Railgun","CustomAttack")
	Goto See
Railgun:
    V3X3 A 0 A_Setinvulnerable
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
    V3X3 A 1 Bright A_UnSetShootable
    V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	V3X3 AAAAAAAAAA 1 A_FadeOut(0.1,0)
	V3X3 A 2
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
    V3X3 A 1 A_PlayWeaponSound("boss/teleport")
	V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 AAAAAAAAAA 1 A_FadeIn(0.1)
    V3X3 A 1 Bright A_SetShootable
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
    V3X3 A 1 Bright A_UnSetShootable
    V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	V3X3 AAAAAAAAAA 1 A_FadeOut(0.1,0)
	V3X3 A 2
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
    V3X3 A 1 A_PlayWeaponSound("boss/teleport")
	V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 AAAAAAAAAA 1 A_FadeIn(0.1)
    V3X3 A 1 Bright A_SetShootable
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedNemesisCyberRail",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
    V3X3 A 1 Bright A_UnSetinvulnerable
	TNT1 A 0 A_Jump(108,"CustomAttack")
    Goto See
CustomAttack:
    V3X3 A 0 A_Setinvulnerable
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedLesserLaser",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
    V3X3 U 1 Bright A_FaceTarget
    V3X3 A 1 Bright A_UnSetShootable
    V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	V3X3 AAAAAAAAAA 1 A_FadeOut(0.1,0)
	V3X3 A 2
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	V3X3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA  0 A_Wander
    V3X3 A 1 A_PlayWeaponSound("boss/teleport")
	V3X3 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
    V3X3 AAAAAAAAAA 1 A_FadeIn(0.1)
    V3X3 A 1 Bright A_SetShootable
	TNT1 A 0 A_PlaySound("monsters/darkcyberrail",CHAN_WEAPON)
    V3X3 T 1 Bright A_CustomMissile("VexedLesserLaser",34,0,0,0)
	V3X3 UUUUUUUUUUUUU 0 Bright A_SpawnItemEx("NemesisCyberFlameSpawner2")
	Goto See
MissileEnd:
	V3X3 FFFFF 4 Bright A_Facetarget
	TNT1 A 0 A_SetUserVar("user_taunt",1)
	TNT1 A 0 A_Jump(128,"NemesisBFG10k")
	Goto See
Pain:
    TNT1 A 0 A_Jump(61,"PainMissile")
	V3X3 I 6 A_Pain
    Goto See
PainMissile:
	V3X3 I 6 A_Pain
    Goto Missile
Death:
	TNT1 A 0 A_Scream
	V3X3 I 20 A_Fall
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	V3X3 JJJJJ 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)		
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	V3X3 KKKKK 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	V3X3 LLLLL 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	V3X3 MMMMM 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	V3X3 NNNNN 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	V3X3 OOOOO 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	V3X3 PPPPP 2 Bright A_CustomMissile("WhiteNemesisKaboom3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))		
	TNT1 AAAA 0 A_SpawnItemEx("NemesisGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAAAA 0 A_CustomMissile("LegendarySmokeFX4", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	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,128)
	V3X3 QR 5
	TNT1 A 0 A_BossDeath
	V3X3 S -1 A_KillMaster
	Stop
	}
}

ACTOR VexedNemesisCyberRail : LegendaryCyberrail
{
Speed 350
Damage (Random(70,90))
MissileType "VexedNemesisCyberRailTrail"
Species "Cybers"
+NOTIMEFREEZE
States
{
Spawn:
    RP99 A 1 Bright
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwaveWhite", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAA 0 A_CustomMissile("WhiteNemesisKaboom", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 A 1 A_SpawnItem("RailgunImpactEffectWhite")
	Stop
	}
}

ACTOR VexedNemesisCyberRailTrail : BFG9500Trail
{
Scale 1
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	R9PI ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)
	Stop
	}
}

ACTOR BFGShockwaveWhite : BFGShockwave 
{
+NOTIMEFREEZE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
R8A1 ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)
Stop
}
}

ACTOR RailgunImpactEffectWhite : RailgunImpactEffectGreen
{
+NOTIMEFREEZE
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 AAA 0 A_SpawnItemEx("LegendaryBlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAAAAA 1 A_SpawnItem("RailImpactFlareWhite",0)
	Stop
	}
}

ACTOR RailImpactFlareWhite : GreenSphereFlare
{
Scale 0.5
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	F9S7 A 1 Bright
	Stop
	}
}

ACTOR VexedNemesisParticleSpawner : WhiteParticleSpawner
{
States
{
Spawn:
TNT1 A 0 Bright
Stop
}
}

ACTOR VexedNemesisEnergyProjectileSparkWhite : EnergyProjectileSparkRed
{
BounceFactor 0.2
BounceCount 3
Gravity 0.75
States
{
Spawn:
V2F3 A 2 Bright A_FadeOut(0.08)
Loop
}
}

ACTOR APSAVexSsSCyberFlame
{
+MISSILE
+DONTSPLASH
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTIMEFREEZE
RenderStyle Add
Scale 0.5
States
{
Spawn:
A5D2 ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}

ACTOR APSAVexSsSCyberFlameSpawner : LegendaryRedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AAAAAA 0 A_SpawnItemEx("APSAVexSsSCyberFlame",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)
    TNT1 A 1
    Stop
  }
}

Actor VexedLesserLaser
{
Projectile
Damage 120
DamageType "Cyber10k"
Speed 17
+NOGRAVITY
+NOTIMEFREEZE
States
{
Spawn:
SJ8K ABCDEF 5 Bright
Loop
Death:
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,18,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,27,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,36,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,49,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,54,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,66,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,72,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,84,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,90,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,100,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,108,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,117,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,126,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,138,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,144,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,156,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,168,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,162,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,180,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,196,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,216,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,234,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,252,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,270,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,288,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,306,2)
    //TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,324,2)
    TNT1 A 0 Bright A_CustomMissile("NoVexedLesserLaser",0,0,342,2)	
    Stop
}
}

Actor NoVexedLesserLaser
{
Projectile
Damage 160
DamageType "Cyber10k"
Speed 17
+NOGRAVITY
+NOTIMEFREEZE
States
{
Spawn:
SJ8K ABCDEF 5 Bright
Loop
Death:
	//TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,18,2)
	TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,27,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,36,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,49,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,54,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,66,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,72,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,84,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,90,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,100,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,108,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,117,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,126,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,138,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,144,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,156,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,168,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,162,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,180,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,196,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,216,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,234,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,252,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,270,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,288,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,306,2)
    //TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,324,2)
    TNT1 A 0 Bright A_CustomMissile("VexedNemesisCyberRail",0,0,342,2)	
Stop
}
}