ACTOR Hibachi
{
//Enemy Name: Hibachi
//Monster Tier: Cyberdemon
//Enemy Tier: Boss (Touhou)
//Difficulty: No Hopes (10/10)
//Music: ]-[|/34<#! (DoDonPachi DaiFukkatsu)
floatspeed 15
Speed 15
fastspeed 30
MONSTER
Health 25000
Radius 20
Height 62
Scale 0.7
MinMissileChance 3000
Mass 0x7FFFFFFF
MeleeThreshold 35
MeleeRange 65
Species "Touhou"
damagefactor "Touhou", 0.0
Painchance 15
Seesound ""
painsound "touhou/pain"
deathsound "touhou/rekt"
DamageFactor "PlayerDevBall", 0.025
DamageFactor "PlayerDevBall2", 0.025
DamageFactor "PlayerDTBFGRailgunSlug", 0.025
DamageFactor "PlayerDevTracer", 0.025
DamageFactor "PlayerDTRG", 0.2
DamageFactor "SuperWeapon", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "SatanGuard", 0.0
DamageFactor "AbyssalSatyr", 0.0
DamageFactor "Moloch", 0.0
DamageFactor "Exos", 0.0
DamageFactor "ZombieDev", 0.0
DamageFactor "Terminator", 0.0
DamageFactor "AdvancedImp", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "Nobles", 0.0
DamageFactor "VileFires", 0.0
DamageFactor "Shadow", 0.0
DamageFactor "DarkBruiserBFG10K", 0.0
DamageFactor "Cybers", 0.0
DamageFactor "Hell", 0.0
DamageFactor "Commander", 0.0
DamageFactor "Baby15K", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0
DamageFactor "CerEnergyBall", 0.0
DamageFactor "LegMind", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "UBDTR", 0.0
DamageFactor "NobleComet", 0.0
DamageFactor "CacoComet", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "Cacolich", 0.0
DamageFactor "CadaverRocket", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "HFCyber", 0.0
DamageFactor "DBFG2", 0.0
DamageFactor "DBFG10K2", 0.0
DamageFactor "DBFGSplash2", 0.0
damagefactor "Terminator", 0.0
damagefactor "T3rm", 0.0
damagefactor "Term", 0.0
DamageFactor "TrueLegendaryDamage", 0.0
DamageFactor "TrueLegendaryPlayer", 0.0
damagefactor 0.25
DropItem "DemonicChalice" 256
DropItem "SkullOfPower" 256
DropItem "TrueLegendaryRune" 64 1
Dropitem "Legendary BFG" 255
Dropitem "LegGreaterDemonicEnergy" 255
Dropitem "Truelegendarybfgupgrade" 128
Dropitem "TrueLegendaryUltraSphere" 128
Dropitem "TrueLegAmmoSphere" 128 //TXS
Dropitem "TrueLegTimeFreezeSphere" 128 //TXS
DropItem "TrueLegendaryArmor" 128
DropItem "BossArmorBonusMax", 256, 32
DropItem "BossLifeEssence", 256
DropItem "BossArmorBonusMax", 256, 32
DropItem "BossLifeEssence", 256
DropItem "LegendaryPowerSphere" 96
Dropitem "LegendaryPowerShard" 96
//dropitem "LegendaryRune" 256
DropItem "RingOfRegeneration" 128
Obituary "%o: Holy shit I found this batshit insane True LEG girl that killed me!"
tag "\c[l5]Hibachi!!"
+LOOKALLAROUND
+FLOORCLIP
+BOSS
+BOSSDEATH
+NOBLOOD
+DONTFALL
+NOGRAVITY
+FLOAT
+NEVERFAST
+MISSILEMORE
+MISSILEEVENMORE
+COUNTKILL
+DONTMORPH
+NORADIUSDMG
+NOBLOOD
+DONTHARMSPECIES
+NOICEDEATH
+NOTIMEFREEZE
+NOTELEFRAG
+BRIGHT
var int user_music;
var int user_patterns;
var int user_angle;
var int user_delay;
var int user_pat2delay;
var int user_CheckPower;
var int user_LastStand;
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("Disable2hu") == 1, "BegoneThot")
	TNT1 A 0 ACS_NamedExecuteAlways("Kazumi_HibachiFire",0)
  SpawnLoop:
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	KF0I ABCDEFGHIJ 3 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,"Prepare")
	Loop
  BegoneThot:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  Prepare:
	TNT1 A 0 A_PlaySound("hibachi/sight",7,1.0,0,ATTN_NONE)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	KF0R ABCD 4
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,819)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIf(user_CheckPower == 1,2)
	TNT1 A 0 A_Jump(256,"CheckPower") //Why not put adaptive resistance on it too?
	TNT1 A 0 A_JumpIf(user_LastStand == 1,2)
	TNT1 A 0 A_JumpIfHealthLower(8500, "LastStand")
	TNT1 A 0 A_FaceTarget
	KF0S AAAAAAAAAABCDEFGHIJJJJJJJJJJIHGFEDCB 1 A_Chase
	Loop
  Teleport:
	//TNT1 A 0 A_JumpIf(user_rage == 1,"TeleportRage")
	KF0S A 1 A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	KF0S AAAAAAAAAA 1 A_FadeOut(0.1,0)
	TNT1 A 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 1 A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner2")
	KF0S AAAAAAAAAA 1 A_FadeIn(0.1)
	KF0S A 1 A_SetShootable
	Goto Missile
  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("GodFinalBattleResistanceGiver1",1)
       TNT1 A 0 A_GiveInventory("GodsFinalBattleShield2",1)
	   TNT1 A 0 A_GiveInventory("GodsFullImunityGiver2",1)
	   TNT1 A 0 A_GiveInventory("Health",10000)
       Goto See
   FinalTruePower:
       TNT1 A 0 A_GiveInventory("GodFinalBattleResistanceGiver5",1)
	   TNT1 A 0 A_GiveInventory("GodsFinalBattleShield3",1)
	   TNT1 A 0 A_GiveInventory("GodsFullImunityGiver3",1)
	   TNT1 A 0 A_GiveInventory("Health",20000)
       Goto See
   LastStand:
       TNT1 A 0 A_SetUserVar("user_LastStand",1)
       TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"TrueLastStand")
       TNT1 A 0 A_GiveInventory("GodsFinalBattleShield3",1)
	   TNT1 A 0 A_GiveInventory("GodsFullImunityGiver3",1)
	   TNT1 A 0 A_GiveInventory("Health",750)
       Goto See
   TrueLastStand:
       TNT1 A 0 A_JumpIfInTargetInventory("NexusSpread",1,"FinalTrueLastStand")
       TNT1 A 0 A_GiveInventory("GodsFinalBattleShield4",1)
	   TNT1 A 0 A_GiveInventory("GodsFullImunityGiver4",1)
	   TNT1 A 0 A_GiveInventory("Health",3000)
       Goto See
   FinalTrueLastStand:
       TNT1 A 0 A_GiveInventory("GodsFinalBattleShield5",1)
	   TNT1 A 0 A_GiveInventory("GodsFullImunityGiver5",1)
	   TNT1 A 0 A_GiveInventory("Health",7500)
       Goto See
  Pain:
	TNT1 A 0 A_StopSound(7)
	TNT1 A 0 A_Pain
	KF0P ABC 5
	TNT1 A 0 A_Jump(256,"Teleport")
	Goto See
  Melee:
  Missile:
	TNT1 A 0 A_JumpIf(user_patterns >= 2,"Attack3")
	TNT1 A 0 A_JumpIf(user_patterns == 1,"Attack2")
	TNT1 A 0 A_JumpIf(user_patterns <= 0,"Attack1")
	goto Attack1
  Attack1:
	TNT1 A 0 A_SetUserVar("user_delay",0)
	KF04 ABCDEFG 3 A_SetUserVar("user_angle",0)
  Attack1Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 40,"EndAttack1")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-25+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,0+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,25+user_angle)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 J 3 A_SetUserVar("user_angle",random(-25,25))
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-25+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,-5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,0+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,5+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,10+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,15+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,20+user_angle)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",16,0,25+user_angle)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 K 3 A_SetUserVar("user_angle",random(-25,25))
	loop
  EndAttack1:
	TNT1 A 0 A_SetUserVar("user_patterns",user_patterns+1)
	KF04 L 5 A_FaceTarget
	goto See
  Attack2:
	TNT1 A 0 A_PlaySound("MReimuSword/Cast",5,1.0,0,ATTN_NONE)
	RTUP A 0 A_SetUserVar("user_delay",0)
	KF03 A 3 A_SetUserVar("user_angle",0)
	KF03 BCDEFGHIJ 3
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("MReimuSword/Attack",5,1.0,0,ATTN_NONE)
  Attack2Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 90,"EndAttack2")
	TNT1 A 0 A_JumpIf(user_pat2delay >= 6,"Attack2Delay")
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 K 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150+user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180+user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,-30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,0-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,30-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,60-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,90-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,120-user_angle,CMF_AIMDIRECTION)
	//RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,150-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_CustomMissile("LegendaryProjectile",1,0,180-user_angle,CMF_AIMDIRECTION)
	RTUP A 0 A_SetUserVar("user_delay",user_delay+1)
	RTUP A 0 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 1 A_SetUserVar("user_pat2delay",user_pat2delay+1)
	loop
  Attack2Delay:
	RTUP A 0 A_SetUserVar("user_pat2delay",0)
	KF03 K 3 A_SetUserVar("user_angle",user_angle+1)
	KF03 L 3
	TNT1 A 0 A_PlaySound("MReimuSword/Attack",5,1.0,0,ATTN_NONE)
	goto Attack2Loop
  EndAttack2:
	KF03 M 3 A_SetUserVar("user_patterns",user_patterns+1)
	KF03 N 3
	goto see
  Attack3:
	TNT1 A 0 A_SetUserVar("user_delay",0)
	KF04 ABCDEFG 3 A_SetUserVar("user_angle",0)
	TNT1 A 0 A_PlaySound("MReimu/Cast1",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("MReimuCastEffect1")
	TNT1 A 0 A_PlaySound("superlaser",7,1.0,0)
	TNT1 A 0 A_FaceTarget
  Attack3Loop:
	TNT1 A 0 A_JumpIf(user_delay >= 48,"EndAttack3")
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,0+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,30+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,60+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,90+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,120+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,150+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,180+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,210+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,240+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,270+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,300+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,330+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,0+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,30+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,60+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,90+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,120+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,150+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,180+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,210+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,240+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,270+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,300+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,330+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("MReimuLaser",16,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 J 3 A_SetUserVar("user_angle",user_angle+5)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,0+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,30+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,60+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,90+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,120+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,150+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,180+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,210+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,240+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,270+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,300+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("LegendaryProjectile",32,0,330+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,0+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,30+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,60+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,90+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,120+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,150+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,180+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,210+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,240+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,270+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,300+user_angle,CMF_AIMDIRECTION)
	//TNT1 A 0 A_CustomMissile("Kazumi_LegendaryProjectileFast",32,0,330+user_angle,CMF_AIMDIRECTION)
	TNT1 A 0 A_CustomMissile("MReimuLaser",32,0,0,CMF_AIMDIRECTION)
	TNT1 A 0 A_SetUserVar("user_delay",user_delay+1)
	KF04 K 3 A_SetUserVar("user_angle",user_angle+5)
	loop
  EndAttack3:
	TNT1 A 0 A_SetUserVar("user_patterns",0)
	KF04 L 5 A_FaceTarget
	goto See
  Death:
	KF0P C 70 A_PlaySound("uroboros/death",5,1.0,0,ATTN_NONE)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	//TNT1 A 0 A_BossDeath
	//TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	//TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	//TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	//TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame",0,0,20,random(-4,4),random(-4,4),random(0,3))
	TNT1 AAA 0 A_SpawnItemEx("Red2huBossDeathFlame3",0,0,20,random(-20,20),random(-20,20),random(0,20))
	TNT1 A 0 A_Explode(256,256,0)
	TNT1 AAA 0 A_CustomMissile("BigRedBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("2huBossDeathFlame", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))
	//TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("TrueDeathBall")
	TNT1 A 15 A_SpawnItemEX("DOOKNOOKM",0,0,0,0,0,0,0)
	TNT1 A 1
	stop
	}
}

actor Kazumi_LegendaryProjectileFast : LegendaryProjectile { speed 70 }

ACTOR HibachiFireSpawner : RedParticleSpawner
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1,"NULL")
	TNT1 A 0 A_SpawnItemEx("BHellionSmokeSpawner",random(-24,24),random(-24,24),0)
    TNT1 A 1
    Stop	
  }
}