Actor ArchonOfHellLord 30104
{
  Health 100000
  Radius 96
  Height 280
  scale 4
  Mass 1000000000
  Speed 27
  PainChance 10
  Monster
  MinMissileChance 30
  MeleeDamage 100
  DamageFactor "PlayerDamage", 1.0
  Damagefactor "PEXPLOSIVE", 0.3
  Damagefactor "EXPLOSIVE", 0.3
  Damagefactor "Fire", 0.2
  Damagefactor "PFire", 0.2
  Damagefactor "PBullet", 0.3
  Damagefactor "Bullet", 0.3
  Damagefactor "ice", 0.3
  Obituary "%o was no match for an archon of hell."
  HitObituary "%o was ripped apart by an archon of hell."
  BloodColor "20 60 20"
  +NOTARGET
  +FLOORCLIP 
  +DONTRIP
  +MISSILEMORE
  +NORADIUSDMG
  +BOSS
  +DONTMORPH
  +DONTHURTSPECIES
  +NOTARGET
  +AMBUSH
  +NOICEDEATH
  +QUICKTORETALIATE
  +TELESTOMP
  +DONTRIP
  +missilemore
  +missileevenmore
  SeeSound "monster/ar2sit"
  PainSound "baron/pain"
  DeathSound "monster/ar2dth"
  MeleeSound "baron/melee"
  SpawnID 174
  States
  {
  Spawn:
    BOS4 AB 10 A_Look
    Loop
  See:
    BOS4 AABBCCDD 3 A_Chase
    Loop
    Missile:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 A_Jump (256,"Missile1","Missile2","Missile3","Missile4","Missile5","Missile6","Missile7","Missile8","Missile9","Missile10","Missile11")
  Missile1:
    BOS4 B 0 A_Jump(128,15)
    BOS4 EF 8 Bright A_FaceTarget
    BOS4 G 0 Bright A_CustomMissile("ArchonBall",100,0,0,0)
    BOS4 G 0 Bright A_CustomMissile("ArchonBall",100,0,-4,0)
    BOS4 G 3 Bright A_CustomMissile("ArchonBall",100,0,4,0)
    BOS4 H 3 Bright
	Goto see
	Missile2:
    BOS4 H 0 A_Jump(64,8)
    BOS4 IJ 8 Bright A_FaceTarget
    BOS4 K 0 Bright A_CustomMissile("ArchonBall",100,0,0,0)
    BOS4 K 0 Bright A_CustomMissile("ArchonBall",100,0,-4,0)
    BOS4 K 3 Bright A_CustomMissile("ArchonBall",100,0,4,0)
    BOS4 L 3 Bright
    BOS4 L 0 A_Jump(64,1)
    Goto See
	Missile3:
    BOS4 MN 8 Bright A_FaceTarget
    BOS4 O 0 Bright A_Jump(128,3)
    BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)   
	BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("ArchonComet2",100,0,0,0)   
    BOS4 P 4 Bright
	Goto see
	Missile4:
	BOS4 MN 8 Bright A_FaceTarget
    BOS4 O 0 Bright A_Jump(128,3)
	BOS4 O 4 Bright A_CustomMissile("Supercomet",100,0,0,0)
	BOS4 P 4 Bright
	Goto see 
	missile5:
	BOS4 Q 0 A_Jump(160,31)
    BOS4 Q 0 A_SetInvulnerable
    BOS4 Q 20 A_PlaySound("Apocalypse/cast")
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,20)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,40)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,60)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,80)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,100)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,120)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,140)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,160)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-20)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-40)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-60)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-80)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-100)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-120)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-140)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,-160)
    BOS4 Q 0 A_CustomMissile("FlameofHell",50,0,180)
    BOS4 Q 10 A_CustomMissile("FlameofHell",50,0,0)
    BOS4 QQQQQQQQ 10
    BOS4 Q 0 A_UnsetInvulnerable
    BOS4 Q 10
    Goto See
	Missile6:
	BOS4 O 0 A_CustomMissile("ArchonComet2",100,0,-6,0)
    BOS4 O 0 A_CustomMissile("ArchonComet2",100,0,-4,0)
    BOS4 O 0 A_CustomMissile("ArchonComet2",100,0,-2,0)
    BOS4 O 0 A_CustomMissile("ArchonComet2",100,0,2,0)
    BOS4 O 0 A_CustomMissile("ArchonComet2",100,0,4,0)
    BOS4 O 3 Bright A_CustomMissile("ArchonComet2",100,0,6,0)
    BOS4 P 3 Bright
	Goto See
	Missile7:
	BOS4 O 0 A_CustomMissile("PyroBlast",100,0,-6,0)
    BOS4 O 0 A_CustomMissile("PyroBlast",100,0,-4,0)
    BOS4 O 0 A_CustomMissile("PyroBlast",100,0,-2,0)
    BOS4 O 0 A_CustomMissile("PyroBlast",100,0,2,0)
    BOS4 O 0 A_CustomMissile("PyroBlast",100,0,4,0)
    BOS4 O 3 Bright A_CustomMissile("PyroBlast",100,0,6,0)
    BOS4 P 3 Bright
    Goto See
	Missile8:
	BOS4 M 8 Bright A_FaceTarget
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,130,0,0)
	BOS4 M 1 Bright A_CustomMissile ("ArchonComet2",220,-130,0,0)
	Goto see
	Missile9:
	BOS4 O 1 A_FaceTarget
    BOS4 O 0 A_CustomMissile ("EscapeArchon",40,10,0,0)
    BOS4 O 0 A_Mushroom ("Pyroball",16)
    BOS4 O 3
    BOS4 P 3 Bright
    BOS4 A 0 A_UnSetShootable
    BOS4 A 1 A_PlaySound("pyro/tele")
    BOS4 A 1 A_SetTranslucent(0.90)
    BOS4 A 1 A_SetTranslucent(0.80)
    BOS4 A 1 A_SetTranslucent(0.70)
    BOS4 A 1 A_SetTranslucent(0.60)
    BOS4 A 1 A_SetTranslucent(0.50)
    BOS4 A 1 A_SetTranslucent(0.40)
    BOS4 A 1 A_SetTranslucent(0.30)
    BOS4 A 1 A_SetTranslucent(0.20)
    BOS4 A 1 A_SetTranslucent(0.10)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
    BOS4 A 0 A_Jump(128,25)
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)
    BOS4 A 1 A_PlaySound("pyro/tele")
    BOS4 A 1 A_SetTranslucent(0.10)
    BOS4 A 1 A_SetTranslucent(0.20)
    BOS4 A 1 A_SetTranslucent(0.30)
    BOS4 A 1 A_SetTranslucent(0.40)
    BOS4 A 1 A_SetTranslucent(0.50)
    BOS4 A 1 A_SetTranslucent(0.60)
    BOS4 A 1 A_SetTranslucent(0.70)
    BOS4 A 1 A_SetTranslucent(0.80)
    BOS4 A 1 A_SetTranslucent(0.90)
    BOS4 A 1 A_SetTranslucent(1.0)
    BOS4 A 0 A_CustomMissile ("EscapeArchon",90,10,0,0)
    BOS4 O 0 A_Mushroom ("Pyroball",16)
    BOS4 A 0 A_SetShootable
	Goto see
	Missile10:
    BOS4 MN 8 Bright A_FaceTarget
    BOS4 O 0 Bright A_Jump(128,3)
    BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)   
	BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)
	BOS4 O 4 Bright A_CustomMissile("PyroBlast",100,0,0,0)   
    BOS4 P 4 Bright
	Goto see
	Missile11:
	BOS4 O 0 A_CustomMissile("ArchonBall",100,0,-6,0)
	BOS4 O 0 A_CustomMissile("ArchonBall",100,0,-4,0)
	BOS4 O 0 A_CustomMissile("ArchonBall",100,0,-2,0)
	BOS4 O 0 A_CustomMissile("ArchonBall",100,0,2,0)
	BOS4 O 0 A_CustomMissile("ArchonBall",100,0,4,0)
	BOS4 O 3 Bright A_CustomMissile("ArchonBall",100,0,6,0)
	BOS4 P 3 Bright
	Goto see
  Melee:
    BOS4 EF 8 Bright A_FaceTarget
    BOS4 G 3 Bright A_MeleeAttack
    BOS4 H 3 Bright
    BOS4 H 0 A_Jump(128,1)
    Goto See
    BOS4 IJ 8 Bright A_FaceTarget
    BOS4 K 3 Bright A_MeleeAttack
    BOS4 L 3 Bright
    BOS4 L 0 A_Jump(64,1)
    Goto See
    BOS4 MN 8 Bright A_FaceTarget
    BOS4 O 0 Bright A_MeleeAttack
    BOS4 O 3 Bright A_MeleeAttack
    BOS4 P 3 Bright
    Goto See
  Pain:
    BOS4 Q 2
    BOS4 Q 2 A_Pain
    Goto See
  Death:
    BOS4 R 6 Bright
    BOS4 S 6 Bright A_Scream
    BOS4 T 6 Bright
    BOS4 U 6 Bright A_NoBlocking
    BOS4 VW 6 Bright
    BOS4 X 6 Bright A_CustomMissile("ArchonSoul",86,0,0,2,90)
    BOS4 YZ 6 Bright
    BOS4 [ 6 Bright A_Fall
    Stop
  }
}

Actor ArchonComet2
{
  Translation "112:127=160:167"
  Radius 8
  Height 12
  Speed 30
  Damage 100
  Scale 1.0
  SpawnID 251
  Projectile
  +ThruGhost
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"

  States
  {
  Spawn:
    ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx("ArchonCometTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    ARCB J 0 Bright A_SetTranslucent (0.67,1)
    ARCB J 3 Bright
    ARCB K 3 Bright A_Explode(128,128,0)
    ARCB LMN 3 Bright
    Stop
  }
}

Actor ArchonSoul
{
  Radius 1
  Height 1
  Speed 3
  Projectile
  RenderStyle Add
  Alpha 0.80
  States
  {
  Spawn:
    BFX1 ABCD 6 Bright
    Stop
  }
}

Actor ArchonCometTrail
{
  Translation "112:127=160:167"
  Radius 3
  Height 3
  Scale 0.75
  Speed 0
  Projectile
  RenderStyle Add
  Alpha 0.67
  States
  {
  Spawn:
    TNT1 A 3 Bright
    ARCB DEFGHI 3 Bright
    Stop
  }
}
ACTOR FlameofHell
{
	Translation "112:127=160:167"
	Radius 24
	Height 24
	Speed 16
	Damage 120
	Scale 3.0
	PROJECTILE
	+BloodLessImpact
	+Ripper
	+DontSplash
	+SPECTRAL
	+ExtremeDeath
	Renderstyle Add
	SEESOUND "h2necromancer/magiccast"
    DEATHSOUND "comet/explosion"
	states
	{
	Spawn:
		NULL A 2 A_Gravity
		Loop
	Death:
		FSFX NOPQRSTNOPQRST 3
		FSFX Z 0 A_CustomMissile("FlameofHellG",0,0,180)
		Stop
	}
}

ACTOR FlameofHellG
{   
	Translation "112:127=160:167"
   Radius 1
   Height 1
   Speed 21
   Scale 3.0
	Damage 120
   +FloorHugger
   +SPECTRAL
   +Ripper
   +ExtremeDeath
   PROJECTILE
   RENDERSTYLE Add
   Alpha 0.6
   states
   {
	Spawn:
		FSFX NOPQRSTNOPQRST 3 A_SpawnItemEx("FlameofHellG1",0,0,0,0,0,0,0,128)
		Loop
	Death:
		NULL A 0 A_Explode(10,64)
		FSFX UVW 3
		Stop
   }
}

ACTOR FlameofHellG1
{   
  Translation "112:127=160:167"
   Radius 1
   Height 1
   Speed 0
   Scale 2.3
   +ExtremeDeath
   +SPECTRAL
   PROJECTILE
   RENDERSTYLE Add
   Alpha 0.6
   states
   {
   Spawn:
      NULL A 4
      FSFX NOPQRST 3 A_Explode(9,64)
      Stop
   }
}

Actor SuperComet
{
  Radius 50
  Height 100
  Speed 35
  Damage 200
  Scale 5
  SpawnID 251
  Projectile
  +ThruGhost
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"
  States
  {
  Spawn:
    ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx("SuperCometTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    ARCB J 0 Bright A_SetTranslucent (0.67,1)
    ARCB J 3 Bright
    ARCB K 3 Bright A_Explode(128,128,0)
    ARCB LMN 3 Bright
    Stop
  }
}
Actor SuperCometTrail
{
  Radius 3
  Height 3
  Scale 2.75
  Speed 0
  Projectile
  RenderStyle Add
  Alpha 0.67
  States
  {
  Spawn:
    TNT1 A 3 Bright
    ARCB DEFGHI 3 Bright
    Stop
  }
}
Actor EscapeArchon
{
  damage 200
  SeeSound "pyro/explosion"
  Radius 8
  Scale 4
  Height 280
  Speed 0
  States
  {
  Spawn:
    NKXP B 3 Bright
    NKXP C 3 Bright
    NKXP D 3 Bright A_Explode(50, 192)
    NKXP EFGHIJKLMNOPQRSTUV 3 Bright
    Stop
  }
}
ACTOR ArchonBall
{
  Radius 60
  Height 60
  Speed 20
  FastSpeed 30
  Damage 80
  scale 3
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    BAL7 AB 4 Bright
    Loop
  Death:
    BAL7 CDE 6 Bright
    Stop
  }
}