actor Colourset13 : RandomSpawner replaces "BaronOfHell"
{
    DropItem "CommonBaron", 255, 500
    DropItem "GreenBaron", 255, 400
    DropItem "BlueBaron", 255,  200
	DropItem "BrownBaron", 255,  80
	DropItem "CyanBaron", 255,  130
    DropItem "PurpleBaron", 255, 150
	DropItem "FireBluBaron", 255, 35
	DropItem "GrayBaron", 255, 35
	DropItem "YellowBaron", 255, 40
	DropItem "AbyssBaron", 255, 30
	DropItem "RedBaron", 255, 10
	DropItem "BlackBaron", 255, 5
	DropItem "WhiteBaron", 255,  1	
}

Actor BrownBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset13",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}


actor BrownBaron2
{
	
   	Game Doom
  Health 2250
  Species "BaronOfHell"
  BloodColor "Black"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 24
  Height 64
  Mass 1500
  Speed 28
  PainChance 20
  DamageFactor Fire, 0.5
    xScale 1.0
	xscale 1.15
    SeeSound "satyr/sight"
    PainSound "knight/pain"
    DeathSound "satyr/death"
    ActiveSound "knight/active"
    MeleeSound "baron/melee"
    HitObituary "%o was mauled by a satyr."
   Monster
  +FLOORCLIP
  +BOSSDEATH
  +DontharmSpecies
  +Quicktoretaliate
  +Dontharmclass
  +Missilemore
  -NORADIUSDMG
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "BBARO002"
      PainSound "brnaby4"
  DeathSound "BBARO003"
  ActiveSound ""
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "CH_MegaSphere", 10
  DropItem "BackPack"
  Obituary "%o got grounded to dust by brown baron"
   HitObituary "C'mon and slam, welcome %o to brown baron jam"
  Tag "Brown Baron Boi"
	Meleerange 64
   MeleeThreshold 128
  
	
	
    States
    {
    Spawn:
        STYR AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
        STYR AA 8 A_Chase
		TNT1 A 0 A_playsound("brownBaron/step")
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			 TNT1 A 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
		STYR BB 8 A_Chase
		TNT1 A 0 A_playsound("brownBaron/step")
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			 TNT1 A 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
		STYR CC 8 A_Chase
		TNT1 A 0 A_playsound("brownBaron/step")
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			 TNT1 A 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
		STYR DD 8 A_Chase
		TNT1 A 0 A_playsound("brownBaron/step")
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			 TNT1 A 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
        Loop
		
		Melee:
		STYR PQ 7 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        STYR R 6 A_Custommeleeattack(random(30,80),"skeleton/melee","none")
		TNT1 A 0 A_jumpifcloser(128,"Slam")
		Goto see
		Slam:
		TNT1 A 0
		TNT1 A 0 A_custommissile("BBaronCmonAndSlam",32,0)
		STYR R 1 A_VileAttack("bomb/boom", 5,5,128,1.75)
		STYR R 1 A_RadiusThrust(3040,400, RTF_NOTMISSILE) 
	    Goto See
	
		
    Missile:
	     TNT1 A 0
		 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		 TNT1 A 0 A_JumpIfInTargetLOS("Spiral", 0, JLOSF_DEADNOJUMP, 850,100)
		 TNT1 A 0
		 TNT1 A 0
        STYR E 1 A_facetarget
		TNT1 A 0 A_Custommissile("BrownBaronFlame",46,34)
		STYR E 8 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		TNT1 A 0 A_Custommissile("BrownBaronFlame",46,34)
		STYR F 12 A_FaceTarget
		
        STYR G 6 bright A_Custommissile("BaronBrownRock",46,0)
        STYR PQ 3 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        STYR R 5 bright A_Custommissile("BaronBrownRock",46,0)
        Goto See
		
		Spiral:
		TNT1 A 0
		TNT1 A 0 A_jump(176,"NoSpiral")
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		STYR QR 3 A_FaceTarget
		STYR G 6 bright A_Custommissile("BrownBaronSpiral",32,0)
		STYR F 6
		Goto See
		
		NoSpiral:
		TNT1 A 0
		TNT1 A 0
		Goto Missile+4
		
    Pain:
        STYR H 2
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        STYR H 2 A_Pain
        Goto See
    Death:
        STYR I 5
        STYR J 5 A_Scream
        STYR K 6
        STYR L 7 A_Fall
        STYR M 4
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),random(1,12),0,random(2,9),random(0,360),SXF_NOCHECKPOSITION)
        STYR N 4
        STYR O -1
        Stop
    Raise:
        STYR ONMLKJI 8
        Goto See
    }
}


Actor BaronBrownRock
{
  Game Doom
  Radius 7
  Height 7
  Speed 28
  Damage (Random(10,40))
  DamageType "Melee"
  Projectile
  +seekermissile
  scale 0.5
  SeeSound "monster/hamflr"
  DeathSound "Butcher/melee"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD AB 3 Bright A_SpawnItemEx("BrownBaronFlame2", 1, 0, 0, 1, 0, 0,0,0,128)
	JUBD B 1 Bright a_seekermissile(9,6)
    JUBD CD 3 Bright A_SpawnItemEx("BrownBaronFlame2", 1, 0, 0, 1, 0, 0,0,0,128)
	JUBD D 1 Bright a_seekermissile(9,6)
    Loop
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDDDD 0 Bright A_SpawnItemEx("BrownBaronFlame2", random(-2,2), random(-2,2), random(-2,2), 3, 0, 1, Random(0, 120))
    JUBD DDDDDD 0 Bright A_SpawnItemEx("BrownBaronFlame2", random(-2,2), random(-2,2), random(-2,2), 3, 0, 1, Random(120, 240))
	JUBD DDDDDD 0 Bright A_SpawnItemEx("BrownBaronFlame2", random(-2,2), random(-2,2), random(-2,2), 3, 0, 1, Random(240, 360))
    TNT1 A 0 A_explode(random(10,40),64,0)

	JUBD DDDD 1 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    Stop
  }
}



Actor BrownBaronFlame
{
  Game doom
  Radius 2
  Height 2
  Speed 0
  +NOINTERACTION
  Renderstyle Add

  Alpha 0.9
  xScale 1.0
  xscale 0.75
  Translation "0:255=%[0.28,0.16,0.12]:[1.69,1.17,0.83]"
  States
  {
  Spawn: 
    FLUM ABCDE 6 Bright 
	Goto Death
  Death: 
    MISL BCD 6 Bright A_setScale(0.4,0.4)
	Stop
  }
}

Actor BrownBaronFlame2
{
  Game doom
  Radius 2
  Height 2
  Speed 0
   Renderstyle Add

  Alpha 0.9
  Damage(random(5,20))
   projectile
  xScale 1.25
  xscale 0.6
  Translation "0:255=%[0.28,0.16,0.12]:[1.69,1.17,0.83]"
  States
  {
  Spawn: 
    FLUM ABCDE 6 Bright 
	Goto Death
  Death: 
    TNT1 A 0 A_setScale(0.75,0.75)
    MISL BCD 3 Bright A_explode(random(2,10),64,0)
	Stop
  }
}


Actor BrownBaronSpiral
{
  Game doom
  Radius 2
  Height 2
  Speed 4
  projectile
  +dontreflect
  Renderstyle Add
  scale 0.6
  Translation "0:255=%[0.28,0.16,0.12]:[1.69,1.17,0.83]"
  States
  {
  Spawn: 
  TNT1 A 0
  Fly:
    B5P1 ABCD 2 Bright 
	TNT1 A 0 A_setscale(0.8,0.8)
	B5P1 ABCD 4 Bright A_Radiusgive("BBaronSlowDown",64,RGF_MISSILES,1)
	TNT1 A 0 A_setscale(0.9,0.9)
	TNT1 A 0 A_explode(random(10,20),64,0)
    B5P1 ABCD 6 Bright A_Radiusgive("BBaronSlowDown",84,RGF_MISSILES,1)
	TNT1 A 0 A_setscale(1.2,1.2)
	TNT1 A 0 A_explode(random(10,20),94,0)
	B5P1 ABCD 8 Bright A_Radiusgive("BBaronSlowDown",64,RGF_MISSILES,1)
	TNT1 A 0 A_explode(random(10,20),128,0)
	Goto Death
  Death: 
  TNT1 A 0
  TNT1 A 0 a_SpawnItemEx("ReflectorBBaron",-16,0,0)
      TNT1 A 0 A_setscale(0.9,0.9)
	B5P1 ABCD 2 Bright 
    TNT1 A 0 A_setscale(0.5,0.5)
	B5P1 ABCD 2 Bright 
	    TNT1 A 0 A_setscale(0.3,0.3)
	B5P1 ABCD 2 Bright 
	Stop
  }
}


ACTOR ReflectorBBaron
{
  Game Doom
  Radius 32
  Height 56
  Speed 0
  health 999
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +invulnerable
  +mthruspecies
  +REFLECTIVE
  +deflect
  +shieldreflect
  +thruspecies
  -countkill
  RenderStyle Add
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
      TNT1 A 20
	Goto death
  Death:
   TNT1 A 0
     TNT1 A 1 Bright A_NoBlocking
  
		TNT1 A 0 A_die
	Stop
  }
}



Actor BBaronSlowDown : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BBaronSlow")
TNT1 A 0

Stop
}
}



Actor BBaronCmonAndSlam
{
  Game Doom
  Radius 3
  Height 3
  Speed 1
  Mass 250
  Projectile
  +Floorhugger
  +Thruactors

  RenderStyle Add
  Alpha 0.75
  YScale 0.5
  XScale 0.85
 Translation  "0:255=%[0.54,0.57,0.84]:[2.00,2.00,2.00]"
  
  
  States
  {
  Spawn:
    RED8 ABC 2 bright
	
	Goto Startle
  Startle:
  TNT1 A 0
   TNT1 A 0 A_setscale(0.9,0.8)
    RED8 FGH 2 Bright
	 TNT1 A 0 A_setscale(1.1,1.25)
    RED8 ABC 2 Bright
	TNT1 A 0 A_setscale(1.3,1.75)
	RED8 FGH 2 Bright 
	RED8 D 0 Bright 
	RED8 D 0 Bright 
   Goto death
  Death:
  TNT1 A 0
    RED8 ABCD 4 Bright A_FadeOut(0.25)
   Stop
  }
}

Actor CyanBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset13",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}


ACTOR CyanBaron2 
{
  Game Doom
  Health 1666
  Species "BaronOfHell"
  BloodColor "Cyan"

  Radius 24
  Height 64
  Mass 3000
  Speed 18
  PainChance 64
  DamageFactor Fire, 0.7
  DamageFactor "Plasma", 0.7
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +DontharmSpecies
  +Quicktoretaliate
  +Dontharmclass
  +Missilemore
  -NORADIUSDMG
  +NOFEAR
  +bright
    +Noicedeath
    DamageFactor "Blessed", 3.0
  DamageFactor "Ice", 0.15
  DamageFactor Ice, 0.15
  PainThreshold 32
        DamageFactor "PLWater", 0.25
  PainChance "PLWater", 2
  
  PainChance "ice", 2
  PainChance "Fire", 76
  PainChance "Melee", 102 
  
    DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
    DamageFactor "Melee", 1.80
  DamageFactor Melee, 1.80
    DamageFactor "fire", 1.50
  DamageFactor fire, 1.50
  
  Renderstyle "Add"
  Alpha 0.99
  
  
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  DropItem "CH_BlueArmor", 176
  DropItem "HealthBundle"
  DropItem "CH_MegaSphere", 64
  DropItem "BackPack", 128
  Obituary "%o was frozen solid by cyan baron"
  Translation  "0:111=%[0.00,0.00,0.40]:[0.26,1.35,2.00]", "128:207=%[0.00,0.00,0.57]:[1.04,1.04,2.00]", "112:127=%[0.00,2.00,2.00]:[1.01,2.00,2.00]", "208:223=%[0.00,0.00,1.68]:[0.28,2.00,2.00]", "224:255=%[0.00,0.00,0.74]:[0.00,0.00,1.50]"
  Tag "Cyanide bitten BaronOfHell"
  States
  {
  Spawn:
    LOHS AB 10 A_Look
		    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    LOHS A 0  
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,8,0,2,-45,SXF_NOCHECKPOSITION)



    LOHS AABB 2 A_Chase
	LOHS B 0 
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,8,0,2,-45,SXF_NOCHECKPOSITION)
		    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)





	LOHS CCDD 2 A_Chase
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS D 0  
	LOHS A 0 A_Jump(92,"Dodger")
	LOHS A 0 A_Jump(32,"DashBack")
    Loop
	
	
	
	
	
  Dodger:
    LOHS A 0 
			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,8,0,2,-45,SXF_NOCHECKPOSITION)


    LOHS AABB 2 A_FastChase
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS A 0 A_Jump(64,"See")
			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,8,0,2,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,8,0,2,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,8,0,2,-45,SXF_NOCHECKPOSITION)


	LOHS CCDD 2 A_FastChase
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS D 0  
	LOHS A 0 A_Jump(128,"See")
	LOHS A 0 A_Jump(64,"DashBack")
    Loop
  Melee:
    LOHS E 8 a_facetarget
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,5,0,6,-45,SXF_NOCHECKPOSITION)
LOHS F 8 a_facetarget

	LOHS G 8 A_Custommeleeattack(random(10,90),"Baron/melee")
	LOHS A 0 A_Jump(76,"DashBack")
  Missile:  //EFG - PQR
    LOHS A 0 
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jumpifcloser(1200,"CheckAgain")
	TNT1 A 0 A_jump(212,"WingBlast")
	TNT1 A 0 A_jump(128,"BigBlast")
	Stars:
    LOHS E 8 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,5,0,6,-45,SXF_NOCHECKPOSITION)
LOHS F 8 a_facetarget
	LOHS G 5 A_CustomMissile("BaronStarCyan",42,0)
	LOHS E 0 a_checksight("See")
	LOHS E 0 
    LOHS E 0 a_jump(64,"Missile")
	Goto Stars2
	
	Stars2:
	TNT1 A 0
	    LOHS P 8 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,9,0,6,-45,SXF_NOCHECKPOSITION)
LOHS Q 8 a_facetarget
	LOHS R 5 A_CustomMissile("BaronStarCyan",42,0)
	LOHS E 0 a_checksight("See")
	LOHS E 0 a_jump(64,"Missile")
	Goto Stars
	
	CheckAgain:
	TNT1 A 0
	TNT1 A 0  A_jump(128,"Stars", "BigBlast")
	TNT1 A 0 A_jump(255,"Stars", "BigBlast", "WingBlast")
	TNT1 A 0
	Goto see
	
	BigBlast:
	  LOHS E 12 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,5,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,9,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,5,0,6,-45,SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,9,0,6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,5,0,6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,9,0,6,-45,SXF_NOCHECKPOSITION)
		LOHS E 8 A_FaceTarget
		
LOHS F 8 a_facetarget
	LOHS G 5 A_CustomMissile("BaronCyanBomb",42,0)
	LOHS G 12
	WingBlast:
	TNT1 A 0
	 LOHS H 2 a_facetarget
	 		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,-12,42,1,0,4,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,12,42,1,0,4,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,-20,56,1,0,4,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,20,56,1,0,4,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,-28,56,1,0,4,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,28,56,1,0,4,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,-36,68,1,0,4,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron2",-1,36,68,1,0,4,-45,SXF_NOCHECKPOSITION)
		LOHS H 12 a_facetarget
     	LOHS H 14 a_facetarget
		LOHS H 1 A_CustomMissile("IceSeekerBaron",74,15,-9)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",74,-15,9)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",82,-25,-6)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",82,25,6)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",76,-19,5)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",76,19,-5)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",92,12,-7)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",92,12,7)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",74,-29,9)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",74,29,-9)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",64,-32,-14)
		LOHS H 1 A_CustomMissile("IceSeekerBaron",64,32,14)
		LOHS H 8 a_facetarget

	
	Goto see
  DashBack:
  TNT1 A 0
  		    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
 TNT1 A 0 A_JumpIf(CallACS("CH_CyanBounce") == 1, "Dodger")
    	LOHS G 3 thrustthingz(0,72,0,0)
		TNT1 A 0 A_jump(102,"Bon")
	LOHS G 3 thrustthing(angle-180,18,0,0)
	Goto See
	Bon:
	TNT1 A 0
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    LOHS G 3  ThrustThing(angle*256/360, 90, 1, 0)
	Goto See








	Goto See
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain:
    LOHS H 2 
			    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-12,42,5,0,-6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,12,42,5,0,-6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-20,56,5,0,-6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,20,56,5,0,-6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-28,56,5,0,-6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,28,56,5,0,-6,-45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,-36,68,5,0,-6,45,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEx("FrostWingBaron",-1,36,68,5,0,-6,-45,SXF_NOCHECKPOSITION)
    LOHS H 2 A_Pain
	LOHS H 2 A_Jump(128,"Dodger")
    Goto See

Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    LOHS I 8
    LOHS J 8 A_Scream
    LOHS K 8
    LOHS L 8 A_NoBlocking
    LOHS MN 8
    LOHS O 10 A_BossDeath
	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,246)
	 LOHS O 10 A_IceGuyDie
    Stop
  }
}


ACTOR IceSeekerBaron
{
  Game Doom
  Radius 2
  Height 2
  Speed 26
  Damage (random(5,25))
  DamageType Ice
  Projectile
  +seekermissile
  RenderStyle Add
  Scale 0.45
    Alpha 0.5
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"
     Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  
ICEY  A 2 bright a_spawnitemex("IceSeekerTrailBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
ICEY  B 2 bright A_Seekermissile(frandom(3,12),frandom(3,12),SMF_PRECISE)

    Loop
  Death:
    ICEY ABC 1 bright
	ICEY A 1 bright a_stop
	ICEY BCA 1 bright 
	ICEY BCABC 1 bright
	 ICEY F 3 Bright A_Explode(random(10,50),64)
    ICEY GHI 2 Bright 
    Stop
  }
}


Actor BaronCyanBombTrail
{
    Radius 1
    Height 1
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 1
    Renderstyle ADD

	     Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"

    Alpha 0.25
    States
    {
    Spawn:
        SPIR EDCBA 3 Bright
        Stop
    }
}


ACTOR BaronStarCyan
{
  Game Doom
  Radius 5
  Height 5
  Speed 38
  Damage (random(5,25))
  DamageType "Ice"
  Projectile
 
  RenderStyle Add
  Alpha 1
  Scale 1.1
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
   Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
  TNT1 A 0 A_jump(168,"A1","A3")
    STRS AB 2 Bright 
	STRS CD 2 Bright A_Weave(4,1,6,0)
    Loop
	A1:
	    STRS AB 2 Bright 
	STRS CD 2 Bright ThrustThing(random(0,255), random(1,12), 0, 0)
    Loop
	A3:
	    STRS AB 2 Bright 
	STRS CD 2 Bright 
    Loop
	
  Death:
    BBOM A 2 Bright A_SetScale(1.0,1.0)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright 
	    TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(0,90))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(89,180))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(181,270))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(271,359))
    BBOM EFG 3 Bright 
	    TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(21,60),0,random(1,15),random(0,90))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(21,60),0,random(1,15),random(89,180))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(21,60),0,random(1,15),random(181,270))
	TNT1 AAAAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(21,60),0,random(1,15),random(271,359))
   Stop
  }
}

Actor BaronCyanBomb
{
    Radius 5
    Height 5
	Speed 38
	Projectile
    +NOGRAVITY
	+Seekermissile
    Renderstyle ADD
	Damage (random(33,99))
	damagetype "Ice"
    Alpha 0.95
	scale 0.5
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	     Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"

    States
    {
    Spawn:
	TNT1 A 0
	Fly:
        RED9 B 1 Bright A_Seekermissile(6,4)
		RED9 AA 1 Bright A_SpawnItemEx("BaronCyanBombTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
		RED9 A 0 Bright a_explode(random(2,12),32,0)
        Loop
	Death:
	    SPIR A 1 Bright A_SetScale(2.0,2.0)
	    SPIR ABCDEDCBA 5 Bright a_explode(random(6,12),128,0)
		SPIR E 1 
		Stop
    }
}

ACTOR IceSeekerTrailBaron
{
  Game Doom
  Radius 5
  Height 5

  Projectile
  +noclip
    RenderStyle Add
  Alpha 0.5
  Scale 0.45

     Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
ICEY  A 2 bright 
ICEY  B 2 bright 
  Death:
    ICEY A 1 bright
    Stop
  }
}



ACTOR FrostWingBaron
{
  Game Doom
  Radius 2
  Height 2
  Speed 1
  Projectile
  +nointeraction
  +thruactors
  RenderStyle Add
  Alpha 0.65
  Scale 0.55
  States
  {
  Spawn:
    
	KIRC ABCD 2 Bright 
	KIRC ABCD 1 Bright 
  Death:
  
TNT1 A 0 a_setscale(0.35,0.35)
KIRC ABCD 1 Bright 
TNT1 A 0 a_setscale(0.15,0.15)
KIRC ABCD 1 Bright 
TNT1 A 0 a_setscale(0.05,0.05)
KIRC ABCD 1 Bright 
    Stop
  }
}

ACTOR FrostWingBaron2
{
  Game Doom
  Radius 2
  Height 2
  Speed 1
  Projectile
  +noclip
  RenderStyle Add
  Alpha 0.65
  Scale 0.55
  States
  {
  Spawn:
    
	KIRC ABCD 1 Bright 
	KIRC ABCD 1 Bright 
  Death:
  TNT1 A 0
  TNT1 A 0 A_stop
  TNT1 A 0 A_setscale(0.65,0.65)
ICEY FGHI 1 bright
TNT1 A 0 A_setscale(0.85,0.85)
ICEY IGHF 1 bright


    Stop
  }
}





Actor AbyssBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 3, "fifty") 
TNT1 A 0
Goto Third
Fifty:

TNT1 A 0
TNT1 A 0 A_jump(128,"Third")
TNT1 A 0
Goto First
First:
TNT1 A 0 A_SpawnitemEx("YellowBaron",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR AbyssBaronRing
{
  Game Doom
  Radius 6
  Height 8
  Speed 3
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +NoInteraction
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.75
  yScale 0.75
  Xscale 2.0
  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    RNGG ABCDABCDABCD 3 Bright 
	RNGG ABCDABCDABCD 3 Bright
    Goto Death
  Death:
    RNGG A 0 A_Radiusgive("GrowRaisin",100,RGF_MONSTERS|RGF_CORPSES,3)
    RNGG ABCD 4 Bright
   Stop
  }
}


ACTOR AbyssBaronDefile
{
  Game Doom
  Radius 6
  Height 8
  Speed 3
  Projectile
  +Floorhugger
  +Thruactors
  SeeSound "Fire/fire3"

  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    B5P1 ABCDABCDABCD 3 Bright 
	Fly:
	TNT1 A 0 A_setscale(1.25,0.75)
		TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(2,30),64)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

		TNT1 A 0 A_setscale(1.5,0.75)
	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(3,30),96)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

		TNT1 A 0 A_setscale(1.75,0.75)
	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(4,30),128)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

		TNT1 A 0 A_setscale(2.0,0.75)
	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(5,30),176)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

			TNT1 A 0 A_setscale(2.4,0.75)
	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(7,30),232)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

				TNT1 A 0 A_setscale(2.7,0.75)
	 B5P1 ABCDABCDABCD 3 Bright a_explode(random(9,30),272)
			TNT1 AAA 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-128,128),random(-128,128),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
  	    TNT1 AAA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(3,8), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	
    Goto Death
  Death:
     B5P1 ABCD 4 Bright
   Stop
  }
}

actor AbyssBaron2
{
  Health 3333 
  Radius 24 
  Height 64 
  Species "BaronOfHell"
  Mass 1500 
  Speed 14
  PainChance 24
  Monster
  DamageFactor Fire, 0.5
  DamageFactor "Fire", 0.5
    DamageFactor ice, 0.15
  DamageFactor "ice", 0.15
  DamageFactor "plasma", 0.95
  DamageFactor "Melee", 1.1
  
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
+dontmorph 
  +FloorClip
  +MissileMore
  +missileevenmore
  -NoRadiusDmg
  +NOFEAR
  +DontHarmSpecies
  +DONTHARMCLASS
  +QUICKTORETALIATE
  scale 1.1
  DropItem "HealthBundle"
  DropItem "CH_CellPack",128
   DropItem "CH_CellPack",128
     DropItem "CH_PlasmaRifle", 128
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "CH_RocketLauncher"
  DropItem "CH_RocketLauncher",128
  DropItem "CH_MegaSphere",128
  DropItem "BackPack"
  DropItem "BackPack"
 DropItem "BackPack",128

    
    SeeSound "brnaby1"
    PainSound "brnaby4"
    DeathSound "brnaby2"
    ActiveSound "deepone/active"
    Obituary "%o received a demotion to dead from Abyss Baron"
	
	translation "32:47=240:247", "1:2=0:0" , "80:111=%[0.02,0.02,0.02]:[0.30,0.39,0.54]","176:191=200:207", "32:47=240:247"
	
    States
    {
    Spawn:
        AZEW A 5 A_Look
				    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
        AZEW AABB 3 a_vilechase
		TNT1 A 0 A_jump(24,"Dodge1","Dodge2")
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		AZEW CCDD 3 A_VileChase
		TNT1 A 0 A_jump(24,"Dodge1","Dodge2")
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
		
		Heal:
		AZEP A 4 bright A_SpawnitemEx("AbyssBaronRing",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		AZEP A 10 bright
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		AZEA FFFF 1 bright A_SpawnitemEx("ArchRingHelp",random(-128,128),random(-128,128),0,0,0,0,0,SXF_NOCHECKPOSITION)
		goto see
		
			Dodge1:
	TNT1 A 0 
	TNT1 A 0 A_checksight("See")
	AZEW A 1 thrustthingz(0,14,0,0)
	AZEW A 1 thrustthing(angle-90,29,0,0)
	TNT1 A 0 A_jump(64,"Warp")
	Goto see
	
	Warp:
	AZEP A 1 
	AZEP AAAAAAAA 0 a_Wander
	AZEP AAAA 0 A_wander
					    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	AZEP A 1 
	Goto see
	
	
	Dodge2:
	TNT1 A 0
	TNT1 A 0 A_checksight("See")
	AZEW A 1 thrustthingz(0,14,0,0)
	AZEW A 1 thrustthing(angle+90,29,0,0)
	TNT1 A 0 A_jump(64,"Warp")
	Goto see
		
		
    Missile:
	TNT1 A 0
					    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jumpifcloser(1500,"Choice")
	TNT1 A 0 A_jump(64,"SoulSummon")
	TNT1 A 0
	TNT1 A 0 A_PlaySound("brnaby3",0)
	AZEA A 1 A_FaceTarget
	
	  AZEA A 1 A_CustomMissile("AbyssBaronHandFire",64,30,0)
	  AZEA A 6 A_faCETARGET
	   AZEA A 1 bright A_CustomMissile("Zap88",64,30,0)
	AZEA A 6 A_faCETARGET
	AZEA A 6 A_faCETARGET
		  AZEA B 4 bright A_FaceTarget
	  AZEA C 7 bright A_CustomMissile("AbyssBaronLightning",38,5,0)
	  AZEA C 10
	  AZEP A 5
	  Goto see
	  
	  Choice:
	  TNT1 A 0
	  TNT1 A 0 a_jump(18,"SoulSummon")
	  TNT1 A 0 a_jump(255,"MLeftHand","Defile","SoulCharge")
	  TNT1 A 0
	  Goto see
	  
	  
	  Defile:
	  
	  	 TNT1 A 0
	  TNT1 A 0 A_PlaySound("brnaby3",0)
	  AZEA D 1 A_FaceTarget
	  AZEA D 1 A_CustomMissile("AbyssBaronHandFire",64,-30,0)
	  AZEA D 12 bright A_faCETARGET
	  AZEA E 3 bright A_FaceTarget
	  AZEA FCB 3 bright
	  AZEA A 8 bright  A_VileTarget("AbyssBaronDefile")
	  Goto see	
	  
	  SoulCharge:
	  TNT1 A 0
	    AZEP A 16 bright a_facetarget
        AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",32,-30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",32,30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",32,0,0)
		       AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",64,-30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",64,30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",64,0,0)
		       AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",0,-30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",0,30,0)
		AZEP A 1 bright A_CustomMissile("AbyssBaronHandFire",0,0,0)
		AZEP A 12 bright A_facetarget
		AZEP A 12 bright A_facetarget 
		TNT1 A 0 A_PlaySound("brnaby3",0)
		AZEW A 8 bright A_CustomMissile("AbyssBaronSoulCharge",42,0,0)
		AZEW A 1 thrustthingz(0,14,0,0)
		AZEW A 6 
	    Goto see
	  SoulSummon:
	  TNT1 A 0
	  	  TNT1 A 0 A_PlaySound("brnaby3",0)
	  AZEA D 10 A_FaceTarget
	  AZEA D 1 A_CustomMissile("AbyssBaronHandFire3",64,-30,0)
	  AZEA D 10 A_faCETARGET
	  AZEA D 1 A_CustomMissile("AbyssBaronHandFire3",76,0,0)
	  AZEA D 10 A_faCETARGET
	   AZEA D 1 A_CustomMissile("AbyssBaronHandFire3",64,30,0)
	   AZEA D 10 A_faCETARGET
	  AZEA E 16 bright
	  Goto see
	
    MLeftHand:
	 TNT1 A 0
	  TNT1 A 0 A_PlaySound("brnaby3",0)
	  AZEA D 1 A_FaceTarget
	  AZEA D 1 A_CustomMissile("AbyssBaronHandFire",64,-30,0)
	  AZEA D 6 A_faCETARGET
	  AZEA E 4 A_FaceTarget
	  AZEA F 7 A_CustomMissile("AbyssBaronFlare",38,-5,0)
	  AZAA F 1 A_checksight("See")
    MRightHand:
	TNT1 A 0
	   TNT1 A 0 A_PlaySound("brnaby3",0)
	  	  AZEA A 1 A_FaceTarget
	  AZEA A 1 A_CustomMissile("AbyssBaronHandFire",64,30,0)
	  AZEA A 6 A_faCETARGET
	  AZEA B 4 A_FaceTarget
	  AZEA C 7 A_CustomMissile("AbyssBaronFlare",38,5,0)
	  Goto see	
    Melee:
	  TNT1 A 0 A_PlaySound("brnaby3",0)
        AZEA AB 4 A_FaceTarget
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        AZEA C 4 A_CustomMeleeAttack(random(42,99),"monster/kntswg","skeleton/swing")
			 TNT1 AAAAAAAAAAAA 0 A_Custommissile("SplashAbyss2",56,3,random(-25,25),CMF_OFFSETPITCH,random(-25,-5))

	  TNT1 A 0 A_PlaySound("brnaby3",0)
        AZEA DE 4 A_FaceTarget
        AZEA F 4 A_CustomMeleeAttack(random(42,99),"monster/kntswg","skeleton/swing")
			 TNT1 AAAAAAAAAAAAA 0 A_Custommissile("SplashAbyss2",56,-3,random(-25,25),CMF_OFFSETPITCH,random(-25,-5))

        Goto missile
    Pain:
        AZEP A 2
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        AZEP A 2 A_Pain
	  AZEP A 4 
	  TNT1 A 0 A_jump(128,"Dodge1","Dodge2","Warp")
        Goto See
    Death:
        AZED A 5
        AZED B 5 A_Scream
        AZED C 5
        AZED D 4 A_Fall
        AZED E 4
        AZED F 3
        AZED G -1
        Stop
    }
}

Actor AbyssBaronSoulCharge
{
    Radius 16
    Height 8
	Speed 17
	Projectile
    +NOGRAVITY
	+Seekermissile
    Renderstyle ADD
	Damage (random(20,90))
	damagetype "Melee"
    Alpha 0.75
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
    States
    {
    Spawn:
	TNT1 A 0
	Fly:
       ETHS E 1 Bright A_Seekermissile(3,3)
	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

		ETHS FF 1 Bright A_SpawnItemEx("SpiralSawAby", 0, 0, 3, 0, 0, 0, 0, 128)
		RED9 A 0 Bright A_CustomMissile("GroundRedBar", 0, 0)
		RED9 A 0 Bright
        Loop
	Death:
	    SPIR A 1 Bright A_SetScale(2)
	    SPIR ABCDEDCBAE 5 Bright  a_explode(random(2,20),128)
		Stop
    }
}

Actor GroundRedBar
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +Bounceonwalls
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.95
  YScale 0.3
  XScale 0.95
  	Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    RED8 ABC 3 Bright  A_Explode(random(2,10),128)
	RED8 FGH 3 Bright A_Explode(random(2,10),128)
	RED8 D 1 Bright 
   Stop
  }
}

Actor SpiralSawAby
{
    Radius 1
    Height 1
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 1
    Renderstyle ADD
	DamageType "Plasma"
    Alpha 0.55
	xscale 1.26
	yscale 0.75
	Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
    States
    {
    Spawn:
        SPIR EDCBA 3 Bright A_Explode(random(2,10),88)
        Stop
    }
}

Actor AbyssBaronSoul
{
  obituary " %o was soul siphoned"
  health 30
  radius 24
  height 24
  mass 20
  speed 30
  floatspeed 30
  species "LSoul"
  DamageType "Ice"
  attacksound "vile/active"
  deathsound "weapons/rocklx"
       Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

  Scale 0.75
  MONSTER
  +FLOAT
  +noicedeath
  +FLOATBOB
  +NOTARGETSWITCH
  +missilemore
  +nopain
  +thruspecies
  +missileevenmore
  +NOGRAVITY
  +LOOKALLAROUND
  +NOBLOOD
  +ThruActors
  -countkill
  States
    {
    Spawn:
	SSUL AB 2 Bright 
	Goto See
	See:
	
		SSUL A 1 Bright  a_chase
			     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

		SSUL B 1 bright   A_SpawnItemEx("AbyssBaronHandFire", 0, 0, 0, 0, 0, 0, 0)
				SSUL A 1 Bright  a_chase
		SSUL B 1 bright   A_SpawnItemEx("AbyssBaronHandFire", 0, 0, 0, 0, 0, 0, 0)
				SSUL A 1 Bright  a_chase
		SSUL B 1 bright   A_SpawnItemEx("AbyssBaronHandFire", 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_changeflag("THRUACTORS",FALSE)
		loop
		  Melee:
    BAL1 A 0 
    Goto BOOM	
	Death:
	TNT1 A 0
	Goto boom
  Boom:
    MISL B 0 bright A_SetScale(1.1)
    MISL B 0 bright A_Explode (random(20,80), 128)
    MISL B 5 bright A_PlaySound ("weapons/rocklx")
    MISL C 5 A_NoBlocking
    MISL D 5
		TNT1 A 0 A_die
	Stop
    }
}

ACTOR AbyssBaronLightning
{
  Game Doom
  Radius 16
  Height 6
  Speed 76
  Damage (Random(20,125))
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  SeeSound "baron/attack"
  DeathSound "Litn/litn3"
     Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

  States
  {
  Spawn:
    SPER A 1 Bright A_SpawnitemEx("AbyssCacoZap2",0,0,-1)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	SPER B 1 Bright A_SpawnitemEx("AbyssCacoZap2",0,0,1)
    Loop
  Death:
    PLSE CDE 2 Bright 
	TNT1 A 0 A_explode(random(20,120),128)
	TNT1 AAAAAAAAAAAA 0 A_SpawnitemEx("AbyssCacoZap2",random(-128,128),random(-128,128),random(-6,12),random(10,30),0,0,random(-359,359),SXF_NOCHECKPOSITION)
    Stop
  }
}

Actor AbyssBaronHandFire
{
  Radius 4
  Height 3
  Speed 1
  Projectile
  +nointeraction
  +noclip
  Renderstyle "Add"
  Alpha 1.95
  xScale 0.75
  yScale 1.54
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRFX A 2 Bright
    FRFX B 2 Bright  
	FRFX C 2 Bright
    FRFX D 2 Bright 
	
    Goto death
  Death:
    FRFX HIJ 1 Bright 
    FRFX KLM 1 Bright 
    FRFX NO 1 Bright
    Stop
  }
}


Actor AbyssBaronHandFire3
{
  Radius 4
  Height 3
  Speed 1
  Projectile
  +noclip
  Renderstyle "Add"
  Alpha 1.95
  xScale 1.25
  yScale 1.80
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRFX A 8 Bright
    FRFX B 8 Bright  
	FRFX C 8 Bright
    FRFX D 8 Bright 
	
    Goto death
  Death:
    FRFX HIJ 1 Bright 
    FRFX KLM 1 Bright 
    FRFX NO 1 Bright
	TNT1 A 0 A_SpawnItemEx("AbyssBaronSoul", 0, 0, 32, 0, 0, 0, 0)
	TNT1 A 0
    Stop
  }
}

Actor AbyssBaronHandFire2
{
  Radius 4
  Height 3
  Speed 1
  species "baronofhell"
  Projectile
  +dontharmclass
  +dontharmspecies
  DamageType Ice
  Renderstyle "Add"
  Alpha 1.95
  xScale 0.75
  yScale 0.75
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRFX A 1 Bright
    FRFX B 1 Bright  
	FRFX C 1 Bright
    FRFX D 1 Bright 
	
    Goto death
  Death:
    FRFX HIJ 1 Bright a_explode(random(1,7),32,0)
    FRFX KLM 1 Bright a_explode(random(1,7),32,0)
    FRFX NO 1 Bright a_explode(random(1,7),32,0)
    Stop
  }
}

ACTOR AbyssBaronFlare
{
  Radius 5
  Height 5
  Speed 28
  Damage (random(13,75))
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.85
  xScale 2.0
  yscale 1.25
  Projectile
  +ThruGhost
  +dontharmclass
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    VBA3 AB 3 Bright A_SpawnItemEx("AbyssBaronHandFire2", 0, 0, 0, 0, 0, 0, 0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_setscale(2.5,1.75)
    CBAL CD 3 bright
	TNT1 A 0 A_explode(random(20,80),128)
	CBAL EFG 3 Bright
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", 232, 0, 0, 0, 0, 0, 0)
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", 64, 0, 0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", 128, 0, 0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", -232, 0, 0, 0, 0, 0, 0)
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", -64, 0, 0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2", -128, 0, 0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, 232,  0, 0, 0, 0, 0)
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, 64,  0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, 128,  0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, -232,  0, 0, 0, 0, 0)
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, -64,  0, 0, 0, 0, 0)	
TNT1 A 0	A_SpawnItemEx("AbyssBaronHandFire2",0, -128,  0, 0, 0, 0, 0)		
    Stop
  }
}


Actor GrayBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowBaron",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



Actor GrayBaron2
{ 
  Health 2000 
  Radius 24 
  Height 64 
  Species "BaronOfHell"
  Mass 1000 
  Speed 8
  PainChance 6
  Monster
  DamageFactor Fire, 0.33
  DamageFactor "Fire", 0.33
    DamageFactor ice, 0.2
  DamageFactor "ice", 0.2
  DamageFactor "plasma", 0.75
  DamageFactor "PLwater", 1.5
  
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Obituary "%o got broken down by the stoney baron"
  +FloorClip
  +MissileMore
  +missileevenmore
  -NoRadiusDmg
  +NOFEAR
  +DontHarmSpecies
  +DONTHARMCLASS
  +QUICKTORETALIATE
  scale 1.15
  DropItem "HealthBundle"
  DropItem "CH_CellPack",128
   DropItem "CH_CellPack",128
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "CH_RocketLauncher",128
  DropItem "CH_RocketLauncher"
  DropItem "CH_MegaSphere", 192
  DropItem "BackPack",64
  DropItem "BackPack"
  SeeSound "monster/ar2sit" 
  PainSound "baron/pain" 
  DeathSound "monster/ar2dth"
  MeleeSound "baron/melee"
  Translation "0:255=%[0.21,0.19,0.28]:[0.57,1.09,0.90]", "32:47=236:239", "168:191=15:15", "16:31=15:15", "208:223=100:111", "224:231=100:103", "112:127=136:143"
  Tag "Statue?"
 States 
  { 
  Spawn: 
    BOS4 AB 10 A_Look 
					    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  See:
    BOS4 AABB 6 A_chase
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_PlaySound("incubus/walk")
	BOS4 CCDD 6 A_Chase 
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_PlaySound("incubus/walk")
    Loop 
  Missile:
    BOS4 B 0 
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 B 0 A_Jump(255,"A1","A2")
	BOS4 B 0
	Goto See
	A1:
    BOS4 E 8 Bright A_FaceTarget 
	BOS4 E 8 Bright A_CustomMissile("WDRock1",64,26,0,0) 
	BOS4 E 8 Bright 
	BOS4 F 8 Bright A_FaceTarget 
    BOS4 G 0 Bright 
    BOS4 G 0 Bright 
    BOS4 G 6 Bright A_CustomMissile("BaronOfDirtCH3",28,0,0,0)
    BOS4 H 4 Bright A_MonsterRefire(128,"See")
    BOS4 I 8 Bright A_FaceTarget 
	 BOS4 I 8 Bright A_CustomMissile("WDRock1",64,-26,0,0) 
	  BOS4 I 8 Bright
	 BOS4 J 8 Bright A_FaceTarget 
    BOS4 K 6 Bright A_CustomMissile("BaronOfDirtCH3",28,0,0,0)
    BOS4 L 3 Bright A_MonsterRefire(128,"See")
	Goto Missile
	A2:
    BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 3 Bright A_ChangeFlag("NOPAIN",TRUE)
	TNT1 A 0 Radius_Quake(7,45,0,40,0)
	BOS4 M 6 Bright A_CustomMissile("BaronOfDirtCH",10,0,0,0)
	BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 8 Bright A_FaceTarget
	BOS4 MN 8 Bright A_FaceTarget
	BOS4 O 6 Bright A_CustomMissile("BaronOfDirtCH2",32,0,0,0)
	BOS4 O 2  A_ChangeFlag("NOPAIN",FALSE)
	BOS4 O 0
	Goto See
	
				 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
	Pain.ice:
	Pain.plasma:
	pain.fire:
	
	BOS4 Q 1 A_PlaySound("ResistCH",7) 
	BOS4 Q 1 A_Pain 
	BOS4 Q 1
    Goto See 
	Pain.Plwater:
	BOS4 Q 4 A_Pain 
	BOS4 Q 4
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 Q 4 A_Pain 
	BOS4 Q 4
    Goto See 
	
  Pain: 
    BOS4 Q 2 
						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS4 Q 2 A_Pain 
	BOS4 Q 2 
	BOS4 Q 0
    Goto See 
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0, SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    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 
    BOS4 YZ 6 Bright 
    BOS4 [ 6 Bright 
    PRIM RST 5
    PRIM U -1
    Stop
	Raise:
	PRIM TSR 5
	BOS4 ZYXWUTSR 6 Bright 
   Goto See
  } 
}

Actor BaronOfDirtCH
{
  Game doom
  Radius 8
  Height 8
  Speed 2
  floatspeed 1
  +float
  +nogravity
  +noclip
  Scale 1.5
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly:
    JUBD A 0 bright ThrustThingz(0,1,1,0)
	  JUBD A 1 bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), 0, 2, 0, 3, Random(0, 360), 128)
      JUBD A 1 bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), 0, 1, 0, 3, Random(0, 360), 128)
      JUBD A 1 bright A_SpawnItemEx("Drt3", random(-1,2), random(-2,2), 0, 3, 0, 3, Random(0, 360), 128)
	  JUBD A 1 bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), 0, 2, 0, 3, Random(0, 360), 128)
      JUBD A 1 bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), 0, 1, 0, 3, Random(0, 360), 128)
      JUBD A 1 bright A_SpawnItemEx("Drt3", random(-1,2), random(-2,2), 0, 3, 0, 3, Random(0, 360), 128)
	
	JUBD A 6 bright A_PlaySound ("moloch/step",7)
	Goto Death
  Death: 
    JUBD AA 2 bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), 0, 2, 0, 3, Random(0, 360), 128)
      JUBD AA 2 bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), 0, 1, 0, 3, Random(0, 360), 128)
      JUBD AA 2 bright A_SpawnItemEx("Drt3", random(-1,2), random(-2,2), 0, 3, 0, 3, Random(0, 360), 128)
	    JUBD AA 2 bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), 0, 2, 0, 3, Random(0, 360), 128)
      JUBD AA 2 bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), 0, 1, 0, 3, Random(0, 360), 128)
      JUBD AA 2 bright A_SpawnItemEx("Drt3", random(-1,2), random(-2,2), 0, 3, 0, 3, Random(0, 360), 128)
	
	  JUBD A 8 bright 
	Stop
  }
}

ACTOR BaronOfDirtCH2
{
  Game Doom
  Radius 16
  Height 16
  Speed 16
  Gravity 0.10
  Damage (Random(70,170))
  DamageType "Melee"
  Projectile
  -nogravity
  +seekermissile
  bouncetype "Hexen"
  Bouncecount 6
  BounceFactor 1.15
  scale 1.75
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    JUBD AAB 2 bright  A_SpawnItemEx("ZombieRock", random(-2,2), random(-2,2), random(-2,2), random(8,18), 0, random(-2,9), Random(100, 220),SXF_NOCHECKPOSITION)
    JUBD B 3 bright A_Seekermissile(3,6)
	JUBD CCD 2 Bright  A_SpawnItemEx("ZombieRock", random(-2,2), random(-2,2), random(-2,2), random(8,18), 0, random(-2,9), Random(120, 240),SXF_NOCHECKPOSITION)
    JUBD D 3 bright A_Seekermissile(6,3)
    Loop
	bounce.floor:
	TNT1 A 0
	TNT1 A 0 thrustthingz(0,18,0,1) 
	Goto Fly
	Bounce.Wall:
	TNT1 A 00
	Goto death
  Death:
    JUBD DDDDD 0 Bright A_SpawnItemEx("Drt1", random(-24,24), random(-24,24), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDDD 0 Bright A_SpawnItemEx("Drt2", random(-24,24), random(-24,24), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDDD 0 Bright A_SpawnItemEx("Drt3", random(-24,24), random(-24,24), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 0 Bright A_SpawnItemEx("ZombieRock", random(-2,2), random(-2,2), random(-2,2), random(7,14), 0, random(-8,9), Random(0, 360),SXF_NOCHECKPOSITION)
    
	JUBD D 1 Bright
    Stop
  }
}


ACTOR BaronOfDirtCH3
{
  Game Doom
  Radius 16
  Height 16
  Speed 20
  Damage (Random(75,155))
  DamageType "Melee"
  Projectile
  -nogravity
  +bounceonfloors
  bouncetype "Hexen"
  Bouncecount 10
  BounceFactor 0.95
  gravity 0.8
  scale 1.2
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
    JUBD ABCD 1 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)
	JUBD A 0 A_PlaySound ("Ice/Fly")
    Loop
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDD 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD D 1 Bright
    Stop
  }
}


Actor FireBluBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowBaron",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor FireBluBaron2
{ 
  Health 2300 
  Radius 24 
  Height 64 
  Species "BaronOfHell"
  Mass 1000 
  Speed 20
  PainChance 32
  Monster
  DamageFactor Fire, 0.5
  DamageFactor "Fire", 0.5
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Obituary "%o was dunked by FireBlu Baron"
  +FloorClip
  +MissileMore
  -NoRadiusDmg
  +NOFEAR
  +DontHarmSpecies
  +DONTHARMCLASS
  +QUICKTORETALIATE
  +Nopain
  DropItem "HealthBundle"
  DropItem "CH_CellPack",128
  DropItem "CH_CellPack",128
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "CH_RocketLauncher", 128
  DropItem "CH_MegaSphere", 128
  DropItem "BackPack"
  DropItem "BackPack", 128
  DropItem "BackPack",64
  SeeSound "monster/ar2sit" 
  PainSound "baron/pain" 
  DeathSound "monster/ar2dth"
  MeleeSound "baron/melee"
  Translation "176:191=194:205", "32:47=205:207", "112:127=196:207", "212:223=197:204", "160:167=199:204", "224:231=192:194", "232:235=202:206", "31:31=201:201", "96:111=180:185", "5:7=187:191", "8:8=247:247", "2:2=191:191", "1:1=191:191", "3:3=189:189", "95:95=174:174", "0:0=47:47"
  Tag "How awkward!"
 States 
  { 
  Spawn: 
    BOS4 AB 10 A_Look 
						  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  See:
    BOS4 AABB 3 a_chase
							    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 CCDD 3 A_Chase 
							    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  Missile:
    BOS4 B 0 
							    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 B 0 A_Jump(255,"A1","A2","A3")
	BOS4 B 0
	Goto See
	A1:
    BOS4 EF 8 Bright A_FaceTarget 
    BOS4 G 0 Bright A_CustomMissile("RedBBall",28,0,0,0)
    BOS4 G 0 Bright A_CustomMissile("BluBBall",28,0,-4,0)
    BOS4 G 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
    BOS4 H 3 Bright A_MonsterRefire(128,"See")
    BOS4 IJ 8 Bright A_FaceTarget 
    BOS4 K 0 Bright A_CustomMissile("BluBBall",28,0,0,0)
    BOS4 K 0 Bright A_CustomMissile("RedBBall",28,0,-4,0)
    BOS4 K 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
    BOS4 L 3 Bright A_MonsterRefire(128,"See")
	Goto Missile
	
		A3:
		
		
    BOS4 O 6 Bright A_PlaySound("monster/ar2sit")
	BOS4 O 6 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 ON 8 Bright
	BOS4 M 6 Bright A_CustomMissile("BluPowerBomb",40,0,0,0)
	BOS4 MN 2  
	BOS4 M 0 A_ChangeFlag("NOPAIN",False)
	Goto See
	
	
	A2:
    BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 3 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 M 6 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 MN 8 Bright
	BOS4 O 6 Bright A_CustomMissile("RedPowerBomb",32,0,0,0)
	BOS4 O 2  A_ChangeFlag("NOPAIN",False)
	BOS4 O 0
	Goto See
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain: 
    BOS4 Q 2 
							    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS4 Q 2 A_Pain 
	BOS4 Q 2 
	BOS4 Q 0
    Goto See 
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0, SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    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 
    BOS4 YZ 6 Bright 
    BOS4 [ 6 Bright 
    PRIM RST 5
    PRIM U -1
    Stop
	Raise:
	PRIM TSR 5
	BOS4 ZYXWUTSR 6 Bright 
   Goto See
  } 
}


ACTOR BluPowerBomb
{
  Game Doom
  Radius 8
  Height 8
  Speed 10
  Damage (random(10,70))
  Damagetype "Plasma"
  Projectile
  +SEEKERMISSILE
  +EXTREMEDEATH
  +bounceonwalls
  Bouncetype "Hexen"
  Bouncecount 4
  BounceFactor 1.25
   WallBounceFactor 1.25
  Renderstyle "Add"
  Alpha 1
  Scale 0.55
  Seesound "Litn/litn3"
  DeathSound "weapons/bfgx"
  Translation "112:127=192:207"
  States
  {
  Spawn:
   ZPWV ABCBCABCACBABCA 1 Bright A_Seekermissile(12,18)
    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_setscale(1.25,0.8)
    BFE1 AB 8 Bright
    BFE1 C 8 Bright A_Explode(random(40,80),158)
    BFE1 DEF 8 Bright
    Stop
  }
}



ACTOR BaronBall2 replaces BaronBall
{
  Radius 6
  Height 16
  Speed 15
  FastSpeed 20
  Damagetype "Plasma"
  Damage 8
  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
  }
}

Actor CommonBaron : BaronOfHell
{
Game doom
Species "BaronOfHell"
BloodColor "Green"
DamageFactor "Blessed", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
gibhealth -100
Monster
+DontharmSpecies
+Quicktoretaliate
Tag "BaronOfHell"
States
  {
  
  spawn:
      BOSS AB 10 A_Look
	    						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    BOSS AABB 3 a_chase
	  						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS CCDD 3 A_Chase
	  						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop

  Pain:
    BOSS H 2
	  						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS H 2 A_Pain
    Goto See
  

  
  Melee:
  Missile:
    BOSS EF 8 A_FaceTarget
	  						    						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS G 8 A_BruisAttack
	BOSS PQ 8 A_FaceTarget
	BOSS Q 0 A_JumpIf(CallACS("CH_Intercept") == true, "Miss2") 
	BOSS R 8 ACS_NamedExecuteWithResult("BaronMissile",1)
	BOSS R 0 A_Jump(75,"Missile")
    Goto See
	Miss2:
	BOSS R 8 A_BruisAttack
	BOSS R 0 A_Jump(75,"Missile")
	goto see
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
	
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    BOSS I 8
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O -1 A_BossDeath
    Stop
  Raise:
    BOSS O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOSS NMLKJI 5
    Goto See
  Grow:
    BOSS NMLKJI 5
    BOSS A 0 A_Spawnitemex("GreenBaron",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
		XDeath:
	BOSS I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOSS I 0 a_stop
	BOSS I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB B 0 A_Screamandunblock
	HKGB B -1
	stop
  }
}

ACTOR GreenBaron : BaronOfHell
{
  Game Doom
  Gibhealth -100
  Health 1170
  Species "BaronOfHell"
  BloodColor "Green"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 24
  Height 64
  Mass 1000
  Speed 9
  PainChance 40
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +DontharmSpecies
  +Quicktoretaliate
  +Missilemore
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  Obituary "%o met a greener baron"
  DropItem "ArmorBundle", 28
  DropItem "CH_SuperShotgun", 12
  HitObituary "%o wasnt touched by just green thumb"
  Translation "16:31=112:120", "32:47=122:127"
  Tag "Green BaronOfHell"
  States
  {
  Spawn:
    BOSS AB 10 A_Look
	  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    BOSS AABB 3 a_chase
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS CCDD 3 A_Chase
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    BOSS EF 8 A_FaceTarget
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS G 8 A_Custommeleeattack(random(10,65),"Baron/melee")
	Goto See
  Missile:
  	  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS E 0 A_jumpifcloser(500,"Spit")
    BOSS EF 8 A_FaceTarget
    BOSS G 8 A_Custommissile("Spspit2",32,5,random(-1,1))
	BOSS PQ 6 A_FaceTarget
    BOSS R 6 A_Custommissile("Spspit2",32,5,random(-1,1))
    Goto See
	Spit:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(150,"PUKE")
	BOSS HEF 5 A_FaceTarget
    BOSS G 8 A_Custommissile("Spspit3",32,0,random(-1,1))
	BOSS HPQ 4 A_FaceTarget
    BOSS R 6 A_Custommissile("Spspit3",32,0,random(-1,1))
	Goto see
	
	
	Puke:
	BOSS H 5 bright A_facetarget
	BOSS H 2 bright a_custommissile("GreeniesBR",56,0,random(-6,6))
	BOSS H 0 bright a_custommissile("GreeniesBR",56,0,random(-6,6))
	BOSS H 2 bright a_custommissile("GreeniesBR",56,0,random(-13,13))
	BOSS H 0 bright a_custommissile("GreeniesBR",56,0,random(-6,6))
	BOSS H 2 bright a_custommissile("GreeniesBR",56,0,random(-14,14))
	BOSS H 0 bright a_custommissile("GreeniesBR",56,0,random(-6,6))
	BOSS H 0 A_checksight("See")
	BOSS H 0 A_CheckFlag("SOLID","Missile",AAPTR_TARGET)
	Goto See
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain:
    BOSS H 2
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS H 2 A_Pain
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    BOSS I 8
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O -1 A_BossDeath
    Stop
  Raise:
    BOSS O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOSS NMLKJI 5
    Goto See
  Grow:
    BOSS NMLKJI 5
    BOSS A 0 A_Spawnitemex("BlueBaron",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
			XDeath:
	BOSS I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOSS I 0 a_stop
	BOSS I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB B 0 A_Screamandunblock
	HKGB B -1
	stop
  }
}

ACTOR GreeniesBR
{
  Game Doom
  Radius 2
  Height 2
  Speed 15
  Mass 5
  Damage (random(1,2))
  DamageType "Poison"
  Projectile
  +RANDOMIZE
  +Bounceonfloors
  +Explodeonwater
  RenderStyle Add
  Alpha 0.75
  Bouncetype "Hexen"
  Bouncecount 3
  Bouncefactor 1.1
  Wallbouncefactor 1.1
  Scale 0.25
  SeeSound "fire/fire1"
  DeathSound "caco/shotx"
  Translation "168:191=112:127", "250:254=117:119", "208:223=112:124"
  States
  {
  Spawn:
    TNT1 A 0
	Goto Fly
	Fly:
    BAL2 AB 4 Bright 
    BAL2 A 0 bright a_changeflag(Nogravity,false)
	Loop
  Death:
    BAL2 C 3 Bright A_SetTranslucent(0.4)
    BAL2 DE 2 Bright 
   Stop
  }
}

ACTOR Spspit3
{
  Game Doom
  Radius 8
  Height 16
  Speed 12
  Damage (random(15,60))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  scale 1.33
  SeeSound "baron/attack"
  DeathSound "imp/shotx"
  Translation "168:191=112:127"
  States
  {
  Spawn:
    BAL1 AB 4 Bright 
	Fly:
	BAL1 A 4 Bright a_spawnitemex("GreeniesBR",-3,0,0,random(1,9),0,random(-3,9),random(180,210))
	BAL1 B 4 Bright a_spawnitemex("GreeniesBR",-3,0,0,random(1,9),0,random(-3,9),random(150,180))
    Loop
  Death:
    BAL1 CDE 6 Bright A_Explode(random(1,7),32)
    Stop
  }
}

ACTOR Spspit2
{
  Game Doom
  Radius 6
  Height 16
  Speed 25
  Damage (Random(10,72))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +SEEKERMISSILE
  RenderStyle Add
  Alpha 0.85
  SeeSound "baron/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    BAL7 A 2 Bright A_Spawnitemex("trail12",0,0,8)
	BAL7 B 2 Bright A_Seekermissile(2,2)
    Loop
  Death:
    BAL7 CDE 3 Bright
    Stop
  }
}

ACTOR BlueBaron : BaronOfHell
{
  Game Doom
  Health 1309
  Species "BaronOfHell"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  BloodColor "Blue"
  Radius 24
  Height 64
  Mass 1000
  gibhealth -100
  Speed 11
  PainChance 30
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +missilemore
  +DontharmSpecies
  +Quicktoretaliate
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  DropItem "HealthBundle"
  DropItem "HealthBundle", 128
  DropItem "ArmorBundle", 102
  DropItem "CH_SoulSphere", 8
  Obituary "%o was smashed by blue baron's great balls"
  Translation "16:31=193:201", "112:127=240:247", "32:47=201:207"
  Tag "Blue Blood Baron"
  States
  {
  Spawn:
    BOSS AB 10 A_Look
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    BOSS AABB 3 a_chase
			  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS CCDD 3 A_Chase
			  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
  Missile:
  		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS EF 12 A_FaceTarget
	BOSS G 2 Bright
	BOSS G 0 Bright A_JumpIfCloser(1000,"Balls")
	BOSS G 0 bright A_Jump(256,"Cometto")
	Goto See
	Balls:
	BOSS G 0 Bright
	BOSS G 0 A_Custommissile("SmashBalls2",32,5,random(-12,12))
	BOSS G 0 A_Custommissile("SmashBalls2",32,5,random(-21,21))
    Goto See
  Cometto:
    BOSS G 0 
	BOSS G 6 A_Custommissile("SmashBall4",32,5,random(-1,1))
	BOSS G 0
	Goto See
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain:
    BOSS H 2
			  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS H 2 A_Pain
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    BOSS I 8
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O -1 A_BossDeath
    Stop
  Raise:
    BOSS O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOSS NMLKJI 5
    Goto See
  Grow:
    BOSS NMLKJI 5
    BOSS A 0 A_Spawnitemex("PurpleBaron",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
			XDeath:
	BOSS I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOSS I 0 a_stop
	BOSS I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB B 0 A_Screamandunblock
	HKGB B -1
	stop
  }
}

ACTOR SmashBalls2
{
  Game Doom
  Radius 12
  Height 18
  Speed 11
  Mass 4
  Damage (random(5,35))
  DamageType "Plasma"
  Gravity 0.1
  Projectile
  -Nogravity
  +RANDOMIZE
  +Bounceonfloors
  +usebouncestate
  +Explodeonwater
  +Seekermissile
  RenderStyle Add
  Alpha 0.88
  Bouncetype "Hexen"
  Bouncecount 7
  Bouncefactor 2
  Wallbouncefactor 0.1
  Scale 1.5
  SeeSound "caco/attack"
  Bouncesound "Bomb/bounce"
  DeathSound "caco/shotx"
  Translation "168:191=192:207", "208:223=193:202", "250:254=197:197", "231:231=224:224"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  TNT1 A 0
    BAL2 AB 6 Bright 
	BAL2 A 0 Bright 
    Loop
	
	Bounce.floor:
	TNT1 A 0
	BAL2 A 5 bright
	TNT1 AAAAA 0  A_CustomMissile("STracerBlue",0,0,random(1,120),0)
	TNT1 AAAAA 0  A_CustomMissile("STracerBlue",0,0,random(121,240),0)
    TNT1 AAAAA  0 A_CustomMissile("STracerBlue",0,0,random(241,359),0)
	BAL2 B 5 bright  A_Jump(64,"FollowMe")
	TNT1 A 0 A_Jump(12,"Death")
	Goto fly
	
	FollowMe:
	TNT1 A 0
	BAL2 AB 3 bright A_seekermissile(2,2)
	TNT1 A 0  A_Jump(12,"Death")
	Goto fly
	
  Death:
    BAL2 C 3 Bright A_SetTranslucent(0.4)
    BAL2 DE 6 Bright A_explode(random(5,20),128)
   Stop
  }
}

ACTOR STracerBlue
{
   Radius 5
   Height 5
   Speed 2
   Damage (random(5,17))
   RenderStyle ADD
   DamageType fire
   Alpha 0.67
   PROJECTILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   +DONTSPLASH
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   Translation "0:255=%[0.00,0.00,0.57]:[1.02,1.15,1.99]"
   States
   {
   Spawn:
      TNT1 A 1 Bright A_CStaffMissileSlither
      TNT1 A 0 Bright A_SpawnItem("STracerPuffBlue",0,0)
	  TNT1 A 0 A_jump(24,"Death")
      loop
   Death:
      FTRA K 4 Bright
      FTRA L 4 Bright A_Explode(random(5,15),32)
      FTRA MNO 3 Bright
      stop
   }
}

ACTOR STracerPuffBlue
{
   Radius 1
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.67
   PROJECTILE
   ExplosionRadius 8
   ExplosionDamage 1
   +FLOORHUGGER
   -NOGRAVITY
   +DONTSPLASH
   Translation "0:255=%[0.00,0.00,0.57]:[1.02,1.15,1.99]"
   States
   {
   Spawn:
      FTRA ABCDEFGHIJ 3 Bright
      stop
   }
}


ACTOR SmashBall4
{
  Game Doom
  Radius 12
  Height 18
  Speed 24
  Mass 4
  Damage (random(5,65))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Explodeonwater
  +Seekermissile
  RenderStyle Add
  Alpha 0.75
  xScale 1.8
  yScale 1.8
  SeeSound "caco/attack"
  DeathSound "caco/shotx"
  Translation "168:191=192:207", "208:223=193:202", "250:254=197:197", "231:231=224:224"
  States
  {
  Spawn:
    BAL2 A 4 Bright A_seekermissile(3,3)
	BAL2 A 0 Bright A_Spawnitemex("Blutrail1",0,0,5)
	BAL2 B 4 Bright A_seekermissile(3,3)
	BAL2 A 0 Bright A_Spawnitemex("Blutrail1",0,0,5)
    Loop
  Death:
    BAL2 C 3 Bright A_SetTranslucent(0.4)
    BAL2 DE 6 Bright A_explode(random(3,20),128)
   Stop
  }
}


ACTOR PurpleBaron : BaronOfHell
{
  Game Doom
  Health 1500
  gibhealth -100
  Species "BaronOfHell"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  BloodColor "Blue"
  Radius 24
  Height 64
  Mass 1000
  Speed 11
  PainChance 30
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +DontharmSpecies
  +Quicktoretaliate
  +Missilemore
  +NOFEAR
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  DropItem "CH_GreenArmor", 128
  DropItem "HealthBundle"
  DropItem "CH_SoulSpere", 10
  DropItem "CH_Cell", 128
  Obituary "%o , thee faced the might of royal coloured baron"
  Translation  "16:31=[235,156,254]:[207,27,181]", "32:47=[194,20,164]:[60,23,30]", "144:151=[209,79,227]:[130,47,90]", "255:255=254:254", "13:15=254:254", "0:0=247:247", "194:207=174:191"
  Tag "Royal BaronOfHell"
  States
  {
  Spawn:
    BOSS AB 10 A_Look
			  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    BOSS AABB 3 a_chase
				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS CCDD 3 A_Chase
				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
  Missile:
    BOSS E 8 A_FaceTarget
				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOSS E 0 A_JumpIfHealthLower(900,"Both")
	BOSS E 0 A_JumpIfCloser(800,"Wave1")
	BOSS E 0 A_Jump(255,"Spearthingy")
	Goto See
  Both:
    BOSS E 0 A_Jump(255,"Spearthingy","Wave1")
  Goto See
  Wave1:
    BOSS F 6 Bright
	BOSS G 5 Bright
    BOSS G 0 A_Custommissile("BaronWave",32,5,1)
	BOSS G 0 A_Custommissile("BaronWave",32,5,3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,9)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-9)
	BOSS G 0 A_Jump(100,"Wave2")
    Goto See
  Wave2:
    BOSS PQ 8 A_FaceTarget
	BOSS R 8 Bright
	BOSS R 0 A_Custommissile("BaronWave",32,5,1)
	BOSS R 0 A_Custommissile("BaronWave",32,5,3)
	BOSS R 0 A_Custommissile("BaronWave",32,5,-3)
	BOSS R 0 A_Custommissile("BaronWave",32,5,6)
	BOSS R 0 A_Custommissile("BaronWave",32,5,-6)
	BOSS R 0 A_Custommissile("BaronWave",32,5,9)
	BOSS R 0 A_Custommissile("BaronWave",32,5,-9)
	Goto See
  Spearthingy:
    BOSS E 0 A_Playsound("Litn/litn2")
    BOSS E 12 Bright A_Custommissile("Zap88",48,8)
    BOSS G 5 Bright A_Custommissile("Spear11",38,5)
	BOSS PQ 5
	BOSS R 5 Bright A_Custommissile("Spear11",38,-5)
	BOSS R 0 A_Jump(115,"Missile")
	Goto See
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain:
    BOSS H 2
				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOSS H 2 A_Pain
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    BOSS I 8
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O -1 A_BossDeath
    Stop
  Raise:
    BOSS NMLKJI 8
    Goto See
			XDeath:
	BOSS I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOSS I 0 a_stop
	BOSS I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB B 0 A_Screamandunblock
	HKGB B -1
	stop
  }
}

ACTOR BaronWave
{
  Game Doom
  Radius 9
  Height 10
  Speed 21
  FastSpeed 50
  Damage (random(5,17))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +DontharmClass
  +Explodeonwater
  RenderStyle Add
  Alpha 0.75
  Bouncetype "Hexen"
  Bouncecount 2
  Wallbouncefactor 0.7
  Scale 0.7
  SeeSound "caco/attack"
  Bouncesound "Bomb/bounce"
  DeathSound "caco/shotx"
  Translation "168:223=250:254", "224:231=250:250", "168:191=250:254"
  States
  {
  Spawn:
    SBS1 ABCD 8 Bright 
    Loop
  Death:
    BAL2 C 2 Bright A_SetScale(1.1)
    BAL2 D 3 Bright A_SetTranslucent(0.4)
    BAL2 E 6 Bright A_explode(random(3,15),88)
   Stop
  }
}

ACTOR Spear11
{
  Game Doom
  Radius 6
  Height 16
  Speed 42
  FastSpeed 68
  Damage (Random(10,85))
  Damagetype "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  SeeSound "baron/attack"
  DeathSound "Litn/litn3"
  Translation "112:127=250:254", "0:0=250:254", "112:113=224:224", "192:193=224:224","192:207=250:254"
  States
  {
  Spawn:
    SPER A 1 Bright A_SpawnitemEx("TrailB",0,0,2)
	SPER B 1 Bright A_SpawnitemEx("TrailB",0,0,2)
    Loop
  Death:
    PLSE CDE 3 Bright A_SpawnitemEx("Zap88",0,0,2,0,0,0,0,SXF_NOCHECKPOSITION)
    Stop
  }
}

ACTOR TrailB
{
  Game Doom
  Radius 6
  Height 16
  Speed 31
  FastSpeed 52
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.65
  Scale 0.6
  SeeSound "baron/attack"
  DeathSound "weapons/plasmax"
  Translation "112:127=250:254", "0:0=250:254", "112:113=224:224", "192:193=224:224","192:207=250:254"
  States
  {
  Spawn:
    SPER AB 4 Bright A_SpawnitemEx("TrailC",0,0,1)
    Goto Death
  Death:
    PLSE CDE 2 Bright A_explode(7,18)
    Stop
  }
}
ACTOR TrailC
{
  Game Doom
  Radius 6
  Height 16
  Speed 31
  FastSpeed 52
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.55
  Scale 0.3
  SeeSound "baron/attack"
  DeathSound "weapons/plasmax"
  Translation "112:127=250:254", "0:0=250:254", "112:113=224:224", "192:193=224:224","192:207=250:254"
  States
  {
  Spawn:
    BAL2 AB 4 Bright
    Goto Death
  Death:
    PLSE CDE 2 Bright
    Stop
  }
}
ACTOR Zap88
{
  Game Doom
  Speed 1
  Projectile
  +RANDOMIZE
  +NOINTERACTION
  RenderStyle Add
  Alpha 0.65
  Scale 1
  States
  {
  Spawn:
    LITN ABCDEFGOP 3 Bright
    STOP
  }
}

ACTOR YellowBaron : BaronOfHell
{
  Game Doom
  Health 1888
  Species "BaronOfHell"
  BloodColor "Yellow"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 24
  Height 64
  Mass 1500
  Speed 15
  PainChance 20
  DamageFactor Fire, 0.7
  DamageFactor "Plasma", 0.7
  Monster
  +FLOORCLIP
  +BOSSDEATH
  +DontharmSpecies
  +Quicktoretaliate
  +Dontharmclass
  +Missilemore
  -NORADIUSDMG
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "CH_MegaSphere", 10
  DropItem "BackPack"
  Obituary "%o was annihilated by orange baron and its not so tiny wings"
  Translation  "112:127=208:223"
  Tag "Grand Orange BaronOfHell"
  States
  {
  Spawn:
    LOHS AB 10 A_Look
				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    LOHS A 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    LOHS AABB 3 A_Chase
					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS B 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LOHS CCDD 3 A_Chase
					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS D 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LOHS A 0 A_Jump(48,"Dodger")
    Loop
  Dodger:
    LOHS A 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360)) 
    LOHS AABB 3 A_FastChase
					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS B 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LOHS CCDD 3 A_FastChase
					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	LOHS D 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LOHS A 0 A_Jump(128,"See")
    Loop
  Melee:
  				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    LOHS EF 8
	LOHS G 8 A_Custommeleeattack(random(10,90),"Baron/melee")
  Missile:  //EFG - PQR
  				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    LOHS A 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    LOHS E 8 A_FaceTarget
	LOHS E 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LOHS E 0 A_JumpIfCloser(1000,"RumbleIT")
	LOHS E 0 A_JumpIfCloser(1500,"Dash")
	LOHS E 0 A_Jump(255,"FireSummon")
	Goto See
  Dash:
    LOHS G 5  ThrustThing(angle*256/360, 90, 1, 0)
	Goto See
  RumbleIT:
    LOHS E 0  A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    LOHS E 0 A_Jump(255,"StarShot","FireBlast")
	Goto See
  StarShot:
    LOHS EF 6 Bright A_FaceTarget
	LOHS G 6 Bright A_Custommissile("BaronStar",32,3,1)
	LOHS G 2 A_monsterrefire(80,"See")
	Goto StarShot2
  StarShot2:
	LOHS PQ 8 Bright A_FaceTarget
	LOHS R 6 Bright A_Custommissile("BaronStar2",32,3,1)
	LOHS R 2 A_monsterrefire(80,"See")
	Goto StarShot
  FireBlast:
    LOHS E 12 Bright A_Custommissile("BaronRing",80,0,0)
	LOHS E 12 Bright A_FaceTarget
	LOHS F 9 Bright
	LOHS G 6 Bright A_Custommissile("BaronFBomb",32,3,0)
	LOHS G 6 
	Goto See
  FireSummon:
    LOHS P 14 Bright A_Custommissile("FireHand1",46,-26)
	LOHS Q 12 Bright A_FaceTarget
    LOHS R 13 Bright A_VileTarget("BigBadFire1")
	Goto See
	
					 			   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain:
    LOHS H 2 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
  				  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  LOHS H 2 A_Pain
	LOHS H 2 A_Jump(128,"Dodger")
    Goto See
  Pain.fire:
   LOHS H 2 A_Pain
   Goto Dodger
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    LOHS I 8
    LOHS J 8 A_Scream
    LOHS K 8
    LOHS L 8 A_NoBlocking
    LOHS MN 8
    LOHS O -1 A_BossDeath
    Stop
  Raise:
    LOHS NMLKJI 8
    Goto See
  }
}

ACTOR BaronFbomb
{
  Game Doom
  Radius 12
  Height 12
  Speed 19
  FastSpeed 38
  Damage (random(10,70))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +Seekermissile
      Species "BaronOfHell"
  +dontharmclass
  RenderStyle Add
  Alpha 1
  Scale 1
  SeeSound "spell/spellcast1"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
    BBOM A 1 Bright A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    BBOM A 1 Bright A_SetScale(1.3)
    BBOM A 1 Bright A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM A 1 Bright A_SetScale(1.0)
    Loop
  Death:
    BBOM A 4 Bright A_SetScale(1.8)
	BBOM B 5 A_SetTranslucent(0.65)
	BBOM B 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM B 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    BBOM C 5 Bright A_explode(random(5,30),155)
	BBOM D 4 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM D 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM D 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    BBOM E 6 Bright A_explode(random(5,30),155)
	BBOM F 4 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM F 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM F 1 Bright A_CustomMissile("BaronStar3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BBOM G 5 Bright A_explode(random(5,30),155)
   Stop
  }
}

ACTOR BaronStar3
{
  Game Doom
  Radius 5
  Height 7
  Speed 27
  FastSpeed 38
  Damage (random(5,30))
  DamageType "Fire"
  Species "BaronOfHell"
  Projectile
  +RANDOMIZE
  +dontharmclass
  +Seekermissile
  RenderStyle Add
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
    STRS AB 2 Bright A_Seekermissile(3,3)
	STRS CD 2 Bright A_Weave(4,1,6,0)
    Goto Death
  Death:
    BBOM A 2 Bright A_SetScale(1.5)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,20),148)
    BBOM EFG 6 Bright A_explode(random(5,30),148)
   Stop
  }
}


ACTOR BaronStar
{
  Game Doom
  Radius 5
  Height 7
  Speed 28
  FastSpeed 38
  Damage (random(5,25))
  DamageType "Fire"
    Species "BaronOfHell"

  Projectile
  +RANDOMIZE
  +dontharmclass
  +Seekermissile
  RenderStyle Add
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
    STRS AB 2 Bright A_Seekermissile(3,3)
	STRS CD 2 Bright A_Weave(4,1,6,0)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,25),108)
    BBOM EFG 6 Bright A_explode(random(5,30),108)
   Stop
  }
}


ACTOR BaronStar2
{
  Game Doom
  Radius 5
  Height 7
  Speed 28
  FastSpeed 38
  Damage (random(5,25))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +Seekermissile
    Species "BaronOfHell"
  +dontharmclass
  RenderStyle Add
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
    STRS AB 2 Bright A_Seekermissile(5,5)
	STRS CD 2 Bright A_Weave(-4,-1,-6,0)
    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,30),108)
    BBOM EFG 6 Bright A_explode(random(5,30),108)
   Stop
  }
}

ACTOR BaronRing
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 25
  Gravity 0.7
  Projectile
  +Thruactors
  -NOGRAVITY
  +RANDOMIZE
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.75
  Scale 1
  States
  {
  Spawn:
    RNGG AB 2 Bright 
	RNGG CD 2 Bright 
    Loop
  Death:
    RNGG ABCD 4 Bright
   Stop
  }
}


Actor RedBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Red") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Red") == 2, "Second") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("RedBaron3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Second:
TNT1 A 0 A_Jump(256,"First","Third")
Stop
Third:
TNT1 A 0 A_SpawnitemEx("RedBaron1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor RedPowerBomb
{
    Radius 6
    Height 8
	Speed 21
	Projectile
    +NOGRAVITY
	+Seekermissile
	+dontharmclass
	+dontharmspecies
	Species "BaronOfHell"
    Renderstyle ADD
	Damage (random(10,80))
	damagetype "Melee"
    Alpha 0.75
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
    States
    {
    Spawn:
        RED9 B 1 Bright A_Seekermissile(2,2)
		RED9 AA 3 Bright A_SpawnItemEx("RedRevLoad2", 0, 0, 0, 0, 0, 0, 0, 128)
		RED9 A 0 Bright
        Loop
	Death:
	    SPIR A 1 Bright A_SetScale(2)
	    SPIR ABCDEDCBA 5 Bright 
		SPIR E 1 
		Stop
    }
}

Actor RedBaron1 
{ 
  Health 2000 
  Radius 24 
  Height 64 
  Species "BaronOfHell"
  Mass 1000 
  Speed 10 
  PainChance 20 
  Monster
  MeleeDamage 10
  DamageFactor Fire, 0.75
  DamageFactor "Fire", 0.75
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Obituary "%o was firepowered by Red Baron"
  HitObituary "%o got maimed by Red Baron"
  +FloorClip
  +MissileMore
  -NoRadiusDmg
  +NOFEAR
  +DontHarmSpecies
  +DONTHARMCLASS
  +QUICKTORETALIATE
  DropItem "HealthBundle"
  DropItem "CH_CellPack",128
  Dropitem "RLDemonicCarapaceArmorPickup", 12
  DropItem "CH_BlueArmor"
  DropItem "HealthBundle"
  DropItem "CH_MegaSphere", 24
  DropItem "BackPack", 88
  SeeSound "monster/ar2sit" 
  PainSound "baron/pain" 
  DeathSound "monster/ar2dth"
  MeleeSound "baron/melee"
  Translation "112:127=176:191"
  Var int User_RageUP2;
  Tag "Red Rage Baron"
  States 
  { 
  Spawn: 
    BOS4 AB 10 A_Look 
					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  See:
    BOS4 AABB 3 a_chase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 CCDD 3 A_Chase 
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  Missile:
    TNT1 A 0
    BOS4 B 0 A_Jump(128,"Trio")
	TNT1 A 0
	BOS4 A 1
	  					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 B 0 A_Jump(255,"Trio","Bomb")
	Goto See
	Trio:
    BOS4 EF 8 Bright A_FaceTarget 
    BOS4 G 0 Bright A_CustomMissile("RedBBall",28,0,0,0)
    BOS4 G 0 Bright A_CustomMissile("RedBBall",28,0,-4,0)
    BOS4 G 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
    BOS4 H 3 Bright A_MonsterRefire(128,"See")
	Goto Trio2
	Trio2:
    BOS4 IJ 8 Bright A_FaceTarget 
    BOS4 K 0 Bright A_CustomMissile("RedBBall",28,0,0,0)
    BOS4 K 0 Bright A_CustomMissile("RedBBall",28,0,-4,0)
    BOS4 K 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
    BOS4 L 3 Bright A_MonsterRefire(128,"See")
	Goto Missile
	Bomb:
    BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 3 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 M 6 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 MN 8 Bright
	BOS4 O 6 Bright A_CustomMissile("RedPowerBomb",10,0,0,0)
	BOS4 O 2  A_ChangeFlag("NOPAIN",FALSE)
	BOS4 O 0
	Goto See
  Melee:
  					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    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.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
		TNT1 A 0 A_die
	Stop
	
  Pain: 
    BOS4 Q 2 
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS4 Q 2 A_Pain 
	BOS4 Q 2 A_Jump(32,"rage")
	BOS4 Q 0
    Goto See 
  Rage:
    TNT1 A 0
    BOS4 B 0 A_JumpIf(User_RageUP2>=1,"NAH")
    BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 1 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 M 3 Bright A_ChangeFlag("MissileEvenMore",TRUE)
	BOS4 MN 5 Bright
	BOS4 O 5 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 O 2 Bright //A_SetSpeed(28)
	BOS4 O 2 A_SetUserVar("User_RageUP2", User_RageUP2+1)
	BOS4 O 2 
	Goto See
	NAH:
	TNT1 A 0
	BOS4 B 0
	Goto Missile+3
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    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 
    BOS4 YZ 6 Bright 
    BOS4 [ 6 Bright 
    PRIM RST 5
    PRIM U -1
    Stop
	Raise:
	PRIM TSR 5
	BOS4 ZYXWUTSR 6 Bright 
   Goto See
  } 
}


///// Script announce: AnnounceBaron

Actor RedBaron3 
{ 
  Health 2100 
  Radius 24 
  Height 64 
  Species "BaronOfHell"
  Mass 1000 
  Speed 8 
  PainChance 20 
  Monster
  MeleeDamage 10
   RadiusDamageFactor 0.33
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Obituary "%o was shot down by Red Baron"
  HitObituary "%o got maimed by Red Baron"
  +FloorClip
  +MissileMore
  +BOSS
  -NoRadiusDmg
  +dontmorph 
  +NOFEAR
  +DontHarmSpecies
  +noicedeath
  +DONTHARMCLASS
  +QUICKTORETALIATE
  DropItem "HealthBundle"
  DropItem "ArmorBundle"
    DropItem "CH_BlueArmor", 128
  DropItem "BackPack", 128
  Dropitem "RLDemonicCarapaceArmorPickup", 32
  SeeSound "monster/ar2sit" 
  PainSound "baron/pain" 
  DeathSound "monster/ar2dth"
  MeleeSound "baron/melee"
  Translation "112:127=176:191"
  Var Int User_BuildUP;
  Var Int User_RageUP;
  Tag "Power Baron of Red"
  States 
  { 
  Spawn: 
    BOS4 A 0
	Goto Scripted
	Scripted:
	BOS4 A 0
	BOS4 A 1 ACS_NamedExecuteAlways("AnnounceBaron")
	BOS4 A 0
	Goto Idle
    Idle:
    BOS4 AB 10 A_Look 
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  See:
    BOS4 AABB 3 a_chase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS4 CCDD 3 A_Chase 
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop 
  Missile:
    TNT1 A 0
	BOS4 B 0 A_JumpIfHealthLower(1250,"BUFF")
	TNT1 A 0
	BOS4 A 1
	  					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS4 B 0 A_JumpIf(User_BuildUP>=6,"Bomb")
	BOS4 B 0 A_Jump(255,"Trio")
	Goto See
	Trio:
    BOS4 EF 8 Bright A_FaceTarget 
    BOS4 G 0 Bright A_CustomMissile("RedBBall",28,0,0,0)
    BOS4 G 0 Bright A_CustomMissile("RedBBall",28,0,-4,0)
    BOS4 G 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
	BOS4 G 0 Bright A_SetUserVar("User_BuildUP", User_BuildUP+1)
    BOS4 H 3 Bright A_MonsterRefire(128,"See")
	Goto Trio2
	Trio2:
    BOS4 IJ 8 Bright A_FaceTarget 
    BOS4 K 0 Bright A_CustomMissile("RedBBall",28,0,0,0)
    BOS4 K 0 Bright A_CustomMissile("RedBBall",28,0,-4,0)
    BOS4 K 3 Bright A_CustomMissile("RedBBall",28,0,4,0)
	BOS4 G 0 Bright A_SetUserVar("User_BuildUP", User_BuildUP+1)
    BOS4 L 3 Bright A_MonsterRefire(128,"See")
	Goto Missile
	Bomb:
	BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 1 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
    BOS4 MN 12 Bright A_FaceTarget
    BOS4 O 6 Bright A_CustomMissile("ArchonComet",28,0,0,0)
	BOS4 O 0 Bright A_SetUserVar("User_BuildUP", User_BuildUP-5)
    BOS4 P 4 Bright A_ChangeFlag("NOPAIN",FALSE)
	BOS4 P 1 
    Goto See
  BUFF:
    TNT1 A 0
    BOS4 B 0 A_JumpIf(User_RageUP>=1,"NAH")
    BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 1 Bright A_ChangeFlag("NOPAIN",TRUE)
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 M 4 Bright A_PlaySound("monster/ar2sit")
	BOS4 M 2 Bright A_Quake(10,30,0,256,0)
	BOS4 M 8 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 M 3 Bright A_ChangeFlag("MissileEvenMore",TRUE)
	BOS4 MN 8 Bright
	BOS4 O 6 Bright A_CustomMissile("RedPower",10,0,0,0)
	BOS4 O 2 Bright //A_SetSpeed(28)
	BOS4 O 2 A_SetUserVar("User_RageUP", User_RageUP+1)
	BOS4 O 2 
	Goto See
	NAH:
	TNT1 A 0
	BOS4 B 0
	Goto Missile+3
  Melee:
  					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    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 
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS4 Q 2 A_Pain 
	BOS4 Q 2 A_SetUserVar("User_BuildUP", User_BuildUP+1)
    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_Spawnitemex("RedBaron2",0,0,82,0,0,0,0,SXF_TRANSFERPOINTERS | SXF_NOCHECKPOSITION)
    BOS4 YZ 6 Bright 
    BOS4 [ 6 Bright 
    Stop
  } 
}



Actor RedPower
{
    Radius 1
    Height 1
	Species "BaronOfHell"
	+Dontharmclass
	+dontharmspecies
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
    Renderstyle ADD
    Alpha 0.75
    States
    {
    Spawn:
        RED8 ABCDEEFG 8 Bright A_SpawnItemEx("ArchonSoul",random(-128,128),random(-128,218),random(5,45),0,0,0,0)
		RED8 H 4 A_SetTranslucent (0.3)
        Stop
    }
}

Actor ArchonComet
{
  Radius 8
  Height 12
  Speed 25
  Damage 20
  Scale 1.0
  Projectile
  +ThruGhost
  +Bounceonwalls
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"
  Bouncetype doom
  Bouncefactor 1
  BounceCount 4
  Wallbouncefactor 1.2
  BounceSound "Fire/fire4"
  DontHurtShooter
  Translation "112:127=176:191"
  DamageType Fire
  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(random(10,80),128,0)
    ARCB LMN 3 Bright
    Stop
  }
}


Actor RedBBall
{
  Radius 8
  Height 12
  Speed 25
  Damage (random(10,50))
  Scale 0.5
  Species "BaronOfHell"
  Projectile
  +ThruGhost
  +dontharmclass
  +dontharmspecies
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"
  DontHurtShooter
  RenderStyle "Add"
  Alpha 0.8
  Translation "112:127=176:191"
  DamageType "Plasma"
  States
  {
  Spawn: 
    RED9 A 3 Bright A_SetScale(0.5)
	RED9 B 3 Bright A_CustomMissile("CrackoBallTrail",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	RED9 C 3 Bright A_SetScale(0.4)
    Loop
  Death:
    ARCB J 0 Bright A_SetTranslucent (0.67,1)
    ARCB J 3 Bright
    ARCB K 3 Bright A_Explode(random(5,20),128,0)
    ARCB LMN 3 Bright
    Stop
  }
}

Actor BluBBall : RedBBall
{

Translation "0:255=196:207"

}

Actor ArchonSoul
{   
  Radius 1
  Height 1
  Species "BaronOfHell"
  Speed 3
  Projectile
  +DONTHARMCLASS
  +DONTHARMSPECIES
  RenderStyle Add
  Alpha 0.80
  Damagetype "Plasma"
  Translation "112:127=176:191"
  SeeSound "skull/melee"
  DeathSound "Forgotten/Attack"
  States
  {
  Spawn:
    BFX1 ABCD 6 Bright A_Explode(random(5,12),32)
    Stop 
  }
}

Actor ArchonCometTrail
{   
  Radius 3
  Height 3
  Scale 0.75
  Speed 0
  Projectile
  RenderStyle Add
  Alpha 0.67
  Translation "112:127=176:191"
  States
  {
  Spawn:
    TNT1 A 3 Bright A_CustomMissile("CrackoBallTrail",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ARCB DEFGHI 3 Bright A_CustomMissile("CrackoBallTrail",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Stop 
  }
}

Actor RedBaron2
{
  Health 1250
  Radius 24
  Height 48
  Species "BaronOfHell"
  Mass 200
  Speed 20
  FloatSpeed 25
  PainChance 128
 RadiusDamageFactor 0.33
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor Melee, 5.0
  DamageFactor "Melee", 5.0
  Monster
  +Boss
  +NoGravity
  +Float
  +DontHarmClass
  +MissileMore
  +dontmorph 
  +Quicktoretaliate
  -NoRadiusDmg
  +DontHarmSpecies
  +NOFEAR
  Obituary "%o got tailgunnered by RedBaron's final form"
  SeeSound "monster/falsit"
  PainSound "monster/falpai"
  DeathSound "monster/faldth"
  ActiveSound "monster/falact"
  DropItem "CH_BlueArmor", 128
  DropItem "HealthBundle"
    DropItem "HealthBundle"
	  DropItem "HealthBundle"
  DropItem "CH_Berserk", 128
  DropItem "CH_BFG9000", 34
  DropItem "CH_CellPack"
  DropItem "CH_RocketBox", 128
    DropItem "CH_RocketBox", 128
	  DropItem "CH_RocketBox", 128
  DropItem "CH_Cell", 128
   DropItem "CH_Cell", 128
    DropItem "CH_Cell", 128
  DropItem "CH_MegaSphere", 34
  DropItem "RLFireStormModItem", 128
  Translation "208:223=176:191", "165:167=43:47", "232:235=41:47"
  Tag "Flying Red Baron"
  States
  {
  Spawn:
    FALN ABCDB 8 Bright A_Look
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    FALN A 0 Bright A_Jump(96,12)
    FALN A 1 Bright A_Playsound("monster/falwng")
    FALN AABBC 2 bright a_chase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FALN CDDBB 2 Bright A_Chase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN B 0 Bright A_Jump(64, 1)
    Loop
    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN B 2 Bright A_FastChase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN B 2 Bright A_FastChase
    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN B 2 Bright A_FastChase
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN B 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    Loop
  Missile:
  					  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN C 0 Bright A_Jump(128, 13)
    FALN CE 2 Bright A_FaceTarget 
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN E 2 Bright A_FaceTarget 
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN E 2 Bright A_FaceTarget 
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN E 2 Bright A_FaceTarget 
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN E 2 Bright A_FaceTarget 
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN E 5 Bright
    Goto See
    FALN C 0 Bright A_FastChase
    FALN C 2 Bright A_FaceTarget
    FALN E 0 Bright A_FastChase 
    FALN E 2 Bright A_FaceTarget
    FALN F 0 Bright A_FastChase
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN F 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN C 0 Bright A_FastChase
    FALN C 2 Bright A_FaceTarget
    FALN E 0 Bright A_FastChase 
    FALN E 2 Bright A_FaceTarget
    FALN F 0 Bright A_FastChase
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN F 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN C 0 Bright A_FastChase
    FALN C 5 Bright A_FaceTarget
    FALN E 0 Bright A_FastChase 
    FALN E 2 Bright A_FaceTarget
    FALN F 0 Bright A_FastChase
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN F 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN C 0 Bright A_FastChase
    FALN C 2 Bright A_FaceTarget
    FALN E 0 Bright A_FastChase 
    FALN E 2 Bright A_FaceTarget
    FALN F 0 Bright A_FastChase
    FALN F 3 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN F 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
    FALN C 0 Bright A_FastChase
    FALN C 2 Bright A_FaceTarget
    FALN E 0 Bright A_FastChase 
    FALN E 3 Bright A_FaceTarget
    FALN F 0 Bright A_FastChase
    FALN F 2 Bright A_CustomMissile("RedBBall2",40,0,0)
    FALN F 0 Bright A_SpawnItemEx("FallenFX", 0, 0, 40, 0, 0, 0, 0, 128)
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN E 5 Bright
    Goto See 
  Pain: 
    FALN E 3 Bright
						  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FALN E 3 Bright A_Pain 
    FALN E 3 Bright
    Goto See 
  Death: 
    FALN G 5 Bright
    FALN H 5 Bright A_Scream 
    FALN IIIJJJKKK 2 Bright A_CustomMissile ("HKRedDeath",random(5,70),random(5,35), CMF_AIMOFFSET, 2, -10)
    FALN L 5 Bright A_NoBlocking 
    FALN M -1 A_SetFloorClip 
    Stop 
  Raise: 
    FALN M 5 A_UnSetFloorClip 
    FALN LKJIHG 5 Bright
    Goto See 
  }
}

Actor FallenFX
{  
  Radius 2
  Height 2
  Speed 0
  Scale 1.0
  Projectile
  RenderStyle Add
  Alpha 0.67
  States
  {
  Spawn:
    TNT1 A 3 Bright
    FBFX ABCDE 3 Bright
    Stop 
  }
}
Actor RedBBall2
{
  Radius 8
  Height 12
  Speed 25
  Damage (random(10,55))
  Scale 0.5
  Projectile
  +ThruGhost
  SeeSound "weapons/firbfi"
  DeathSound "weapons/hellex"
  DontHurtShooter
  RenderStyle "Add"
  Alpha 0.8
  Translation "112:127=176:191"
  DamageType "Plasma"
  States
  {
  Spawn: 
    RED9 A 3 Bright A_SetScale(0.5)
	RED9 B 3 Bright A_CustomMissile("CrackoBallTrail",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	RED9 C 3 Bright A_SetScale(0.4)
    Loop
  Death:
    ARCB J 0 Bright A_SetTranslucent (0.67,1)
    ARCB JJJJJJJJJJJJJJJ 1 Bright A_CustomMissile("FallenShot",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ARCB K 3 Bright A_Explode(random(8,20),128,0)
    ARCB LMN 3 Bright
    Stop
  }
}

Actor FallenShot
{
  Radius 8
  Height 8
  Speed 16
  Damage 2
  RenderStyle Add
  DamageType Fire
  Alpha 0.67
  Projectile
  +ThruGhost
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex5"
  States
  {
  Spawn:
    BALF AB 2 Bright A_SpawnItemEx("FallenFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    BALF CDEF 4 Bright
    Stop
  }
}

Actor FallenSP
{  
  Radius 2
  Height 2
  Speed 0
  ReactionTime 60
  Projectile
  RenderStyle Normal
  -NoGravity
  States
  {
  Spawn:
    FBSP AB 3 Bright A_Countdown
    Loop
  Death:
    FBSP CDE 3 Bright
    Stop 
  }
}

Actor BlackBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("BlackBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedBaron",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

actor BlackBaron2
{
  obituary "%o was crafted into lore by the Black Baron"
  hitobituary "%o got kinky with Black Baron"
  Species "BaronOfHell"
  health 8907
  radius 24
  height 64
  mass 2000
  Scale 1.25
  speed 13
  BloodColor "purple"
  DamageFactor Melee, 1.5
  DamageFactor Fire, 0.7
  DamageFactor "plasma", 0.8
  DamageFactor "Heroic", 3.0
     Damagefactor "ice", 0.5
    Damagefactor ice, 0.5
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
  
      PainChance "PLWater", 12
   PainChance "ice", 4
  PainChance "Fire", 32
  PainChance "Plasma", 24
  PainChance "PlayerVoid", 12
  Painchance "Melee", 68
  
  painchance 42
  meleerange 88
  seesound "deepone/sight"
  painsound "deepone/pain"
  deathsound "deepone/death"
  activesound "deepone/active"
  meleesound "deepone/melee"
  translation "84:95=99:105", "113:124=102:111", "124:127=5:8", "152:159=107:111", "160:167=250:254", "231:231=250:250"
  MONSTER
  +FLOORCLIP
  +BOSSDEATH
  +Thruspecies
  +Boss
  +DontHarmClass
  +dontmorph 
  +MissileMore
  +Quicktoretaliate
  -NoRadiusDmg
  +DontHarmSpecies
  +NOFEAR
  var int user_uhoh;
  DropItem "CH_berserk"
   DropItem "CH_berserk"
    DropItem "CH_berserk",128
  DropItem "BackPack"
  DropItem "BackPack"
    DropItem "BackPackBundle"

  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "SchoolGirlTG"
  DropItem "CH_BFG9000", 128
  DropItem "CH_MegaSphere", 128
  DropItem "CH_SoulSphere", 188
  DropItem "CH_GreenArmor"
  DropItem "RLOnyxModItem", 164
  Dropitem "RLParticleBeamCannonPickup", 42
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",16
  Dropitem "RLLegendaryWeaponSpawner", 2
  Dropitem "RLUniqueWeaponSpawner",24
  Tag "Baron from Abyss"
  states
  {
Spawn:
    CUTH A 0
	Goto Scripted
	Scripted:
	CUTH A 0
	CUTH A 1 ACS_NamedExecuteAlways("AnnounceBaronBlack")
	CUTH A 0
	Goto Idle
    Idle:
    CUTH DD 6 A_Look
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
See:
    CUTH ABCD 6 A_Chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
Melee:
	CUTH E 0 A_FaceTarget 
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	CUTH E 4 A_PlaySound ("deepone/meleegrowl") 
    CUTH F 4 A_FaceTarget
	CUTH G 2 A_CustomMeleeAttack(random(42,99),"monster/kntswg","skeleton/swing")
	CUTH HI 2
	CUTH I 0 A_Jump(128,"Missile")
	CUTH I 0
	goto See
Missile:

    CUTH J 0 A_JumpIfCloser (32,"Melee") 
	CUTH J 0 Bright A_JumpIfHealthLower(4500,"AggroUP")
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CUTH J 0 A_Jump (255,"Basic","BeamThing","TentacleBashers") 
	CUTH J 0
	Goto See
TentacleBashers:
    CUTH I 8 A_PlaySound("deepone/active")
	CUTH IIII 2 bright A_SpawnItemEx("RoseTentacle",0,random(-65,66),random(-65,66),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	CUTH L 8 
	CUTH H 5
	Goto See
	
TentacleRangers:
    CUTH F 12 A_PlaySound("deepone/active")
	CUTH II 2 bright A_SpawnItemEx("DeepTentacle",0,random(-65,66),random(-65,66),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	CUTH L 8 
	CUTH H 5 a_jump(88,"TentacleBashers")
	CUTH H 0
	Goto See
Beamthing:
    CUTH J 4 A_FaceTarget
	CUTH J 1 Bright A_Custommissile("DeepCharge1",42,25)
    CUTH K 18 bright A_FaceTarget
    CUTH K 0 Bright A_customrailgun(random(25,75),25,"white","white",RGF_FULLBRIGHT,1,0,"DeepBeam1",0,0,0,35,0.1,0.1,"DeepBeam1",0)
    CUTH K 8 bright A_CheckSight("See")
	CUTH K 0 A_Jump(88,"BeamThing")
	CUTH K 0
	Goto See
Basic:	
    CUTH J 8 A_FaceTarget
    CUTH K 0 A_CustomMissile("DeepOneBall",42,20)
	CUTH K 0 A_CustomMissile("DeepOneBall",42,5,random(-13,-5))
	CUTH K 0 A_CustomMissile("DeepOneBall",42,35,random(5,13))
    CUTH K 8  bright
	CUTH K 0 A_CheckSight("See")
	CUTH K 0 A_Jump(168,"Basic")
	CUTH K 0
	Goto See
Basic2:	
    CUTH J 8 A_FaceTarget
    CUTH K 0 A_CustomMissile("DeepOneBall",42,20)
	CUTH K 0 A_CustomMissile("DeepOneBall",42,5,random(-13,-5))
	CUTH K 0 A_CustomMissile("DeepOneBall",42,35,random(5,13))
	CUTH K 0 A_CustomMissile("DeepOneBall",42,-5,random(-20,-13))
	CUTH K 0 A_CustomMissile("DeepOneBall",42,45,random(13,20))
    CUTH K 8  bright
	CUTH K 0 A_CheckSight("See")
	CUTH K 0 A_Jump(168,"Basic2")
	CUTH K 0
	Goto See
	AggroUp:
	CUTH D 0 Bright A_JumpIf(User_uhoh >= 1, "Nah")
	CUTH DDDDD 1 Bright A_Custommissile("DeepCharge1",random(5,76),random(-88,88))	 
	CUTH D 1 Bright  A_ChangeFlag("NoPain", TRUE)
	CUTH D 1 Bright  A_ChangeFlag("Missileevenmore", TRUE)
	CUTH D 1 Bright //A_SetSpeed(17)
	CUTH D 8 Bright  A_PlaySound("deepone/pain")
	CUTH D 1 A_SetUserVar("User_uhoh", User_uhoh+1)
	CUTH D 0 A_SpawnItemEx("DeepTentacle",0,88,-88,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	CUTH D 1 A_SpawnItemEx("DeepTentacle",0,-88,88,0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	CUTH D 1
	Goto See
	  Nah:
	CUTH J 0
    CUTH J 0 A_Jump (255,"Basic2","BeamThing","TentacleBashers","TentacleRangers") 
	CUTH J 0
	Goto See
Pain:
    CUTH L 0 
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CUTH L 2 
    CUTH L 2 A_Pain
    goto See
Death:
	CUTH M 0 A_Jump(128,"AltDeath")
    CUTH M 10
    CUTH N 10 A_Scream
    CUTH O 10
    CUTH P 10 A_NoBlocking
    CUTH Q -1
    stop
AltDeath:
    CUTH R 5
    CUTH S 5 A_Scream
    CUTH T 5
    CUTH U 5 A_NoBlocking
    CUTH V 5
	CUTH W -1
    stop	
  }
}

ACTOR DeepTentacle // Floor tentacle
{
  Obituary "%o was tentacle stared"
  Health 500
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  Radius 40
  Height 112
  Scale 0.75
  Mass 0x7FFFFFFF // [Blue Shadow] "infinite" mass
  Species "BaronOfHell"
  PainChance 96
  SeeSound "monster/tensit"
  PainSound "monster/tenpai"
  DeathSound "monster/tendth"
  ActiveSound "monster/tenact"
  Monster
  +FLOORCLIP
  +DONTHURTSPECIES
  +LOOKALLAROUND
  +Thruspecies
  +NOTARGET
  +MISSILEEVENMORE
  -Noradiusdmg
  Translation "231:231=112:112", "161:162=115:117", "163:165=119:122", "166:167=125:127", "16:31=98:109", "32:42=105:111", "43:46=9:11", "47:47=0:0", "255:255=103:103", "65:76=100:105", "128:134=96:101", "144:151=104:111"
  DropItem "HealthBundle", 128
  	DropItem "CH_Shell", 128
	DropItem "implyingclip", 174
	DropItem "CH_RocketAmmo", 64
	DropItem "CH_Cell", 44
  States
  {
  Spawn:
      TNT1 R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      TNT1 R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      TNT1 R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      TNT1 R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      TNT1 R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      TNT1 R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
    TNT1 A 10 A_Look
    Loop
  See:
    TEN1 ABCD 4
  SeeLoop:
    TEN1 EFGH 4 A_Chase
    Loop
  Missile:
    TEN1 F 5 A_FaceTarget
    TNT1 A 0 A_Jump(96, "Missile2")
  Missile1:
    TEN1 I 8 A_FaceTarget
    TEN1 J 9 Bright A_CustomMissile("TentacleBall1", 100)
    TEN1 I 8 A_FaceTarget
    TEN1 J 9 Bright A_CustomMissile("TentacleBall1", 100)
    TEN1 I 8 A_FaceTarget
    TEN1 J 9 Bright A_CustomMissile("TentacleBall1", 100)
    TEN1 I 8
    Goto SeeLoop
  Missile2:
    TEN1 I 8 A_FaceTarget
    TNT1 A 0 A_CustomMissile("TentacleBall2", 10)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 20)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 30)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 40)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 50)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 60)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 70)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 80)
    TNT1 A 0 A_CustomMissile("TentacleBall2", 90)
    TEN1 K 9 Bright A_CustomMissile("TentacleBall2", 100)
    Goto SeeLoop
  Pain:
    TEN1 L 3
    TEN1 L 3 A_Pain
    Goto SeeLoop
  Death:
    TEN1 M 4
    TEN1 N 4 A_Scream
    TEN1 O 4 A_NoBlocking
    TEN1 PQRS 4
    TEN1 T -1
    Stop
  Raise:
    TEN1 ABCD 4
    Goto SeeLoop
  }
}

actor DeepOneBall
{
  Radius 13
  Height 8
  Speed 25
  Damage (random(25,75))
  Projectile
  +RANDOMIZE
  +ROCKETTRAIL
  +SEEKERMISSILE
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.75
  SeeSound "deepone/fire"
  DeathSound "deepone/firehit"
  States
  {
  Spawn:
    OLDP A 0 A_Tracer
    OLDP A 0 bright A_BishopMissileWeave
    OLDP A 2 bright A_BishopMissileWeave
	OLDP B 0 A_Tracer
	OLDP B 0 bright A_BishopMissileWeave
    OLDP B 2 bright A_BishopMissileWeave
    loop
	//OLDP A 2 bright A_Weave(-2, 2, 2.0, 1.0)
    //OLDP B 2 bright A_Weave(-2, 2, 2.0, 1.0)
    //goto spawn+3
  Death:
    OLDP C 0 A_Scream
    OLDP CDEF 4 bright 
    stop
  }
}

ACTOR TentacleBall1
{
  Radius 4
  Height 4
  Speed 25
  Damage (random(10,60))
  RenderStyle "Add"
  Damagetype "Plasma"
  Alpha 0.75
  SeeSound "monster/tenatk"
  DeathSound "weapons/plasmax"
  Projectile
  +RANDOMIZE
  States
  {
  Spawn:
    OLDP AB 3 Bright
    Loop
  Death:
    OLDP CDEF 4 Bright
    Stop
  }
}

ACTOR TentacleBall2 : TentacleBall1
{
  Speed 10
  Damage 5
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    OLDP FEDC 3 Bright
    Loop
  Death:
    OLDP BA 4 Bright
    Stop
  }
}

actor DeepCharge1
{
  Radius 13
  Height 8
  Speed 1
  Projectile
  RenderStyle Add
  Alpha 0.95
  SeeSound "deepone/fire"
  States
  {
  Spawn:
    OLDP A 3 bright A_SetScale(1.5,1.5)
	OLDP B 3 bright A_SetScale(1.1,1.1)
	OLDP C 3 bright A_SetScale(0.9,0.9)
	OLDP D 3 bright A_SetScale(0.5,0.5)
	OLDP E 3 bright A_SetScale(0.3,0.8)
	OLDP F 3 bright A_SetScale(0.3,2)
    stop
  }
}

actor DeepBeam1
{
  Radius 25
  Height 13
  Speed 1
  Damage (random(10,25))
  scale 1.5
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.9
  SeeSound "deepone/fire"
  DeathSound "deepone/firehit"
  States
  {
  Spawn:
    OLDP A 0
    OLDP A 0 bright 
    OLDP A 7 bright 
	OLDP B 0
	OLDP B 0 bright
    OLDP B 7 bright 
    OLDP C 0 A_Scream
    OLDP CDEF 4 bright 
    stop
  }
}

ACTOR RoseTentacle
{
   height 64
   radius 20
   speed 22
   Health 50
   Mass 5000
   meleedamage 3
   Species "BaronOfHell"
   meleerange 52
   BloodColor "0 50 0"
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
   Painchance 128
   translation "64:79=112:127", "144:151=118:127", "236:239=124:127", "164:167=124:127", "40:47=121:127", "13:15=125:127"
   MONSTER
   -SHOOTABLE
   -SOLID
   -COUNTKILL
   +NOTARGETSWITCH
   +Thruspecies
   +NOICEDEATH
   +FLOORCLIP
   +LOOKALLAROUND
   hitobituary "%o was tentacle styled"
     DropItem "HealthBonus", 88
  DropItem "implyingclip", 78
  DropItem "CH_Shell", 42
  DropItem "CH_Cell", 24
  Dropitem "CH_RocketAmmo", 12
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_UnsetShootable
      TNT1 A 0 A_UnsetSolid
      ROSX RST 4 A_Look
      Loop
   See:
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX RS 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX TR 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX ST 3 A_Chase
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      Goto Melee
   Melee:
      TNT1 A 0 A_SetShootable
      TNT1 A 0 A_SetSolid
      ROSX RQ 4
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)
      ROSX P 4 A_MeleeAttack
      ROSX ONML 4
      ROSX ABC 4
      ROSX D 0 A_FaceTarget
      ROSX D 3 A_MeleeAttack
      ROSX A 0 A_Jump(64,6)
      ROSX EF 5
      ROSX G 0 A_FaceTarget
      ROSX G 3 A_MeleeAttack
      ROSX G 0 A_CPosRefire
      Goto Melee +17
      ROSX JKL 4 
      ROSX H 3 A_MeleeAttack
      ROSX H 0 A_CPosRefire
      Goto Melee +17
   Pain:
      ROSX LMNOPQR 3
      TNT1 A 0 A_UnSetSolid
      TNT1 A 0 A_UnSetShootable
      Goto See +30
   Death:
      ROSX U 5
      ROSX V 5 A_Scream
      ROSX W 5 A_Fall
      ROSX XRR 5
      ROSX RRRRRRRRR 2 A_FadeOut (0.1)
      stop
   }
}

actor Drt1
{
    PROJECTILE
    -NOGRAVITY
    -NOBLOCKMAP
    -NOTELEPORT
    +RANDOMIZE
    Radius 2
    Damage 0
    //SeeSound "hellrose/dirt"
    Speed 5
    States
    {
    Spawn:
        DIRT A 0 A_SetGravity (0.5)
        DIRT A 0 ThrustThingZ (0, 15, 0, 1)
        goto See 
    See:
        DIRT ABC 5
        loop
    Death:
        DIRT JKL 3
        Stop
    }
}

actor Drt2
{
    PROJECTILE
    -NOGRAVITY
    -NOBLOCKMAP
    -NOTELEPORT
    +RANDOMIZE
    Radius 2
    Damage 0
    //SeeSound "hellrose/dirt"
    Speed 5
    States
    {
    Spawn:
        DIRT A 0 A_SetGravity (0.5)
        DIRT A 0 ThrustThingZ (0, 15, 0, 1)
        goto See 
    See:
        DIRT DEF 5
        loop
    Death:
        DIRT JKL 3
        Stop
    }
}

actor Drt3
{
    PROJECTILE
    -NOGRAVITY
    -NOBLOCKMAP
    -NOTELEPORT
    +RANDOMIZE
    Radius 2
    Damage 0
    //SeeSound "hellrose/dirt"
    Speed 5
    States
    {
    Spawn:
        DIRT A 0 A_SetGravity (0.5)
        DIRT A 0 ThrustThingZ (0, 15, 0, 1)
        goto See 
    See:
        DIRT GHI 5
        loop
    Death:
        DIRT JKL 3
        Stop
    }
}

//// SLICE AND ICE
 
 
 Actor WhiteBaron
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhiteBaron2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackBaron",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}
 
 
 Actor WhiteBaronSlice
{
    Radius 5
    Height 5
	Speed 38
	Projectile
    +NOGRAVITY
    Renderstyle ADD
	Damage (random(11,44))
	damagetype "Fire"
    Alpha 0.95
	xscale 0.9
	yscale 1.1
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"

    States
    {
    Spawn:
	TNT1 A 0
	Fly:
        TNT1 A 0
		BRB2 AB 1 Bright A_SpawnItemEx("WhiteBaronSliceTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
		BRB2 A 0 Bright a_explode(random(2,12),16,0)
        Loop
	Death:
	    SPIR A 0 Bright A_SetScale(2.0,2.0)
	    BRB2 CDEFGHI 5 Bright
		Stop
    }
}

ACTOR WhiteBaronSliceTrail
{
  Game Doom
  Radius 5
  Height 5
  Projectile
  +noclip
    RenderStyle Add
  Alpha 0.9
	xscale 0.9
	yscale 1.1
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
VBA3    A 1 bright 
VBA3   B 1 bright 
  Death:
    VBA3  B  1 bright
    Stop
  }
}


 Actor WhiteBaronSliceHoming
{
    Radius 5
    Height 5
	Speed 15
	Projectile
    +NOGRAVITY
	+seekermissile
    Renderstyle ADD
	Damage (random(5,25))
	damagetype "Fire"
    Alpha 0.95
	xscale 0.9
	yscale 1.1
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"

    States
    {
    Spawn:
	TNT1 A 0
	Fly:
        TNT1 A 0
		BRB2 B 1 Bright A_SpawnItemEx("WhiteBaronSliceTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
				BRB2 A 1 Bright A_seekermissile(12,12)
		BRB2 A 0 Bright a_explode(random(2,12),16,0)
        Loop
	Death:
	    SPIR A 0 Bright A_SetScale(2.0,2.0)
	    BRB2 CDEFGHI 5 Bright
		Stop
    }
}



ACTOR WhiteBaronStar
{
  Radius 5
  Height 7
  Speed 33
  Damage (random(5,25))
  DamageType "Fire"
    Species "BaronOfHell"

  Projectile
  +RANDOMIZE
  +dontharmclass
  +Seekermissile
  RenderStyle Add
  Alpha 1
  Scale 1.3
  SeeSound "caco/attack"
  DeathSound "spell/Impact1"
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0 A_jump(128,"two")
  One:
    STRS AB 2 Bright A_Seekermissile(3,3)
	STRS CD 2 Bright A_Weave(4,1,6,0)
    Loop
	  Two:
    STRS AB 2 Bright A_Seekermissile(3,3)
	STRS CD 2 Bright A_Weave(-4,-1,-6,0)
    Loop
	
  Death:
    BBOM A 2 Bright A_SetScale(0.65)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,25),64)
    BBOM EFG 6 Bright A_explode(random(5,30),64)
   Stop
  }
}



ACTOR WhiteBaronGround
{
   Radius 2
   Height 2
   Speed 25


   Alpha 0.67
   PROJECTILE
   +thruactors
   +THRUGHOST   
     +dontblast
  +mthruspecies
  -nogravity
  +usebouncestate
  +seekermissile
  bouncetype "Doom"
  Bouncecount 99
  Bouncefactor 1.0
  WallBounceFactor 1.0
  xScale 0.75
  yscale 0.75
  gravity 5.0
   States
   {
   Spawn:
   TNT1 A 1
   Fly:
      TNT1 A 1 Bright A_CStaffMissileSlither
      TNT1 A 0 Bright A_SpawnItemex("VileGroundSpikeBrown2",0,0,0)
	  TNT1 A 1 Bright A_CStaffMissileSlither

      loop
	  
	  	Bounce.floor:
	TNT1 A 0
	TNT1 A 0 thrustthing(angle+random(-5,5),12,0,0)
	Goto fly
	
		Bounce.Wall:
	TNT1 A 0
	TNT1 A 0 a_stop
	Goto death
	
	  
	  
   Death:
  TNT1 A 0
      stop
   }
}
 
 
 actor WhiteBaron2
{
  obituary "%o fell to the power of White Baron"
  hitobituary "%o was sliced to pieces by White Baron"
  Species "BaronOfHell"
  health 13069
  radius 24
  height 64
  mass 500
  yscale 0.65
  xscale 0.65
  speed 28
  BloodColor "Black"
  DamageFactor Melee, 0.5
  DamageFactor Fire, 0.5
  DamageFactor "plasma", 0.5
  DamageFactor "Heroic", 3.0
  Damagefactor "ice", 1.25
  Damagefactor ice, 1.25
  DamageFactor "DIMp", 0
  RadiusDamageFactor 0.25
  PainChance "DIMp", 0
  painchance 42
  Damage 5
		SeeSound "Obsidian/Alert"
		PainSound "Obsidian/Pain"
		DeathSound "Obsidian/Death"
		ActiveSound "Obsidian/Idle"
  MONSTER
  +FLOORCLIP
  +BOSSDEATH
  +Thruspecies
  +Boss
  +DontHarmClass
  +MissileMore
  +missileevenmore
  +Quicktoretaliate
  -NoRadiusDmg
  +DontHarmSpecies
  +NOFEAR
  +noinfighting
  +notarget
  
  var int user_rude;
  
  DropItem "CH_berserk"
   DropItem "CH_berserk"
    DropItem "CH_berserk"
  DropItem "BackPack"
  DropItem "BackBundle"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
   DropItem "CH_RocketAmmo"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_Cell"
  DropItem "CH_CellPack"
  DropItem "CH_CellPack"
  DropItem "CH_BFG9000"
  DropItem "CH_MegaSphere"
  DropItem "CH_SoulSphere"
  DropItem "CH_BlueArmor"
  DropItem "RLOnyxModItem"
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",128
  Dropitem "RLLegendaryWeaponSpawner", 32
  Dropitem "RLUniqueWeaponSpawner",64
  Tag "Hell's Slice and Dicer"
  Translation "1:4=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "5:10=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "13:15=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "36:37=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "47:63=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "18:21=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "28:31=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "32:35=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "38:41=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "43:43=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "11:11=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "16:16=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "23:23=%[0.00,0.00,0.00]:[2.00,2.00,2.00]", "25:25=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
  
  states
  {
Spawn:
    VSTL I 1
	Goto Scripted
	Scripted:
	VSTL A 1
	VSTL A 1 ACS_NamedExecuteAlways("AnnounceWhiteBaron")
	VSTL A 1
	Goto Idle
    Idle:
    VSTL IJK 8 A_Look
	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
See:
TNT1 A 0
       BSMT A 0 A_ChangeFlag("THRUACTORS", FALSE)
       BSMT A 0 A_UnSetReflectiveInvulnerable 
	   BSMT A 0 A_ScaleVelocity(1)
	   BSMT A 0 //A_SetSpeed(28)
	   BSMT A 0 //A_checkblock("Reposition",CBF_NOLINES)
    VSTL ABCD 6 A_Chase
    TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
     VSTL EFGH 6 A_Chase
	 TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	 TNT1 A 0 A_jump(128,"See2")
    loop
See2:
	    VSTL ABCD 6 A_FastChase
    TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
     VSTL EFGH 6 A_fastChase
	 TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	 TNT1 A 0 A_jump(128,"See2")
	 Goto see
	
	
	   Reposition:
   TNT1 A 0
   VSTL O 0 A_ChangeFlag("NOPAIN", TRUE)
     VSTL P 12 Radius_Quake(6,100,2,64,8)
	 VSTL P 1 A_SetTranslucent(0.5)
	 VSTL P 1 A_SetTranslucent(0.3)
	 VSTL P 1 A_SetTranslucent(0.1)
	 VSTL P 1 A_SetTranslucent(0)
     VSTL O 0 A_ChangeFlag("Float", TRUE)
	 VSTL O 0 A_ChangeFlag("THRUACTORS", TRUE)
	 VSTL O 0 //A_SetFloatspeed(42)
	 VSTL O 0 //A_SetSpeed(42)
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_Wander
	 VSTL O 1 A_Wander
	 VSTL O 0 A_ChangeFlag("Float", FALSE)
	 VSTL O 0 A_ChangeFlag("THRUACTORS", FALSE)
	 VSTL O 0 //A_SetFloatspeed(18)
	 VSTL O 0 //A_Setspeed(28)
	 VSTL P 1 A_SetTranslucent(0.1)
	 VSTL P 1 Radius_Quake(6,100,2,64,8)
	 VSTL P 1 A_SetTranslucent(0.3)
	 VSTL P 1 A_SetTranslucent(0.5)
	 VSTL P 1 A_SetTranslucent(0.7)
	 VSTL P 1 A_SetTranslucent(1)
	 TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	 VSTL P 8 
	  VSTL O 0 A_ChangeFlag("NOPAIN", FALSE)
	 VSTL P 0
	 Goto See
	
	
	
Melee:
		VSTL L 1 A_FaceTarget
		VSTL L 1 A_PlaySound("Obsidian/Swipe")
		VSTL L 4 A_FaceTarget
		VSTL M 6 A_FaceTarget
		VSTL NNN 2 A_Recoil(-12)
		VSTL O 12 A_CustomMeleeAttack(random(10, 15) * 7, "Obsidian/Melee")
		VSTL P 10 A_jump(128,"slice1","slice2","Slice3")
		Goto See
Missile:
		VSTL U 5 A_FaceTarget
     	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
      	VSTL QR 5 A_FaceTarget
		TNT1 A 0 A_jumpifcloser(800,"Dash")
		Missile2:
		VSTL S 10 A_PlaySound("Obsidian/Attack")
		VSTL T 5 A_FaceTarget
		TNT1 A 0 A_jump(64,"SliceHoming","stars","Spikes","FloorCrack")
		TNT1 A 0 A_jump(252,"Slice1","Slice2","Slice3","SpinSlice","SliceHoming","stars","spikes","FloorCrack")
	    Goto See
		
				FloorCrack:
		VSTL R 10 A_FaceTarget
		VSTL PPP 3  A_CustomMissile("WhiteBaronGround",32,0,random(16,-16))
		TNT1 A 0 A_jump(252,"Slice1","Slice2","Slice3","SpinSlice","SliceHoming","stars","Spikes")
		Goto see
		
		
				Spikes:
		VSTL R 5 A_FaceTarget
		VSTL P 10  A_VileTarget("VileGroundSpikeBrown") 
		TNT1 A 0 A_jump(252,"Slice1","Slice2","Slice3","SpinSlice","SliceHoming","stars","FloorCrack")
		Goto see
		
		Stars:
		VSTL R 10 A_FaceTarget
		VSTL P 10  A_CustomMissile("WhiteBaronStar",42,0)
		VSTL P 0  A_CustomMissile("WhiteBaronStar",42,16)
		VSTL P 0  A_CustomMissile("WhiteBaronStar",42,-16)
		VSTL R 10 A_FaceTarget
		VSTL P 10  A_CustomMissile("WhiteBaronStar",42,0)
		VSTL P 0  A_CustomMissile("WhiteBaronStar",42,16)
		VSTL P 0  A_CustomMissile("WhiteBaronStar",42,-16)
		TNT1 A 0 A_jump(64,"SliceHoming","stars")
		TNT1 A 0 A_jump(252,"Slice1","Slice2","Slice3","SpinSlice","SliceHoming","stars","FloorCrack","spikes")
	    Goto See
		
				SliceHoming:
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4  A_FaceTarget
		VSTL M 6  A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",48,28)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",32,14)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",26,-2)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",18,-14)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",2,-28)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",48,-28)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",32,-14)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",26,2)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",18,14)
		VSTL N 0  A_CustomMissile("WhiteBaronSliceHoming",2,28)
		VSTL N 4
		VSTL O 12 
		VSTL P 10
		Goto see

		Dash:
		TNT1 A 0
		TNT1 A 0 A_jump(128,"Missile2")
		TNT1 A 0 A_Playsound("Ice/Fly")
		VSTL T 5 A_SkullAttack(20)
		VSTL L 5 A_recoil(-20)
		VSTL L 5 A_jumpifcloser(200,"SpinSlice")
		VSTL L 5 A_jumpifcloser(250,"SpinSlice")
		VSTL L 5 A_jumpifcloser(300,"SpinSlice")
		VSTL L 5 A_jumpifcloser(250,"SpinSlice")
		VSTL L 5 A_jumpifcloser(200,"SpinSlice")
		VSTL T 5
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL T 5 A_stop
		VSTL T 5 A_Jump(128,"Slice1","Slice2","Slice3")
		Goto see
		
		
		Slice1:
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 6 A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",48,24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",40,16)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,8)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",26,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",18,-8)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",10,-16)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",2,-24)
		VSTL N 4
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL M 6 A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",48,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",40,-16)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-8)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",26,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",18,8)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",10,16)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",2,24)
		VSTL N 4
		VSTL O 12 
		VSTL P 10
		Goto see
		
		
		Slice2:
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 6 A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",44,44)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",42,33)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",40,22)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",38,11)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",36,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",34,-11)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,-22)
		VSTL N 4
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL M 6 A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",44,-44)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",42,-33)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",40,-22)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",38,-11)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",36,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",34,11)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,22)
		VSTL N 4
		VSTL O 12 
		VSTL P 10
		Goto see
		
		
		Slice3:
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 6 A_FaceTarget
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,44,-4)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,33,-2)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,22)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,11,2)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,0,4)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-11,6)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,-22,8)
		VSTL N 4
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL M 6 A_FaceTarget
		VSTL N 4
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,44,4)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,33,2)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,22)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,11,-2)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,0,-4)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-11,-6)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,-22,-8)
		VSTL N 4
		VSTL O 12 
		VSTL P 10
		Goto see
		
				SpinSlice:
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 6 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 2 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 2 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 2 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 2 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL L 4 A_FaceTarget
		VSTL M 2 A_FaceTarget
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-30)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,-24)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-18)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,-12)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,-6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,0)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,6)
		VSTL N 0  A_CustomMissile("WhiteBaronSlice",32,1,12)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,18)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,24)
		VSTL N 0 A_CustomMissile("WhiteBaronSlice",32,1,30)
		VSTL N 2
		VSTL O 12 
		VSTL P 10
		Goto see
		

	Pain:
		VSTL W  4
		VSTL X  4 A_Pain
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		VSTL YZ 4
		Goto See
	Death:
		VSTK A 8
		VSTK B 8 A_Scream
		VSTK C 8
		VSTK D 8 A_NoBlocking
		VSTK E 8
		VSTK F -1

    stop
	
  }
}

