actor Colourset8 : RandomSpawner replaces "Hellknight"
{
    DropItem "CommonHK", 255, 500
    DropItem "GreenHK", 255, 400
	    DropItem "CyanHK", 255, 120
	Dropitem "BrownHK",255, 120
    DropItem "BlueHK", 255,  150
	DropItem "GrayHK", 255, 75
    DropItem "PurpleHK", 255, 75
	DropItem "YellowHK", 255, 50
	Dropitem "AbyssHK", 255, 50
	DropItem "FireBluHK",255, 20
	DropItem "RedHK", 255, 25
	DropItem "BlackHK", 255, 3
	DropItem "WhiteHK", 255,  1	
}


Actor BrownHK
{
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("Colourset8",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


Actor BrownHK2
{
 
  Health 700
  Speed 12
  Radius 24
  Height 64
  PainChance 50
  Mass 1000
  SeeSound "knight/sight"
  PainSound "knight/pain"
  DeathSound "knight/death"
  ActiveSound "knight/active"

     DamageFactor "Blessed", 3.0
        DamageFactor "PLWater", 1.5
    DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
    DamageFactor "Melee", 0.65
  DamageFactor Melee, 0.65
    DamageFactor "fire", 0.80
  DamageFactor fire, 0.80
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
  
  Monster
  +FloorClip
      +MISSILEMORE 

  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  Obituary "%o caught brown hell knights projectile"
  HitObituary "%o got too close to brown hellknight's shield."
  
    DropItem "CH_Chainsaw", 16
    DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "CH_ClipBox", 38
  
  Tag "Lion?"
  States
  {
  Spawn:
    HWAR 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:
    HWAR AABB 3 A_Chase
		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_jump(32,"MaybeParry")
	HWAR CCDD 3 A_Chase
		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_jump(32,"MaybeParry2")
    Loop
	
	MaybeParry:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto see+5
		MaybeParry2:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto see
				MaybeParry3:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto Missile+4
	
	
  Missile:
    HWAR E 0
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  HWAR E 1 a_facetarget
		TNT1 A 0 A_jump(32,"MaybeParry3")
    HWAR E 1 a_facetarget
    HWAR EF 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_jumpifcloser(radius + 64,"MeleeMaybe")
	HWAR G 6 a_CustomMissile("HellionBall",32,0)
    TNT1 A 0 A_jumpifcloser(radius + 64,"Melee")
    Goto See

    MeleeMaybe:
	TNT1 A 0
	TNT1 A 0 A_jumpifcloser(radius + 64,"MeleeMaybe2")
	HWAR FJ 2  
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Goto Rush
    
	    MeleeMaybe2:
	TNT1 A 0
	TNT1 A 0
	Goto Melee+2
	
    Goto See  
	
	
			Parry:
	    HWAR H 3 A_FaceTarget
         HWAR H 3 A_FaceTarget
		 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   HWAR I 3 A_FaceTarget
	      HWAR I 3 A_FaceTarget
         HWAR H 1 A_FaceTarget 
	       HWAR I 3  A_SpawnItemEx ("BrownHKShield", 18,0,24, 1,0,0, 0,SXF_NOCHECKPOSITION)
    HWAR HIHI 3 
		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_jumpifcloser(252,"Rush")
	TNT1 A 0 A_jumpifcloser(128,"BlastEm")
        HWAR IHII 3 
        
	Goto See

	
  Melee: 
    HWAR EF 8 A_FaceTarget 
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HWAR G 8 A_custommeleeattack(random(10,60),"Baron/Melee","none")
	HWAR H 6 A_facetarget
	TNT1 A 0 A_jumpifcloser(252,"Rush")
	Goto See
	Rush:
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HWAR I 6 thrustthing(angle,32,0,0)
	HWAR I 6
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HWAR I 0 
	HWAR I 0 
	HWAR H 3 bright A_CustomMissile("BrownHKShieldCheck",32,0)
	TNT1 A 0 A_jumpifcloser(176,"BlastEm")
	HWAR H 1 A_CustomMissile("HKRedDeath",32,0)
	Goto see
	BlastEm:
	HWAR H 1 bright
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HWAR H 1 A_CustomMissile("HKRedDeath",32,0)
	HWAR H 2 A_VileAttack("bomb/boom", 5,5,128,1.35)
	HWAR H 1 A_RadiusThrust(2040,400, RTF_NOTMISSILE) 
	
    Goto See 
	
  Pain:
    HWAR I 0 //A_setspeed(12)
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HWAR J 6 A_Pain 
	HWAR J 1 A_jump(84,"Parry")
    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")
    HWAE K 0 A_FaceTarget
    HWAR K 5 A_SpawnItemEx("HellWarriorShield", 0, 0, 25, 6, 0, 0, 60, 128)
    HWAR L 5 A_Scream
    HWAR M 5
    HWAR N 5 A_NoBlocking 
    HWAR OPQRS 5  
    HWAR T -1 
    Stop 
  Raise: 
    HWAR QPONMLK 5 
    Goto See 
  } 
}

ACTOR BrownHKShieldCheck
{
  Game Doom
  Radius 8
  Height 8
  Speed 20
  Damage (random(10,60))
  DamageType Melee
  Projectile


  Alpha 0.85
  Scale 1.5
  Gravity 0.5
  SeeSound ""
  DeathSound ""
  BounceSound ""
  States
  {
  Spawn:
  TNT1 A 6
  Goto death

	Xdeath:
	TNT1 A 0 
	TNT1 A 1 A_Playsound ("monster/dknswg")
	Stop

  Death:
    TNT1 A 0
    Stop
  }
}

ACTOR BrownHKShield
{
  Game Doom
  Radius 72
  Height 64
  Speed 1
  species "BaronOfHell"
  health 999
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +invulnerable
  +REFLECTIVE
  +deflect
  +shieldreflect
  +mthruspecies
  +thruspecies
  RenderStyle Add
  Alpha 0.95
  Scale 1.1
  
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    DKNT Z  1 Bright A_SetScale(0.4,0.4)
	DKNT Z  1 Bright A_SetScale(0.6,0.6)
	DKNT Z  1 Bright A_SetScale(0.7,0.5)
	DKNT Z  1 Bright A_SetScale(0.9,0.8)
	TNT1 A 0 a_facetarget
    DKNT Z  1 Bright A_SetScale(1.25,1.1)
	TNT1 A 0 A_playsound("HEALSIEL",0)
    DKNT Z 8 bright 
	Goto death
  Death:

    DKNT Z 2 Bright A_NoBlocking
	DKNT Z  2 Bright A_SetScale(0.8,0.7)
   DKNT Z  2 Bright A_SetScale(0.5,0.4)
	DKNT Z 2 Bright A_SetScale(0.3,0.2)
    DKNT Z 2 Bright A_SetScale(0.2,0.1)
	TNT1 A 0 A_die
    Stop
  }
}



Actor HellWarriorShield
{
  Radius 8
  Height 8
  Speed 6
  +DoomBounce
  +DropOff
  +Missile
  States
  {
  Spawn:
    HWSH ABCDEFGH 3
    Loop
  Death:
    HWSH I -1
    Loop
  }
}

Actor CyanHK
{
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("Colourset8",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


Actor CyanHK2
{
  
  Health 700
  Speed 16
   Radius 24
  Height 64
  PainChance 80
  Mass 1000
  RenderStyle "Add"
  bloodcolor "cyan"
  Alpha 1.0
  MONSTER
  +bright
    +MISSILEMORE 
  +MISSILEEVENMORE
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  +Noicedeath
    DamageFactor "Blessed", 3.0
  DamageFactor "Ice", 0.15
  DamageFactor Ice, 0.15
  
        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", 1.25
  DamageFactor Melee, 1.25
    DamageFactor "fire", 2.0
  DamageFactor fire, 2.0
  
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
  SeeSound "superbaron/scream"
  PainSound "superbaron/pain"
  DeathSound "superbaron/death"
  ActiveSound "superbaron/act"
  Obituary "%o felt the chill of the cyan knight"
  HitObituary "%o got ripped to fragments by cyan knight"
  DropItem "CH_Chainsaw", 16
    DropItem "HealthBundle"
  DropItem "ArmorBundle"
  Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"
  tag "Cyanide HellKnight"
  States
  {
  Spawn:
    HFRY 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:
    TNT1 A 0
	TNT1 A 0 A_setscale(1.0,1.0)
    HFRY AABB 3 a_chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HFRY CCDD 3 A_Chase
				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_jump(64,"See2")
		TNT1 A 0 a_jump(232,"SeeMe")
	
    Loop
	

	
		SeeMe:
		  HFRY A 0
		   HFRY A 0 A_JumpIfInTargetLOS("Jumpy", 0, JLOSF_DEADNOJUMP, 750)
		Goto see
	
		Jumpy:
		TNT1 A 0 
		  HFRY A 2 A_fastchase
		   TNT1 A 0 A_JumpIf(CallACS("CH_CyanBounce") == 1, "See2")
		  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		  HFRY A 1 thrustthingz(0,64,0,0)
		  HFRY A 1 thrustthing(angle-random(90,270),12,0,0)
		  HFRY AA 1
		  HFRY A 1 thrustthingz(0,32,0,0)
		  HFRY A  1 thrustthing(angle-random(10,-20),24,0,0)
		Goto see
	
	
	  See2:
    TNT1 A 0
	TNT1 A 0 A_setscale(1.0,1.0)
    HFRY AABB 2 a_fastchase
				TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

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

    Goto See
	
  Missile:
    TNT1 A 0
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HFRY E 0 A_Jump(128,"A1")
    HFRY EF 6 A_FaceTarget
    HFRY G 6   A_CustomMissile("IceHKShot", 42, 0, 0)
	TNT1 A 0 A_checksight("See")
	TNT1 A 0 A_setscale(-1.0,1.0)
	 HFRY EF 6 A_FaceTarget
    HFRY G 6 A_CustomMissile("IceHKShot", 42, 0, random(-3,3))
	TNT1 A 0 A_setscale(1.0,1.0)
	TNT1 A 0 A_checksight("See")
	    HFRY EF 4 A_FaceTarget
    HFRY G 5   A_CustomMissile("IceHKShot", 42, 0, random(-1,1))
	TNT1 A 0 A_checksight("See")
		TNT1 A 0 A_setscale(-1.0,1.0)
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 HFRY EF 4 A_FaceTarget
    HFRY G 5 A_CustomMissile("IceHKShot", 42, 0, random(-5,5))
	TNT1 A 0 A_setscale(1.0,1.0)
		TNT1 A 0 A_checksight("See")
	    HFRY EF 3 A_FaceTarget
    HFRY G 3   A_CustomMissile("IceHKShot", 42, 0, random(-3,3))
	TNT1 A 0 A_checksight("See")
		TNT1 A 0 A_setscale(-1.0,1.0)
	 HFRY EF 3 A_FaceTarget
    HFRY G 3 A_CustomMissile("IceHKShot", 42, 0, random(-7,7))
				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_setscale(1.0,1.0)
    Goto See
	A1:
    HFRY P 8 A_FaceTarget
    HFRY P 6 A_CustomMissile("CyanHKShade", 20, 0, 180)
    HFRY P 6 A_CustomMissile("CyanHKShade", 20, 0, 180)
    HFRY Q 8 A_CustomMissile("IceOrbCyanHK", 60, 0, 0)
	TNT1 AAAAA 0 Bright A_Spawnitemex("SpikeCyanRev",12,-21,24,random(12,33),0,random(1,3),frandom(-5,5))
	TNT1 AAAAA 0 Bright A_Spawnitemex("SpikeCyanRev",12,-21,24,random(12,33),0,random(1,3),frandom(-5,5))
	FATT HHHHH 0 Bright A_Spawnitemex("SpikeCyanRev",12,21,24,random(12,33),0,random(1,3),frandom(-5,5))
	TNT1 AAAAA 0  Bright A_Spawnitemex("SpikeCyanRev",12,21,24,random(12,33),0,random(1,3),frandom(-5,5))
	HFRY QQQQQQQQQQ 0 A_CustomMissile("SpikeCyanRev", 60, 0, random(-10,10))
	TNT1 A 0 A_jump(64,"Dodge1","Dodge2")
	
    Goto See
    Melee:
    HFRY EF 8 A_FaceTarget
    HFRY G 8  A_Custommeleeattack(random(20,90),"baron/melee")
    TNT1 AAAAAAAAAAAAAAAA 0 A_Custommissile("SpikeCyanRev",56,3,random(-15,15),CMF_OFFSETPITCH,random(-25,-5))
	TNT1 A 0 A_jump(64,"Missile")
	TNT1 A 0 A_jump(64,"Dodge1","Dodge2")
    Goto See
	
		Dodge1:
	TNT1 A 0 A_CustomMissile("CyanHKShade", 20, 0, 180)
	 HFRY A 1 thrustthingz(0,11,0,0)

	 HFRY A 1 thrustthing(angle-90,29,0,0)
	Goto see2
	
	
	
	Dodge2:
	TNT1 A 0 A_CustomMissile("CyanHKShade", 20, 0, 180)
	 HFRY A 1 thrustthingz(0,11,0,0)

	 HFRY A 1 thrustthing(angle+90,29,0,0)
	Goto see2
	
	
  Pain:
    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_setscale(1.0,1.0)
    HFRY H 2 A_CustomMissile("CyanHKShade", 20, 0, 180)
    HFRY H 2 A_Pain
	TNT1 A 0 A_jump(128,"Dodge1","Dodge2")
    Goto See
  Death:
    HFRY I 8 A_Scream
    HFRY J 8 
    HFRY K 8
    HFRY L 8 A_NoBlocking
    HFRY MN 8 
	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,251)
	TNT1 A 0 A_iceguydie
    HFRY O -1
    Stop
   }
}

ACTOR IceHKShot
{
 
  Radius 5
  Height 5
  Speed 34
  Damage (random(9,27))
  DamageType Ice
  Projectile
  RenderStyle Add
  Alpha 0.65
  scale 1.5
  SeeSound "Ice/Hit2"
  DeathSound "spike/spiked"
  States
  {
  Spawn:
    ICEY A 3 Bright 
	ICEY B 3 Bright 
	ICEY C 3 Bright 
    Loop
  Death:
  TNT1 A 0
      TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(0,90))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(89,180))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(181,270))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(271,359))
    ICEY FGHI 5 Bright
    Stop
  }
}


Actor CyanHKShade
{
  Radius 6
  Height 6
  Speed 1
  Projectile
  +noclip
  +nointeraction
  Renderstyle Add
  Seesound ""
  DeathSound ""
  Alpha 0.25
  Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"

  States
  {
  Spawn: 
     HFRY A 2 Bright
	 Death:
	 TNT1 A 0
	 TNT1 A 0 A_SetTranslucent(0.20)
	 HFRY A 2 Bright a_setscale(1.1,1.1)
	 	 TNT1 A 0 A_SetTranslucent(0.10)
	 HFRY A 2 Bright a_setscale(1.3,1.3)
	 	 TNT1 A 0 A_SetTranslucent(0.05)
	 HFRY A 2 Bright a_setscale(1.5,1.5)
	Stop
	
	}
}


ACTOR IceOrbCyanHK
{
  Game Doom
  Radius 8
  Height 8
  Speed 42
  Damage (random(7,60))
  DamageType Ice
  Projectile

  Scale 2
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"

    Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"

  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY A 2 Bright
	ICEY B 2 Bright a_spawnitemex("IceCacoTrail",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	ICEY C 2 Bright a_spawnitemex("IceCacoTrail",0,0,0,random(2,21),0,random(-5,25),random(0,359),SXF_NOCHECKPOSITION)
    Loop
  Death:
  TNT1 A 0
  TNT1 A 0 A_setscale(2.5,1.5)
    ICEY F 4 bright A_Explode(random(10,60),128)
	TNT1 AAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(0,90))
	TNT1 AAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(89,180))
	TNT1 AAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(181,270))
	TNT1 AAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(271,359))
	ICEY GHI 3 Bright 
    Stop
  }
}



Actor AbyssHK
{
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("PurpleHK",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR AbyssHK2 : HellKnight 
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "black"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0

  Painchance 64

  Health 1850
  Speed 15
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  -NoRadiusDmg
  +NOFEAR

  DamageFactor Fire, 0.4
  DamageFactor ice, 0.4
  
    DamageFactor "Fire", 0.4
  DamageFactor "ice", 0.4
  
  HitObituary "%o was dragged deep below"
  Obituary "%o got made into abysmal bloody mist"
  seesound "deepone/sight"
  painsound "deepone/pain"
  deathsound "deepone/death"
  activesound "deepone/active"
  DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "CH_GreenArmor", 64
  DropItem "CH_RocketBox",128
  DropItem "CH_RocketBox"
  
  xscale 1.15
  yscale 1.0
  
  Meleerange 58
  tag "Abyss Bruiser"
  
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

  
  States
  {
  Spawn:
    BRUS AB 10 Bright 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:
  TNT1 A 0
  	TNT1 A 0  //A_Setspeed(15)
    BRUS AABB 3 Bright A_Chase
    				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS  CCDD 3 Bright A_Chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
	
	  See2:
	  TNT1 A 0
	  	TNT1 A 0  //A_Setspeed(15)
    BRUS AABB 3 Bright A_Chase

					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	BRUS  CCDD 3 Bright A_Chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	TNT1 A 0 A_jump(64,"Dodge1","Dodge2")
    Loop
	
	Dodge1:
	TNT1 A 0
	BRUS A 1 thrustthingz(0,11,0,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS A 1 thrustthing(angle-90,29,0,0)
	Goto see2
	
	
	
	Dodge2:
	TNT1 A 0
	BRUS A 1 thrustthingz(0,11,0,0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS A 1 thrustthing(angle+90,29,0,0)
	Goto see2
	
	
  Melee:
    BRUS E 4 Bright A_FaceTarget
					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_Spawnitemex("SplashAbyss",4,26,46)
    BRUS F 4 Bright A_FaceTarget
	TNT1 A 0 A_Spawnitemex("SplashAbyss",4,13,30)
    BRUS G 5 Bright  A_Custommeleeattack(random(20,90),"baron/melee")
    TNT1 AAAAAAAAAAAAAAAA 0 A_Custommissile("SplashAbyss2",56,3,random(-15,15),CMF_OFFSETPITCH,random(-25,-5))

	BRUS G 1 Bright A_Jump(88,"Missile")
    Goto See2
  Missile:
    BRUS E 0 bright
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS E 0 bright a_jumpifcloser(1500,"Choices")
	BRUS E 0 bright
	Goto Balls
	
	Choices:
	TNT1 A 0
	BRUS E 0 bright a_jumpifcloser(900,"Choices2")
    BRUS E 0 Bright A_Jump(255,"Balls","BallsBar")
	BRUS E 1 Bright
	Goto See2
	Choices2:
		TNT1 A 0
	BRUS E 0 bright
    BRUS E 0 Bright A_Jump(255,"Balls","Mist","BallsBar")
	BRUS E 1 Bright
	
	Balls:
    BRUS EF 4 Bright A_FaceTarget
    BRUS G 2 Bright A_Custommissile("AbyssHKBall",32,2,random(-1,1))
	TNT1 A 0 A_jump(64,"CL2")
	BRUS G 1 Bright A_Monsterrefire(128,"See")
    Goto Balls2
	Balls2:
    BRUS HI 4 Bright A_FaceTarget
    BRUS J 2 Bright A_Custommissile("AbyssHKBall",32,2,random(-1,1))
	TNT1 A 0 A_jump(64,"CL2")
	BRUS J 1 Bright A_Monsterrefire(128,"See")
    Goto Balls
	
		CL1:
	TNT1 A 0 
	BRUS E 0 bright a_jumpifcloser(800,"BallsBar")
	TNT1 A 0
	Goto Balls2
	
	CL2:
	TNT1 A 0 
	BRUS E 0 bright a_jumpifcloser(800,"BallsBar")
	TNT1 A 0
	Goto Balls
	
	
	    BallsBar:
	BRUS K 1 Bright A_FaceTarget
    BRUS K 6 Bright 
    BRUS KL 6 Bright A_FaceTarget
    BRUS M 1 Bright A_Custommissile("AbyssHKBall",32,0,0)
	TNT1 AAA 0 A_Custommissile("AbyssHKBall",32,0,random(1,14))
	TNT1 AAA 0 A_Custommissile("AbyssHKBall",32,0,random(-14,-1))
	BRUS M 16 Bright 
	Goto see2
	
	
     Mist:
	BRUS K 1 Bright A_FaceTarget
    BRUS K 12 Bright A_Playsound("superbaron/scream")
    BRUS KL 12 Bright A_FaceTarget
	BRUS M 1 bright A_changeflag("NOPAIN",TRUE)
	BRUS M 1 A_SetTranslucent(0.45)
	BRUS M 1 //A_Setspeed(99)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS MMMMMMMM 1 A_Spawnitemex("AbyssHKMist",random(-256,256),random(-256,256),6,random(1,11),0,0,random(-359,359), SXF_NOCHECKPOSITION)
	
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS MMMMMMMMMM 1 A_Spawnitemex("AbyssHKMist",random(-256,256),random(-256,256),6,random(1,11),0,0,random(-359,359), SXF_NOCHECKPOSITION)

	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS MMMMMMMMM 1 A_Spawnitemex("AbyssHKMist",random(-256,256),random(-256,256),6,random(1,11),0,0,random(-359,359), SXF_NOCHECKPOSITION)

	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
	BRUS MMMMMM 0 A_wander
	BRUS M 1 A_wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	BRUS M 1 bright 
    BRUS M 1 A_SetTranslucent(1.0)
	BRUS M 1 //A_Setspeed(15)
    BRUS M 10 bright
	BRUS M 8 Bright A_changeflag("NOPAIN",FALSE)
	TNT1 A 0 A_Jump(64,"Dodge1","Dodge2")
	
    Goto See2
  Pain:
    BRUS N 5 Bright A_Pain
	TNT1 A 0  //A_Setspeed(15)
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS N 1 Bright A_Jump(64,"choices","Dodge1","Dodge2")
     Goto See2
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")
    BRUD A 6 Bright A_Scream
    BRUD BCD 4 Bright 
    BRUD EFG 4 Bright
    BRUD H 4 Bright A_Fall
    BRUD IJKLMNOP 4 Bright
    BRUD QRSTUV 4
    BRUD W -1   
    Stop
  Raise:
    BRUD WVUTSRQPONMLKJIHGFEDCBA 2
	Goto See2
  }
}


ACTOR AbyssHKBall
{
  Game Doom
  Radius 12
  Height 9
  Speed 28
  yscale 1.0
  xscale 1.42
  Damage (Random(10,55))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +dontharmclass
  RenderStyle Add
  Alpha 1.95
  SeeSound "baron/attack"
  DeathSound "spit/spit2"
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

  States
  {
  Spawn:
    BAL7 AB 4 Bright
		    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 AAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-228,228),random(-8,8),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
  		TNT1 AAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(8,8),random(-228,228),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_explode(random(8,30),64,0)
    PLSE CDE 3 Bright
		TNT1 AAA 0 A_Spawnitemex("AbyssHKMist",random(-156,156),random(-156,156),6,random(1,11),0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
    Stop
  }
}



ACTOR AbyssHKMist
{
  Game Doom
  Radius 16
  Height 12
  Speed 1
  DamageType Ice
  Projectile
  
  RenderStyle Add
  xScale 1.33
  yscale 0.6 
  Alpha 0.6
  
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"

  
  States
  {
  Spawn:
  	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,4), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    PSBG CDE 2 Bright
	  	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,4), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    Goto Death
  Death:
    PSBG FGHI 6 Bright A_Explode(random(1,9),46)
	 PSBG IHGF 6 Bright A_Explode(random(1,9),46)
	  PSBG FGHI 6 Bright A_Explode(random(1,9),46)
    Stop
  }
}




Actor GrayHK
{
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("PurpleHK",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor FireBluHK
{
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("YellowHK",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR FireBluHK2
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "Blue"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance "fire", 8
  PainChance fire, 8
  Health 900
  Speed 13
   Radius 24
  Height 64
  MONSTER
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  +donthurtspecies
  SeeSound "HK2/see"
  ActiveSound "knight/active"
  PainSound "HK2/Hurt"
  DeathSound "HK2/Die"
  Obituary "%o was forged into fireblu hell knights armor"
  DropItem "HealthBundle", 188
  DropItem "HealthBonus"
  DropItem "HealthBonus"
  DropItem "ArmorBundle", 64
  DropItem "CH_GreenArmor", 64
  DropItem "CH_RocketLauncher", 128
  Translation "144:151=196:207", "48:63=171:186", "128:143=195:207", "13:15=45:47", "74:79=183:191", "64:74=199:207", "1:2=242:244", "122:127=177:182", "112:121=197:204"
  Tag "Knight with clown armor"
  States
  {
  Spawn:
    BOS2 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:
    BOS2 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)

	BOS2 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:
    BOS2 E 0 
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS2 E 0 A_jump(255,"Bolt1", "Fires5")
  Goto See
  Bolt1:
    BOS2 EF 6 A_FaceTarget
    BOS2 G 6 A_custommissile("FireBluHKBall1", 32,3,random(-1,1))
	BOS2 PQ 5 A_FaceTarget
    BOS2 R 5 A_custommissile("FireBluHKBall1", 32,3,random(-9,9))
	BOS2 R 0 A_Jump(76,"Bolt1")
    Goto See
   Melee:
  Fires5: 
    BOS2 H 12 Bright A_Facetarget
	BOS2 HHHHHH 0 Bright A_Custommissile("FireBluHKBall2",54,1,random(-25,25),0,random(-15,15))
	BOS2 HHHH 1 Bright A_Custommissile("FireBluHKBall2",54,1,random(-25,25),0,random(-15,15))
	BOS2 HHHHHH 0 Bright A_Custommissile("FireBluHKBall2",54,1,random(-25,25),0,random(-15,15))
	BOS2 HHHH 1 Bright A_Custommissile("FireBluHKBall2",54,1,random(-25,25),0,random(-15,15))
	BOS2 H 6 Bright 
	BOS2 H 4 
	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("AbyssHK2",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:
    BOS2 H 2
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 8
    BOS2 NMLKJI 8
    Goto See
  }
}

Actor FireBluHKBall1
{
  Radius 20
  Height 20
  Mass 600
  Speed 15
  Damage (random(5,50))
  DamageType "Plasma"
  Projectile
  Scale 1
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "Crack/death"
  Translation "216:223=199:207", "208:214=193:201", "231:231=194:194", "168:175=198:201"
  States
  {
  Spawn:
   MANF A 3 A_SpawnItemEx("FireBluHKBall3",random(-3,3),random(-3,3),random(-3,3),0,0,0,0, SXF_NOCHECKPOSITION)
   MANF B 3 A_SpawnItemEx("FireBluHKBall3",random(-3,3),random(-3,3),random(-3,3),0,0,0,0, SXF_NOCHECKPOSITION)
   Loop
  Death:
   MISL B 4 A_SetTranslucent(0.35)
   MISL C 1 A_Explode(random(5,20),128)
   MISL CCCCCCCCCCCCCC 0 A_CustomMissile("FireBluHKBall2",5,0,random(0,360),0,random(-180,180))
   MISL DDD 2  A_Explode(random(5,10),128)
   Stop
 }
}

ACTOR FireBluHKBall2
{
  Game Doom
  Radius 6
  Height 6
  Speed 20
  Damage (random(5,10))
  DamageType "Plasma"
  Projectile
  RenderStyle Add
  Alpha 0.75
  Scale 1
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "208:223=195:207", "225:231=192:195"
  States
  {
  Spawn:
    BAL1 AB 4 Bright
    Loop
  Death:
    BAL1 CDE 6 Bright A_Explode(random(1,7),128)
    Stop
  }
}

ACTOR FireBluHKBall3
{
  Game Doom
  Radius 6
  Height 6
  Speed 12
  Damage (random(5,10))
  DamageType "Plasma"
  Projectile
  RenderStyle Add
  Alpha 0.75
  Scale 0.5
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "208:223=195:207", "225:231=192:195"
  States
  {
  Spawn:
    BAL1 AB 1 Bright A_BishopMissileWeave
	BAL1 A 0 Bright A_Jump(4,"Death") 
    Loop
  Death:
    BAL1 CDE 6 Bright A_Explode(random(1,5),128)
    Stop
  }
}


ACTOR GrayHK2
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "White"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance "fire", 8
  PainChance fire, 8
  Health 800
  Speed 15
   Radius 24
  Height 64
  painchance 16
  MONSTER
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  +donthurtspecies
  SeeSound "HK2/see"
  ActiveSound "knight/active"
  PainSound "HK2/Hurt"
  DeathSound "HK2/Die"
  Obituary "%o got stoned with gray hell knight"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 64
  DropItem "CH_GreenArmor", 32
  Translation "54:63=87:95", "144:151=96:106", "13:15=109:111", "138:143=104:108", "128:135=96:98", "112:127=80:95"
  Tag "Gray knight"
 States
  {
  Spawn:
    BOS2 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:
    BOS2 AABB 3 a_chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS2 CCDD 3 A_Chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
  Missile:
  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 E 0 A_JumpIfCloser(600,"Fire3")
	BOS2 E 0 A_jump(255,"Bolt3")
  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("AbyssHK2",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
	
  
  Bolt3:
    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_custommissile("MolochNail", 32,3,random(-1,1))
	BOS2 G 0 A_Jump(128,"Bolt4")
    Goto See
  Bolt4:
    BOS2 PQ 8 A_FaceTarget
    BOS2 R 8 A_custommissile("MolochNail", 32,3,random(-1,1))
	BOS2 R 0 A_Jump(76,"Bolt3")
    Goto See	
  Fire3: 
    BOS2 H 10 Bright A_Facetarget
	BOS2 H 9 Bright A_Custommissile("MinesHK",54,1,random(-1,1))
	BOS2 H 12 Bright A_Facetarget
	BOS2 H 9 Bright A_Custommissile("MinesHK",54,1,random(-9,9))
	BOS2 H 12 Bright A_Facetarget
	BOS2 H 9 Bright A_Custommissile("MinesHK",54,1,random(-25,25))
	Goto See
  Pain:
    BOS2 H 2
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 8
    BOS2 NMLKJI 8
    Goto See
  }
}

ACTOR MinesHK
{
   Radius 12
   Height 12
   Speed 32
   Damage (random(5,20))
   RENDERSTYLE soultrans
   ALPHA 0.95
   PROJECTILE
   DamageType Fire
   -NOGRAVITY
   +BounceOnWalls
   +THRUGHOST
   Gravity 0.3
   BounceType Doom
   BounceCount 25
   BounceFactor 0.95
   WallBounceFactor 1.1
   Seesound "monster/dknmsl"
   Bouncesound "fire/fire3"
   DeathSound "weapons/boom1"
   translation "144:151=90:95", "64:79=96:109", "236:239=104:111", "1:2=111:111"
   States
   {
   Spawn:
      RIP1 ABC 4 Bright	  
	  RIP1 C 0 Bright A_Jump(4,"Death")
      loop
	  Death:
	   MISL D 0 A_CustomMissile("CGNail",0,0,15,0)    
       MISL D 0 A_CustomMissile("CGNail",0,0,45,0)   
       MISL D 0 A_CustomMissile("CGNail",0,0,75,0) 
       MISL D 0 A_CustomMissile("CGNail",0,0,105,0)    
       MISL D 0 A_CustomMissile("CGNail",0,0,135,0)     
       MISL D 0 A_CustomMissile("CGNail",0,0,165,0)     
       MISL D 0 A_CustomMissile("CGNail",0,0,195,0)     
       MISL D 0 A_CustomMissile("CGNail",0,0,225,0)      
       MISL D 0 A_CustomMissile("CGNail",0,0,255,0)       
       MISL D 0 A_CustomMissile("CGNail",0,0,285,0)     
       MISL D 0 A_CustomMissile("CGNail",0,0,315,0)       
       MISL D 0 A_CustomMissile("CGNail",0,0,345,0)
	   stop
	   }
}


Actor CommonHK : HellKnight
{
Species "BaronOfHell"
DamageFactor "Blessed", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
gibhealth -80
Monster
+Quicktoretaliate
+Dontharmspecies
BloodColor "Green"
tag "HellKnight"
States
 {
 
 
   Spawn:
    BOS2 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:
    BOS2 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)

	BOS2 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
  Melee:
  Missile:
   						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_BruisAttack
    Goto See
  Pain:
    BOS2 H 2
	 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
	
			   	 			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("AbyssHK2",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
	
	
	
  Raise:
    BOS2 O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOS2 NMLKJI 5
    Goto See
  Grow:
    BOS2 NMLKJI 5
    BOS2 A 0 A_Spawnitemex("GreenHK",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
	XDeath:
	BOS2 I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOS2 I 0 a_stop
	BOS2 I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB A 0 A_Screamandunblock
	HKGB A -1
	stop
  }
}

ACTOR HKSplashDed
{
  Game Doom
  Radius 10
  Height 42
  +NOGRAVITY
  Scale 2
  States
  {
  Spawn:
    BAR1 AB 0
    Goto Death
  Death:
    BAL7 C 6 Bright A_Xscream
    BAL7 D 6 Bright 
    BAL7 E 6 Bright 
    stop
  }
}


ACTOR GreenHK : HellKnight
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "Green"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Health 600
  gibhealth -80
  Speed 9
  -BOSSDEATH
  +Quicktoretaliate
  +Dontharmspecies
  SeeSound "knight/sight"
  ActiveSound "knight/active"
  PainSound "knight/pain"
  DeathSound "knight/death"
  DropItem "HealthBundle"
  HitObituary "%o was taken down by greener than green, Green Hell Knight"
  Obituary "%o felt the green overload of Green Hell Knight"
  Translation "48:63=112:118", "128:143=117:127", "144:151=118:127", "13:15=125:127", "64:79=152:159"
  tag "Green HellKnight"
 States
  {
  Spawn:
    BOS2 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:
    BOS2 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)

	BOS2 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:
  Missile:
  	 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_CustomComboAttack("BaronBall", 32, 11 * random(1, 8), "baron/melee")
	BOS2 G 2 A_Jump(164, "Missile2")
    Goto See
  Missile2:
    BOS2 PQ 8 A_FaceTarget
	BOS2 Q 0 A_JumpIf(CallACS("CH_Intercept") == true, "Miss2") 
    BOS2 R 8 ACS_NamedExecuteWithResult("BaronMissile")
	BOS2 R 2 A_Jump(128, "Missile")
    Goto See
	Miss2:
	BOS2 R 8 A_CustomComboAttack("BaronBall", 32, 11 * random(1, 8), "baron/melee")
	BOS2 R 2 A_Jump(128, "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("AbyssHK2",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:
    BOS2 H 2
		 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOS2 NMLKJI 5
    Goto See
  Grow:
    BOS2 NMLKJI 5
    BOS2 A 0 A_Spawnitemex("BlueHK",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
		XDeath:
	BOS2 I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOS2 I 0 a_stop
	BOS2 I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB A 0 A_Screamandunblock
	HKGB A -1
	stop
  }
}


ACTOR BlueHK : HellKnight
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "Blue"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Health 666
  gibhealth -90
  Speed 10
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  SeeSound "HK2/see"
  ActiveSound "knight/active"
  PainSound "HK2/Hurt"
  DeathSound "HK2/Die"
  DropItem "HealthBundle", 128
  DropItem "HealthBundle", 64
  HitObituary "%o was blue hand smack'd"
  Obituary "%o got hit by Blue Hell Knights blue bolts"
  Meleerange 54
  Translation "112:127=192:207", "64:79=195:207", "54:63=194:196", "144:151=196:207", "128:143=194:207", "13:15=240:242"
  tag "Blue HellKnight"
  States
  {
  Spawn:
    BOS2 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:
    BOS2 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)

	BOS2 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:
  		 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 EF 8
	BOS2 G 8 A_Custommeleeattack(random(10,70),"baron/melee")
	Goto See
  Missile:
  		 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_custommissile("BaronsBlueBalls", 32,3,random(-1,1))
	BOS2 G 0 A_CheckSight("See")
	BOS2 PQ 6 A_FaceTarget
	BOS2 R 6 A_custommissile("BaronsBlueBalls", 32,3,random(-3,3))
	BOS2 G 0 A_CheckSight("See")
	BOS2 EF 4 A_FaceTarget
			 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BOS2 G 4 A_custommissile("BaronsBlueBalls", 32,3,random(-5,5))
	BOS2 PQ 3 A_FaceTarget
	BOS2 R 3 A_custommissile("BaronsBlueBalls", 32,3,random(-7,7))
    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("AbyssHK2",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:
    BOS2 H 2
			 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    BOS2 NMLKJI 5
    Goto See
  Grow:
    BOS2 NMLKJI 5
    BOS2 A 0 A_Spawnitemex("PurpleHK",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
		XDeath:
	BOS2 I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOS2 I 0 a_stop
	BOS2 I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB A 0 A_Screamandunblock
	HKGB A -1
	stop
  }
}

ACTOR BaronsBlueBalls
{
  Game Doom
  Radius 6
  Height 16
  Speed 18
  FastSpeed 25
  Damage (Random(10,45))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  SeeSound "baron/attack"
  DeathSound "weapons/plasmax"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BAL7 AB 4 Bright
    Loop
  Death:
    PLSE CDE 3 Bright
    Stop
  }
}

ACTOR PurpleHK : HellKnight 
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "Blue"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance "fire", 8
  PainChance fire, 8
  Health 730
  gibhealth -90
  Speed 11
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  SeeSound "HK2/see"
  ActiveSound "knight/active"
  PainSound "HK2/Hurt"
  DeathSound "HK2/Die"
  Renderstyle Soultrans
  Alpha 1
  HitObituary "%o was face smacked by purplehand of purple hell knight"
  Obituary "%o met some true knight royalty"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 64
  DropItem "CH_GreenArmor", 22
  Meleerange 54
  Translation "48:63=[248,160,250]:[230,108,226]", "133:143=[194,20,164]:[60,23,30]", "144:151=[192,34,215]:[94,34,65]", "255:255=254:254", "13:15=254:254", "0:0=247:247", "194:207=174:191" //"13:15=0:2", "55:63=250:252", "128:143=250:254", "144:151=251:254", "64:79=251:254"
  tag "Royal Purple HellKnight"
  States
  {
  Spawn:
    BOS2 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:
    BOS2 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)

	BOS2 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:
  			 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 EF 8
	BOS2 G 8 A_Custommeleeattack(random(20,90),"baron/melee")
	Goto See
  Missile:
  			 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 E 0 A_JumpIfCloser(300,"Fire3")
	BOS2 E 0 A_jump(255,"Bolt3")
  Goto See
  Bolt3:
    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_custommissile("HKbolt2", 32,3,random(-1,1))
	BOS2 G 0 A_Jump(128,"Bolt4")
    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("AbyssHK2",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
	
	
  Bolt4:
    BOS2 PQ 8 A_FaceTarget
    BOS2 R 8 A_custommissile("HKbolt2", 32,3,random(-1,1))
	BOS2 R 0 A_Jump(76,"Bolt3")
    Goto See
  Fire3:
    BOS2 H 1 A_JumpIfCloser(300,"Fbreath")
	BOS2 H 1 A_Jump(255,"See")
	Goto See	
  Fbreath: 
    BOS2 H 4 Bright A_Facetarget
	BOS2 H 2 Bright A_Custommissile("PurpFire2",54,1,random(-1,1))
	BOS2 H 1 Bright A_Facetarget
	BOS2 H 1 Bright A_Custommissile("PurpFire2",54,1,random(-3,3))
	BOS2 H 1 Bright A_Facetarget
	BOS2 H 1 Bright A_Custommissile("PurpFire2",54,1,random(-5,5))
	BOS2 H 1 Bright A_Monsterrefire(150,"See")
	Goto Fire3
  Pain:
    BOS2 H 2
				 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BOS2 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")
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 8
    BOS2 NMLKJI 8
    Goto See
		XDeath:
	BOS2 I 0  A_Spawnitemex("HKSplashDed",0,2,47,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
	BOS2 I 0 a_stop
	BOS2 I 8
	TNT1 AAAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	HKGB A 0 A_Screamandunblock
	HKGB A -1
	stop
  }
}

ACTOR HKBolt2
{
  Game Doom
  Radius 6
  Height 8
  Speed 19
  FastSpeed 38
  Damage (random(10,50))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 1
  Scale 0.7
  SeeSound "caco/attack"
  DeathSound "caco/shotx"
  Translation "168:223=250:254", "224:231=250:250", "168:191=250:254"
  States
  {
  Spawn:
    SBS1 A 3 Bright A_Seekermissile(2,2)
	SBS1 B 3 Bright A_Weave(3,1,5,0)
    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(5,30),88)
   Stop
  }
}



ACTOR YellowHK : HellKnight 
{
  Game Doom
  Species "BaronOfHell"
  BloodColor "Yellow"
  DamageFactor "Blessed", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 0.75
  DamageFactor Fire, 0.75
  DamageFactor "PLWater", 1.65
  DamageFactor ice, 0.75
  DamageFactor "ice", 0.75
  PainChance "DIMp", 0
  PainChance "fire", 0
  PainChance fire, 0
  Health 999
  Speed 10
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  -NoRadiusDmg
  +NOFEAR
  Renderstyle Soultrans
  Alpha 1
  DamageFactor Fire, 0.5
  HitObituary "%o got super bruiser bro'd"
  Obituary "%o was charred nicely by Orange Hell Knight"
  SeeSound "superbaron/scream"
  PainSound "superbaron/pain"
  DeathSound "superbaron/death"
  ActiveSound "superbaron/act"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 128
  DropItem "CH_GreenArmor", 22
  DropItem "CH_RocketBox", 64
  Meleerange 54
  tag "Orange Bruiser"
  States
  {
  Spawn:
    BRUS AB 10 Bright 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:
    BRUS AABB 3 bright a_chase
					 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS CCDD 3 Bright A_Chase
					 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    BRUS E 6 Bright A_FaceTarget
					 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUS F 6 Bright A_FaceTarget
    BRUS G 6 Bright  A_Custommeleeattack(random(20,90),"baron/melee")
	BRUS G 1 Bright A_Jump(88,"Missile")
    Goto See
  Missile:
  				 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUS E 0 Bright A_Jump(255,"Rapidfire","Boom")
	BRUS E 1 Bright
	Goto See
	Rapidfire:
    BRUS EF 4 Bright A_FaceTarget
    BRUS G 2 Bright A_Custommissile("FireHKBall1",32,2,random(-1,1))
					 			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS G 1 Bright A_Monsterrefire(128,"See")
    Goto RapidFire2
	Rapidfire2:
    BRUS HI 4 Bright A_FaceTarget
    BRUS J 2 Bright A_Custommissile("FireHKBall1",32,2,random(-1,1))
					 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS J 1 Bright A_Monsterrefire(128,"See")
    Goto RapidFire
	
			   	 			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("AbyssHK2",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
	
	
    Boom:
	BRUS K 1 Bright A_FaceTarget
    BRUS K 12 Bright A_Playsound("superbaron/scream")
	BRUS K 1 Bright A_CustomMissile("SparkPuff1",52,34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 0 Bright A_CustomMissile("SparkPuff1",52,-34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 1 Bright A_CustomMissile("SparkPuff1",52,34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 0 Bright A_CustomMissile("SparkPuff1",52,-34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 1 Bright A_CustomMissile("SparkPuff1",52,34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 0 Bright A_CustomMissile("SparkPuff1",52,-34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 1 Bright A_CustomMissile("SparkPuff1",52,34, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUS K 0 Bright A_CustomMissile("SparkPuff1",52,-34, CMF_AIMOFFSET,random(0,360), random(0,360))
    BRUS KL 12 Bright A_FaceTarget
    BRUS M 10 Bright A_Custommissile("BigHK",32,0)
	BRUS M 8 Bright 
    Goto See
  Pain:
    BRUS N 5 Bright A_Pain
					 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUS N 1 Bright A_Jump(64,"Boom")
     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")
    BRUD A 6 Bright A_Scream
    BRUD BCD 4 Bright 
    BRUD EFG 4 Bright
    BRUD H 4 Bright A_Fall
    BRUD IJKLMNOP 4 Bright
    BRUD QRSTUV 4
    BRUD W -1   
    Stop
  Raise:
    BRUD WVUTSRQPONMLKJIHGFEDCBA 2
	Goto See
  }
}

Actor FireHKBall1
{
  Radius 8
  Height 8
  Speed 15
  Damage (random(10,40))
  Projectile
  +Randomize
  RenderStyle Add
  Damagetype "Fire"
  Alpha 0.9
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Decal BaronScorch
  States
  {
  Spawn: 
    BRB2 AB 6 Bright A_CustomMissile("SparkPuff1",1,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  Death:
    BRB2 CDEFGHI 3 Bright A_Explode(random(2,6),32)
    Stop
  }
}

Actor BigHK
{
  Radius 8
  Height 8
  Speed 18
  Damage (random(10,77))
  Projectile
  +Randomize
  RenderStyle Add
  Damagetype "Fire"
  Alpha 0.9
  Scale 2
  SeeSound "imp/attack"
  DeathSound "weapons/rocklx"
  Decal BaronScorch
  States
  {
  Spawn: 
    BRB2 ABABAB 2 Bright A_SpawnItemEX("BIGHK2",random(-8,2),Random(-12,12),0,0,0,0,SXF_NOCHECKPOSITION)
    Loop
  Death:
    BRB2 C 1 Bright A_CustomMissile("BIGHK3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRB2 D 1 Bright A_CustomMissile("BIGHK3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRB2 E 1 Bright A_CustomMissile("BIGHK3",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BRB2 FGHI 3 Bright A_Explode(random(2,6),32)
    Stop
  }
}



Actor BigHK2
{
  Radius 1
  Height 1
  Speed 0
  Damage (random(15,45))
  Projectile
  DamageType "Fire"
  RenderStyle Add
  Scale 1.33
  Alpha 0.9
  +NoClip
  SeeSound "fire/fire3"
  States
  {
  Spawn:
    XXBF AB 2 Bright
    XXBF C 2 Bright A_Explode(random(5,21),100,0)
    XXBF DEFGHIJKLMNOPQRST 2 Bright
    Stop       
   }
}

Actor BigHK3
{
  Radius 1
  Height 1
  Speed 12
  Damage (random(15,45))
  Projectile
  DamageType "Fire"
  RenderStyle Add
  Scale 1.33
  Alpha 0.9
  +NoClip
  SeeSound "fire/fire3"
  States
  {
  Spawn:
    XXBF AB 2 Bright
    XXBF C 2 Bright A_Explode(random(5,21),88,0)
    XXBF DEFGHIJKLMNOPQRST 2 Bright
    Stop       
   }
}


ACTOR RedHK : HellKnight 
{
  Game Doom
  Species "BaronOfHell"
  Health 1300
  Speed 11
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +Dontharmspecies
  -NoRadiusDmg
  +NOFEAR
  Renderstyle Soultrans
  DamageFactor Fire, 0.5
  DamageFactor "Plasma", 0.7
  DamageFactor "Blessed", 3.0
    DamageFactor ice, 1.45
  DamageFactor "ice", 1.45
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Alpha 0.9
  HitObituary "%o got hand smacked by Red Hell Knightmare"
  Obituary "%o blood was boiled by Red Hell Knightmare"
  SeeSound "superbaron/scream"
  PainSound "superbaron/pain"
  DeathSound "superbaron/death"
  ActiveSound "superbaron/act"
  DropItem "HealthBundle"
  DropItem "ArmorBundle", 128
  DropItem "CH_BlueArmor", 38
  DropItem "CH_RocketBox", 232
  DropItem "CH_RocketBox", 128
  DropItem "CH_RocketBox", 64
  DropItem "CH_RocketAmmo"
  Scale 1.15
  Meleerange 54
  Var Int User_Rage2;
  tag "Red Knightmare"
  States
  {
  Spawn:
    SKUL A 1 Bright A_Spawnitemex("SpecialImp",0,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",0,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",5,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",-5,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",0,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",0,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",5,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	SKUL A 1 Bright A_Spawnitemex("SpecialImp",-5,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
  Idle:
    BRUR AB 10 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:
    BRUR AABB 3 bright a_chase
						 			
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUR CCDD 3 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
  Dodge1:
	BRUR A 5 ThrustThing(angle*256/360+64, 20, 0, 0)
    Goto See
  Dodge2:
	BRUR A 5 ThrustThing(angle*256/360+192, 20, 0, 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("AbyssHK2",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
	
	
  Melee:
    BRUR E 6 Bright A_FaceTarget
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUR F 6 Bright A_FaceTarget
    BRUR G 6 Bright  A_Custommeleeattack(random(20,99),"baron/melee")
	BRUR G 1 Bright A_Jump(88,"Missile")
    Goto See
  Missile:

	BRUR A 0 Bright A_JumpIfHealthLower(800,"Enrage")
	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUR A 0 Bright A_Jump(255,"DoT","BoilBolt")
	BRUR A 1 Bright
	Goto See
	DoT:
    BRUR K 6 Bright A_FaceTarget
    BRUR KL 8 Bright 
	BRUR M 1 Bright A_Custommissile("THEBEEHK",32,2)
	BRUR M 1 Bright A_Custommissile("EffectHK",30,0)
	BRUR M 8 Bright
    Goto See
	BoilBolt:
	BRUR EF 6 Bright A_FaceTarget
    BRUR G 3 Bright A_Custommissile("BloodBoltHK",32,2,random(-1,1))
	BRUR G 2 Bright A_Monsterrefire(128,"See")
	BRUR G 1 Bright A_Jump(22,"DoT")
	Goto BoilBolt2
	BoilBolt2:
    BRUR HI 6 Bright A_FaceTarget
    BRUR J 3 Bright A_Custommissile("BloodBoltHK",32,2,random(-1,1))
	BRUR J 2 Bright A_Monsterrefire(128,"See")
	BRUR G 1 Bright A_Jump(22,"DoT")
    Goto BoilBolt
    Enrage:
	BRUR A 1 A_JumpIf(User_Rage2 >= 1, "Nah")
	BRUR K 1 A_ChangeFlag("NOPAIN", TRUE)
    BRUR K 12 Bright A_Playsound("superbaron/scream")
    BRUR KL 12 Bright A_Custommissile("EffectHK",48,0)
    BRUR M 10 Bright A_ChangeFlag("MissileEvenMore",TRUE)
	BRUR MMM 2 Bright A_Custommissile("EffectHK",24,0) 
	BRUR M 8 Bright A_SetUserVar("User_Rage2", User_Rage2+1)
    Goto See
	Nah:
	BRUR A 1 
	Goto Missile+1
  Pain:
    BRUR N 5 Bright A_Pain
						 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUR N 1 Bright A_Jump(74,"Dodge1","Dodge2")
     Goto See
  Pain.Fire:
   BRUR N 0
     Goto Pain+1
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")
    BRUR N 6 Bright A_Scream
    BRUR N 4 Bright A_CustomMissile ("HKRedDeath",100,-30, CMF_AIMOFFSET, 2, -10)
	BRUR N 2 Bright A_CustomMissile ("HKRedDeath",100,50, CMF_AIMOFFSET, 2, 10)
    BRUR N 4 Bright  A_CustomMissile ("HKRedDeath",20,30, CMF_AIMOFFSET, 2, 10)
	BRUR N 4 Bright  A_CustomMissile ("HKRedDeath",60,5, CMF_AIMOFFSET, 2, -10)
    BRUR N 4  A_CustomMissile ("HKRedDeath",100,50, CMF_AIMOFFSET, 2, 10)
    BRUR N 5 Bright A_Fall
    BRUR N 4 Bright  A_CustomMissile ("HKRedDeath",60,5, CMF_AIMOFFSET, 2, -10)
    BRUR N 4  A_CustomMissile ("HKRedDeath",100,50, CMF_AIMOFFSET, 2, 10)
	BRUR N 4 Bright  A_CustomMissile ("HKRedDeath",20,30, CMF_AIMOFFSET, 2, 10)
	BRUR N 4 Bright  A_CustomMissile ("HKRedDeath",60,5, CMF_AIMOFFSET, 2, -10)
    BRUR N 2   A_CustomMissile ("HKRedDeath",100,-30, CMF_AIMOFFSET, 2, -10)
	TROO QRST 5 
	TROO U -1
    Stop
  }
}

Actor BloodBoltHK
{
  Radius 12
  Height 12
  Mass 25
  Speed 17
  Damage (random(10,54))
  DamageType "Plasma"
  Projectile
  Scale 0.75
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "fire/Fire4"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 AB 4 A_CustomMissile("REDTHINGSHK",3,0, CMF_AIMOFFSET,random(0,360), random(0,360))
   Loop
  Death:
   BAL1 C 4 A_SetTranslucent(0.35)
   BAL1 D 5 A_Explode(random(2,14),32)
   BAL1 E 5  A_Explode(random(2,14),44)
   Stop
 }
}

Actor EffectHK
{
  Radius 5
  Height 5
  Mass 5
  Speed 0
  Projectile
  +NOINTERACTION
  States
  {
   Spawn:
    VBAL A 1
    Goto Death
   Death:
    VBAL A 1 A_Burst("RedthingsHK")
    Stop
  }
}

Actor RedThingsHK
{
  Radius 5
  Height 5
  Mass 5
  Speed 9
  Projectile
  +THRUACTORS
  Scale 0.2
  Renderstyle Add
  Alpha 0.8
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 AB 12
   BAL1 A 2 A_Jump(32,"Death")
   Loop
  Death:
   BAL1 A 1 A_SetTranslucent(0.35)
   Stop
 }
}

Actor THEBEEHK
{
  Radius 5
  Height 5
  Speed 36
  Damage (random(1,3))
  RenderStyle Add
  Alpha 0.85
  Projectile
  +ThruGhost
  +Seekermissile
  Scale 1.7
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  States
  {
  Spawn:
    VBA3 A 1 nodelay A_SeekerMissile(32,255, SMF_PRECISE)
	VBA3 B 1 Bright A_Explode(random(1,2),42)
    Loop
  Death:
    CBAL CCDDEEFFGG 1 Bright A_Spawnitemex("THEBEEHK2",random(-9,9),random(-9,9),random(-5,5),0,0,0,0,SXF_NOCHECKPOSITION)
    Stop
  }
}


Actor THEBEEHK2
{
  Radius 5
  Height 5
  Speed 23
  Damage (random(1,2))
  RenderStyle Add
  Alpha 0.85
  Projectile
  +ThruGhost
  +Seekermissile
  +THRUACTORS
  Scale 0.35
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
    BAL1 A 1 Bright A_SeekerMissile(32,255, SMF_PRECISE|SMF_LOOK,255)
	BAL1 B 1 Bright A_Explode(1,22)
	BAL1 A 1 Bright A_Jump(12,"Death")
    Loop
  Death:
    CBAL CDEFG 3 Bright
    Stop
  }
}

ACTOR SpecialImp : BlueImp
{
  Game Doom
  Health 90
  Species "BaronOfHell"
  BloodColor "blue"
  Radius 20
  Height 56
  Mass 100
  Speed 9
  PainChance 140
  RenderStyle "Add"
  Alpha 1
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  +THRUSPECIES
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
  +notrigger
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  DropItem "HealthBundle", 42
  DropItem "CH_Cell", 22
  Obituary "%o met Red Hell Knights Assistant Blue Imp"
  HitObituary "%o scratch wound bleed blue? what"
  Translation "64:79=196:207", "58:63=195:198", "168:191=1:1", "0:0=0:0"
  tag "Blue Imp Imago"
  States
	{
	See:
    TROO ABBCC 3 A_Chase
						 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

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

	TROO A 0 A_JumpIfMasterCloser(1000,"See")
    TROO A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	TROO A 1
	Loop
	}
}
ACTOR HKREdDeath 
{
  Game Doom
  Radius 10
  Height 42
  +DONTGIB
  +NOGRAVITY
  Damagetype Fire
  DeathSound "world/barrelx"
  Scale 0.7
  States
  {
  Spawn:
    BAR1 AB 0 A_PlaySound("world/barrelx")
    Goto Death
  Death:
    MISL B 8 Bright A_Explode(random(5,10),42)
    MISL C 6 Bright A_PlaySound("world/barrelx")
    MISL D 3 Bright A_Burst("REDTHINGSHK")
    stop
  }
}

Actor BlackHK
{
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
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 

TNT1 A 0 A_SpawnitemEx("BlackHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedHK",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackHK2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackHKEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackHKEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackHKEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


}
}

Actor BlackHK2
{ 
  Health 5555 
  Radius 24 
  Height 64 
  Mass 1000 
  DamageFactor None, 0.7
 RadiusDamageFactor 0.25
 
  DamageFactor "Fire", 0.75
  DamageFactor Fire, 0.75
  DamageFactor Plasma, 1.5
  DamageFactor "Plasma", 1.5
  DamageFactor Melee, 0.7
  DamageFactor "Heroic", 3.0
       Damagefactor "ice", 1.5
    Damagefactor ice, 1.5
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 6 
  PainChance 30 
  Monster
  MeleeDamage 13
  MeleeRange 68
  Obituary "%o was terminated by T-800 Baron"
  HitObituary "%o was unable to stop the termination close by"
  Species "BaronOfHell"
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +BOSS
  +Dontharmspecies
  +dontmorph 
  -NoRadiusDmg
  +FloorClip
  +NOFEAR
  +DontHurtSpecies
  SeeSound "monster/brusit" 
  PainSound "baron/pain" 
  DeathSound "monster/brudth"
  MeleeSound "baron/melee"
  DropItem "CH_Berserk"
  DropItem "CH_BlueArmor"
  DropItem "BackPack"
   DropItem "BackPackBundle"

  DropItem "CH_RocketLauncher"
  DropItem "CH_PlasmaRifle"
  DropItem "RLSniperModItem"
    Dropitem "RareArmorPool", 128
  Dropitem "RLUniqueWeaponSpawner",24
  Scale 1.33
  Translation "128:143=107:111", "13:15=5:8", "74:79=0:2", "144:144=109:109", "236:239=0:2", "144:151=0:2"
  Tag "Terminator"
  States 
  { 
  Spawn: 
    BRUC A 0
	BRUC A 0 
	Goto Scripted
  Scripted:
	BRUC A 0
	BRUC A 0 ACS_NamedExecuteAlways("AnnounceBlackHK")
	BRUC A 0
	Goto Idle
  Idle:
    BRUC AB 10 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:
    BRUC E 8 A_FaceTarget
	BRUC E 5 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 4 A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 5 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 3 A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 3 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 2 A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 2 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 1 A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 1 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 1 A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	BRUC E 1 Bright A_CustomMissile("SparkPuff1",random(12,66),random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	Goto See2
  See2:
    BRUC A 1 A_Playsound("monster/bruwlk")
    BRUC A 3 A_Chase
    BRUC A 3 A_Chase
    BRUC BB 3 A_Chase
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC C 1 A_Playsound("monster/bruwlk")
    BRUC C 3 A_Chase
    BRUC C 3 A_Chase 
    BRUC DD 3 A_Chase
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUC D 0 A_Jump(8, "Mode1", "Mode2")
    Loop 
  Missile:
    BRUC E 8 A_FaceTarget 
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUC E 0  A_JumpIfInventory("BrusMode",3,"MisMode2")
	BRUC E 0 A_Jump(256, "BigMis", "ClusterMis", "NadeToss")
	Goto See2
  MisMode2:
    BRUC E 0 A_Jump(256, "LaserShot1","DeathBeam","NadeToss")
	Goto See2
  LaserShot1:
    BRUC E 0 Bright A_Playsound("prox/beep")
	BRUC E 4 Bright A_Facetarget
    BRUC FE 4 Bright A_CustomMissile("BluCybFX",38,15,0,0)
	BRUC FFF 4 Bright A_CustomMissile("SwooshCBBar1",38,15,random(-7,7),0)
	BRUC F 0 A_CheckSight("See2")
	BRUC E 2 Bright A_Facetarget
    BRUC FE 4 Bright A_CustomMissile("BluCybFX",38,15,0,0)
	BRUC FFF 4 Bright A_CustomMissile("SwooshCBBar1",38,15,random(-14,14),0)
	BRUC E 2 Bright A_MonsterRefire(128,"See2")
	Goto LaserShot1+1
  DeathBeam:
    BRUC EE 12 A_FaceTarget
	BRUC E 0 Bright A_Playsound("prox/beep")
	BRUC F 8 Bright A_CustomMissile("RedRevLoad",38,15,random(-1,1),0)
	BRUC F 6 Bright A_FaceTarget
	BRUC F 6 Bright A_CustomMissile("MegaRedRev",38,15,random(-1,1),0)
	BRUC F 0 A_SpawnItemEx("Cell", 8,4,48,3,3,3,angle+1)
	BRUC F 0 A_SpawnItemEx("Cell", 8,4,48,3,3,3,angle+1)
	BRUC F 5 A_Jump(60,"LaserShot1")
	Goto See2
  BigMis:
    BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
	BRUC F 0 A_CheckSight("See2")
    BRUC EE 10 A_FaceTarget
	BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 7 Bright A_CustomMissile("BruiserMissile",38,15,random(-3,3),0)
	BRUC F 0 A_CheckSight("See2")
    BRUC EE 10 A_FaceTarget
	BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 7 Bright A_CustomMissile("BruiserMissile",38,15,random(-7,7),0)
	BRUC F 0 A_SpawnItemEx("RocketBox", 8,4,48,3,3,3,angle+1)
	BRUC E 1 A_Jump(60,"ClusterMis")
    Goto See2
  ClusterMis:
    BRUC F 9 Bright A_CustomMissile("SpreadMisBar1",38,15,random(-5,5),0)
	BRUC F 5 Bright A_CustomMissile("SpreadMisBar1",38,15,random(-14,14),0)
	BRUC F 0 A_CheckSight("See2")
	BRUC EEE 5 A_FaceTarget
	BRUC F 9 Bright A_CustomMissile("SpreadMisBar1",38,15,random(-7,7),0)
	BRUC F 5 Bright A_CustomMissile("SpreadMisBar1",38,15,random(-16,16),0)
	BRUC FFF 0 A_SpawnItemEx("Shell", 8,4,48,3,3,3,angle+1)
	BRUC E 1 A_Jump(42, "Missile")
	Goto See2
  NadeToss:
    BRUC GH 7 A_FaceTarget
	BRUC I 9 A_CustomMissile("BaronNade",38,2,random(-9,9),0,random(3,12))
	BRUC I 1 A_Jump(42,"missile")
	Goto See2
  Melee:
  						 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC GH 8 A_FaceTarget
    BRUC I 6 A_MeleeAttack
	BRUC I 0 A_Jump(128, "Missile")
    Goto See2
  Pain: 
    BRUC J 2 
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC J 2 A_Pain 
	BRUC J 2 A_Jump(256, "Mode1", "Mode2")
    Goto See2
  Mode1:
    BRUC A 0 A_GiveInventory("BrusMode",3)
	Goto See2
  Mode2:
    BRUC A 0 A_TakeInventory("BrusMode",3)
	Goto See2
  Death: 
    BRUC KKK 4 Bright A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
	BRUC K 8 Bright A_Scream
    BRUC LLMMNN 6 Bright  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    BRUC O 6 Bright A_NoBlocking
    BRUC QR 6 Bright  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    BRUC S 6
    BRUC T -1 A_BossDeath
    Stop
  } 
}

Actor BrusMode : Inventory
{
  Inventory.MaxAmount 3
}

ACTOR SwooshCBBar1
{
  Game Doom
  Radius 13
  Height 8
  Speed 36
  Damage (random(10,40))
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType "Plasma"
  Alpha 0.75
  Scale 0.6
  Seesound "Litn/litn3"
  DeathSound "weapons/bfgx"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 1 Bright A_SpawnitemEx("SwooshCBTR",0,0,3)
	BFS1 B 1 Bright A_SpawnitemEx("SwooshCBTR",0,0,3)
    Loop
  Death:
    BFE1 ABC 1 Bright A_Explode(random(5,30),124)
	BFS1 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnitemEx("PlasmaBallSP4",random(-8,8),random(-8,20), 0,random(15,60),0,random(-33,33), random(0,120))
	BFS1 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("PlasmaBallSP4",random(-8,8),random(-8,20), 0,random(15,60),0,random(-33,33),random(120,240))
   	BFS1 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 0 A_SpawnItemEx("PlasmaBallSP4",random(-8,8),random(-8,20), 0,random(15,60),0,random(-33,33),random(240,359))

   Stop
  }
}

ACTOR PlasmaBallSP4
{
  Game Doom
  DamageType "Plasma"
  Radius 3
  Height 3
  Speed 9
  Damage (random(3,7))
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  Scale 0.25
  DeathSound "weapons/plasmax"
  States
  {
  Spawn:
    PLSS AB 6 Bright
	PLSS A 0 A_Jump(2,"Death")
    Loop
  Death:
    PLSE ABCDE 4 Bright
    Stop
  }
}

ACTOR BaronNade
{
  Game Doom
  Radius 8
  Height 8
  Speed 25
  Damage (random(20,75))
  Projectile
  -NOGRAVITY
  +GRENADETRAIL
  BounceType "Doom"
  Gravity 0.29
  BounceCount 15
  BounceFactor 1.15
  WallBounceFactor 0.7
  SeeSound "weapons/grenlf"
  DeathSound "weapons/grenlx"
  BounceSound "prox/beep"
  DamageType "Fire"
  States
  {
  Spawn:
    SGRN A 1 Bright
	SGRN A 1 Bright A_Jump(12,"Bounce")
	SGRN A 1 Bright A_Jump(4,"Death")
    Loop
  Bounce:
      SGRN A 2  Bright ThrustThing(angle*256/(random(1,360)), 12, 0, 0)
	  Goto Spawn	
  Death:
    MISL B 8 Bright A_Explode(random(20,50),128)
    MISL CCCC 2 Bright A_Spawnitemex("BaronStar3",random(-180,180),random(-180,180),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
    MISL DDDD 2 Bright A_Spawnitemex("BaronStar3",random(-220,220),random(-220,220),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	MISL DDDDDD 0 Bright A_Spawnitemex("BaronStar3",random(-280,280),random(-280,280),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
    Stop
	}
	
}

ACTOR SpreadMisBar1
{
   Radius 11
   Height 8 
   Speed 17
   Damage (random(10,40))
   DamageType "Fire"
   PROJECTILE
   Scale 1.25
   SeeSound "weapons/hominglaunch"
   DeathSound "weapons/homingexplode"
   States
   {
   Spawn:
      MSLH A 2 Bright A_SpawnItemEx("HomingRocketTrailFatso", 0, 0, 0, 0, 0, 0, 0, 128)
	  MSLH A 0 Bright A_Jump(10,"Death")
      Loop
   Death:
      MISL B 0 A_SetTranslucent(0.8,1)
      MISL B 2 Bright A_Explode(random(5,35),88)
	  MISL C 3 Bright
      MISL CC 0 Bright  A_CustomMissile("MolochNail",random(-2,2),random(-2,2),random(-4,4),CMF_AIMDIRECTION|CMF_SAVEPITCH)
      MISL DD 0 Bright  A_CustomMissile("MolochNail",random(-2,2),random(-2,2),random(-4,4),CMF_AIMDIRECTION|CMF_SAVEPITCH)
	  MISL D 3 Bright
      Stop
   }
}

Actor BruiserMissile
{
  Radius 8
  Height 12
  Speed 20
  Damage (random(20,75))
  Scale 1.15
  DamageType Fire
  Projectile
  RenderStyle Normal
  +ThruGhost
  SeeSound "monster/brufir"
  DeathSound "weapons/hellex"
  DontHurtShooter
  +FireDamage
  Decal Scorch
  States
  {
  Spawn: 
    FBRS A 1 Bright
    FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    BAL3 C 0 Bright A_SetTranslucent(0.67,1)
    BAL3 C 6 Bright A_SetScale(1.5)
    BAL3 D 6 Bright A_Explode(random(20,75),128,0)
    BAL3 E 6 Bright
    Stop
  }
}

Actor BruiserTrail
{   
  Radius 3
  Height 3
  RenderStyle Translucent
  Alpha 0.67
  Projectile
  States
  {
  Spawn:
    TNT1 A 3 Bright
    PUFF ABCD 4 BRIGHT
    Stop 
  }
}

//############################# Black EX



Actor BlackHKEX
{ 
  Health 11000
  Radius 24 
  Height 64 
  Mass 4000
  DamageFactor None, 0.7
   RadiusDamageFactor 0.33
 
  DamageFactor "Plasma", 1.25
  DamageFactor Melee, 0.75
  DamageFactor "Heroic", 3.0
       Damagefactor "ice", 1.5
    Damagefactor ice, 1.5
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
    DamageFactor "PlayerVoid", 0.6
  Speed 14
  PainChance 30 
  Monster
  Obituary "%o was terminated by T-800 Baron MK II"
  Species "BaronOfHell"
  -BOSSDEATH
  +Quicktoretaliate
  +Missilemore
  +BOSS
  +Dontharmspecies
  -NoRadiusDmg
  +dontmorph 
  +FloorClip
  +NOFEAR
  +DontHurtSpecies
  SeeSound "BLCKHKEX" 
  PainSound "baron/pain" 
  DeathSound "monster/brudth"
  MeleeSound "baron/melee"
  DropItem "CH_Berserk"
  DropItem "CH_BlueArmor"
  DropItem "BackPack"
    DropItem "BackPackBundle"

  DropItem "CH_RocketLauncher"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_PlasmaRifle"
  DropItem "RLNanoModItem"
  
    Dropitem "RareArmorPool", 128
  Dropitem "RLUniqueWeaponSpawner",60
  xScale 1.25
  yScale 1.5
  Translation "128:143=107:111", "13:15=5:8", "74:79=0:2", "144:144=109:109", "236:239=0:2", "144:151=0:2"
  Tag "Terminator MK II"
  
  var int user_ready;
  var int user_rage;
  
  States 
  { 
  Spawn: 
    BRUC A 0
	BRUC A 0 
	Goto Scripted
  Scripted:
	BRUC A 0
	BRUC A 0 ACS_NamedExecuteAlways("AnnounceBlackHK")
	BRUC A 0 A_log("A chill runs down your spine") 
	BRUC A 0
	Goto Idle
  Idle:
    BRUC AB 10 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:
    TNT1 A 0
	TNT1 A 0 a_jumpif(user_ready>=1,"See2")
    BRUC J 8 A_FaceTarget
	BRUC J 5 Bright A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	BRUC J 4 A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0) 
	BRUC J 5 Bright A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	BRUC J 3 A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	
		BRUC J 2 Bright A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	BRUC J 1 A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0) 
	BRUC J 1 Bright A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	BRUC J 1 A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
	BRUC J 1 Bright 
     BRUC J 1
		BRUC J 1 Bright 
    BRUC J 1 a_setuservar("User_ready",User_ready+1)
	BRUC J 1 Bright 
    BRUC J 1
	
	Goto See2
  See2:
    BRUC A 1 A_Playsound("BHKEXSTP")
    BRUC A 3 A_Chase
    BRUC A 3 A_Chase
    BRUC BB 3 A_Chase
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC C 1 A_Playsound("BHKEXSTP")
    BRUC C 3 A_Chase
    BRUC C 3 A_Chase 
    BRUC DD 3 A_Chase
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BRUC D 0 A_jump(24,"Warp")
    Loop 
	
	
	Phase2:
	
	TNT1 A 0 a_jumpif(user_rage>=1,"Nah")
	TNT1 A 0
	TNT1 A 0 //A_setspeed(18)
	TNT1 A 0 A_changeflag("Missileevenmore",true)
	BRUC J 6 bright a_setuservar("User_rage",User_rage+1)
	BRUC JJJJJ 2 Bright A_CustomMissile("ZapDecHKex",random(12,88),random(-20,20),0 )
		Goto see2
	
	Nah:
	TNT1 A 0
	Goto Missile+3
	
  Missile:
    TNT1 A 0
	
	TNT1 A 0 a_jumpifhealthlower(5000,"Phase2")
	TNT1 A 0
	TNT1 A 0
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC E 8 A_FaceTarget 
	
	BRUC E 0 A_jumpifcloser(500,"Mode2")
	
	BRUC E 0 A_jumpifcloser(1500,"Mode1")
	
	TNT1 A 0  A_Jump(256, "Homing","DeathBeam","BigMiss")
	 
	 Goto see2
	 
	Mode1:
	TNT1 A 0
	BRUC E 0 A_Jump(256, "BigMis", "MisBar", "NadeToss","DeathBeam","FastBeam")
	Goto see2
	
	
	Goto See2
	Mode2:
	TNT1 A 0
	BRUC E 0 A_Jump(256, "BigSlash", "MisBar", "FastBeam","NadeToss")
	Goto see2
  FastBeam:
    BRUC E 0 Bright A_Playsound("prox/beep")
	BRUC E 3 Bright A_Facetarget
    BRUC FE 3 Bright A_CustomMissile("BluCybFX",42,15,0,0)
	BRUC F 1 bright A_CustomMissile("HKEXFastBeam",42,15,0,0)
	BRUC FFF 2 Bright A_CustomMissile("HKEXFastBeam",42,15,random(-14,14),0)
	BRUC F 0 A_Jump(32,"AccurateBeam")
	BRUC F 0 A_CheckSight("See2")
	BRUC E 2 Bright A_Facetarget
    BRUC FE 3 Bright A_CustomMissile("BluCybFX",42,15,0,0)
	BRUC F 1 bright A_CustomMissile("HKEXFastBeam",42,15,0,0)
	BRUC FFF 2 Bright A_CustomMissile("HKEXFastBeam",42,15,random(-24,24),0)
	BRUC F 0 A_Jump(64,"AccurateBeam")
	BRUC E 2 Bright A_MonsterRefire(128,"See2")
	Goto fastbeam+1
	
	Homing:
	TNT1 A 0
	    BRUC E 9 Bright A_Playsound("prox/beep")
		BRUC E 9 A_FaceTarget
		BRUC E 9 Bright A_Playsound("prox/beep")
		BRUC E 9 A_FaceTarget
    BRUC F 9 Bright A_CustomMissile("BruiserMissileEx2",38,15,0,0)
	BRUC E 6
	Goto see2
	
	AccurateBeam:
	TNT1 A 0
BRUC FF 6 bright A_CustomRailgun(random(1,4),0,"blue","blue",RGF_FULLBRIGHT,0,0,"CGRailBuff",0,0,0,66,0.7,0.9,"CGRailBuff",7)
BRUC F 0 A_CheckSight("See2")
		BRUC E 2 Bright A_MonsterRefire(128,"See2")
	Goto fastbeam+1
	
  DeathBeam:
    BRUC EE 9 A_FaceTarget
	BRUC E 0 Bright A_Playsound("prox/beep")
	BRUC F 7 Bright A_CustomMissile("RedRevLoad",38,15,random(-1,1),0)
	BRUC F 5 Bright A_FaceTarget
	BRUC F 5 Bright A_CustomMissile("MegaRedRev",38,15,random(-1,1),0)
	BRUC F 0 A_SpawnItemEx("Cell", 8,4,48,3,3,3,angle+1)
	BRUC F 0 A_SpawnItemEx("Cell", 8,4,48,3,3,3,angle+1)
	BRUC F 5 A_Jump(60,"BigMis")
	Goto See2
  BigMis:
    BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 9 Bright A_CustomMissile("BruiserMissileEx",38,15,0,0)
	BRUC F 0 A_CheckSight("See2")
    BRUC EE 7 A_FaceTarget
	BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 6 Bright A_CustomMissile("BruiserMissileEx",38,15,random(-7,7),0)
	BRUC F 0 A_CheckSight("See2")
    BRUC EE 7 A_FaceTarget
	BRUC F 0 Bright A_Playsound("prox/beep")
    BRUC F 6 Bright A_CustomMissile("BruiserMissileEx",38,15,random(-17,17),0)
	BRUC F 0 A_SpawnItemEx("RocketBox", 8,4,48,3,3,3,angle+1)
	BRUC F 0 A_Jump(64,"Homing")
	BRUC E 1 A_Jump(60,"MisBar")
	
    Goto See2
 MisBar:
    BRUC FF 2 Bright A_CustomMissile("SpreadMisBarEX",40,15,random(-5,5),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-1,1))
	BRUC FFFF 2 Bright A_CustomMissile("SpreadMisBarEX",40,15,random(-14,14),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-3,3))
	BRUC F 0 A_CheckSight("See2")
	BRUC EEE 5 A_FaceTarget
	BRUC FFF 2 Bright A_CustomMissile("SpreadMisBarEX",40,15,random(-14,14),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-5,5))
	BRUC FFFFF 1 Bright A_CustomMissile("SpreadMisBarEX",40,15,random(-24,24),CMF_OFFSETPITCH|CMF_SAVEPITCH,random(-7,7))
	BRUC FFF 0 A_SpawnItemEx("Shell", 8,4,48,3,3,3,angle+1)
	BRUC E 1 A_Jump(42, "Missile")
	Goto See2
  NadeToss:
    BRUC GH 7 A_FaceTarget
	BRUC I 9 A_CustomMissile("BaronHellNade",38,2,random(-9,9),0,random(3,12))
	BRUC I 1 A_Jump(42,"missile")
	Goto See2
	
	  BigSlash:
    BRUC GH 5 A_FaceTarget
		BRUC I 0 A_CustomMissile("HKexSlash",38,2,random(-12,-4))
	BRUC I 0 A_CustomMissile("HKexSlash",38,2,random(4,12))
	BRUC I 5 A_CustomMissile("HKexSlash",38,2,0)

	BRUC I 1 A_Jump(42,"missile")
	
	Goto See2
	
	Resistance:
	
	BRUC J 4
	BRUC I 5
		BRUC I 0  A_CustomMissile("ZapDecHKex",36,2,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",39,6,0)
		BRUC I 1  A_CustomMissile("ZapDecHKex",39,-6,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",42,9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",42,-9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",42,4,0)
		BRUC I 1  A_CustomMissile("ZapDecHKex",42,-4,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",45,9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",45,-9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",45,4,0)
		BRUC I 1  A_CustomMissile("ZapDecHKex",45,-4,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",48,9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",48,-9,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",48,4,0)
		BRUC I 1  A_CustomMissile("ZapDecHKex",48,-4,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",54,2,0)
		BRUC I 0  A_CustomMissile("ZapDecHKex",51,6,0)
		BRUC I 1  A_CustomMissile("ZapDecHKex",51,-6,0)
		BRUC I 0 A_giveinventory("HKEXProtect",1)
		BRUC I 6  A_CustomMissile("ZapOrbHKEX",78,0,0)
		TNT1 A 0 a_jumpif(user_rage>=1,"Res2")
	Goto See2
	Res2:
	BRUC I 6 bright
	BRUC HG 8 bright a_facetarget
	BRUC GGGG 1 bright A_CustomMissile("ZapDecHKex",64,12,0)
	BRUC GHI 3 bright
	BRUC I 0  A_CustomMissile("ZapOrbHKEX2",38,0,random(-12,1))
	BRUC I 0  A_CustomMissile("ZapOrbHKEX2",38,0,random(-1,12))
	BRUC I 4  A_CustomMissile("ZapOrbHKEX2",38,0,0)
	TNT1 A 0
	Goto see
	
	
  Melee:
	TNT1 A 0
	BRUC I 0 A_Jump(255,"BigSlash")
	TNT1 A 0
    Goto See2
	
	Warp:
	TNT1 A 0
	BRUC J 1 A_changeflag("NOPAIN",TRUE)
	TNT1 A 0 A_playsound("WarpHKEX",0)
	BRUC J 2 A_setscale(1.4,1.0)
	BRUC J 1 A_setscale(1.7,0.7)
	BRUC J 1 A_setscale(2.0,0.4)
	BRUC J 2 A_setscale(2.3,0.2)
	BRUC J 1 A_setscale(2.6,0.05)
	TNT1 A 0 //A_setspeed(99)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_WANDER
	TNT1 AAAAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 AAAAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_WANDER
	
	TNT1 A 0 a_jumpif(user_rage>=1,"Warp2")
	
	TNT1 A 0 //A_setspeed(14)
	BRUC J 1 A_setscale(2.6,0.05)
	TNT1 A 0 A_playsound("WarpHKEX",0)
	BRUC J 1 A_setscale(2.3,0.2)
	BRUC J 1 A_setscale(2.0,0.4)
	BRUC J 2 A_setscale(1.7,0.7)
	BRUC J 2 A_setscale(1.4,1.0)
	BRUC J 2 A_setscale(1.25,1.5)
	BRUC J 1 A_changeflag("NOPAIN",FALSE)
	TNT1 A 0 A_jump(64,"Resistance")
	Goto see2
	
	Warp2:
	TNT1 A 0
		TNT1 A 0 //A_setspeed(18)
	BRUC J 1 A_setscale(2.6,0.05)
	TNT1 A 0 A_playsound("WarpHKEX",0)
	BRUC J 1 A_setscale(2.3,0.2)
	BRUC J 1 A_setscale(2.0,0.4)
	BRUC J 2 A_setscale(1.7,0.7)
	BRUC J 2 A_setscale(1.4,1.0)
	BRUC J 2 A_setscale(1.25,1.5)
	BRUC J 1 A_changeflag("NOPAIN",FALSE)
	TNT1 A 0
	TNT1 A 0 A_jump(78,"Resistance")
	Goto see2
	
  Pain: 
    BRUC J 2 
							 			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BRUC J 2 A_Pain 
	BRUC J 2 A_Jump(128,"Warp")
    Goto See2

  Death: 
    BRUC KKK 4 Bright A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
	BRUC K 8 Bright A_Scream
    BRUC LLMMNN 6 Bright  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    BRUC O 6 Bright A_NoBlocking
    BRUC QR 6 Bright  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    BRUC S 6
    BRUC T -1 A_BossDeath
    Stop
  } 
}

Actor HKEXProtect :  PowerProtection
{
DamageFactor 0.6
powerup.duration -7
}

ACTOR ZapOrbHKEX
{
   Radius 9
   Height 6 
   Speed 1
   PROJECTILE
   +noclip
	+nointeraction
   
   States
   {
   Spawn:
      TNT1 A 1 Bright  A_Warp(AAPTR_TARGET, 1, 0, 88, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
      TNT1 A 1 Bright A_SpawnItemEx("ZapDecHKex", random(-64,64), random(-64,64),  random(-72,12), 0, 0, 0, 0, 128)
	  
	  TNT1 A 0 A_jump(2,"Death")
	  Loop
   Death:
	TNT1 A 0
      Stop
   }
}

ACTOR ZapOrbHKEX2
{
   Radius 12
   Height 6 
   Speed 41
   Damage (random(10,40))
   DamageType "Plasma"
   PROJECTILE
   +ripper
   Scale 1.1
   States
   {
   Spawn:
           TNT1 A 1 Bright A_SpawnItemEx("ZapDecHKex", random(-16,16), random(-16,16),  random(-2,2), 0, 0, 0, 0, 128)

      Loop
   Death:
	TNT1 A 0
      Stop
   }
}



actor HKEXslash
{
radius 6
height 8
damage (random(10,35))
Damagetype Melee
speed 42
yScale 5.2
xscale 1.25
attacksound "moloch/nailhit"
Deathsound "weapons/firex4"
PROJECTILE
+SPAWNSOUNDSOURCE
+EXTREMEDEATH
+floorhugger
+ripper
+BLOODSPLATTER
Translation "0:255=[53,0,0]:[244,0,0]"
states
{
Spawn:
BLAD A 1 bright
loop
Death:
FBL1 EFG 1 bright A_Explode(random(5,20),64)
FBL1 G 1 bright A_SpawnItemEx("PuffCybieRed",0,0,2)
Stop
}
}


ACTOR SpreadMisBarEX
{
   Radius 9
   Height 6 
   Speed 41
   Damage (random(10,40))
   DamageType "Fire"
   PROJECTILE
   Scale 1.1
   SeeSound "weapons/hominglaunch"
   DeathSound "weapons/homingexplode"
   States
   {
   Spawn:
      MSLH A 2 Bright A_SpawnItemEx("HomingRocketTrailFatso", 0, 0, 0, 0, 0, 0, 0, 128)
      Loop
   Death:
      MISL B 0 A_SetTranslucent(0.8,1)
      MISL B 2 Bright A_Explode(random(5,35),88)
	  MISL C 3 Bright
 	  MISL D 3 Bright
      Stop
   }
}


Actor BruiserMissileEx
{
  Radius 8
  Height 12
  Speed 33
  Damage (random(40,95))
  Scale 1.15
  DamageType Fire
  Projectile
  RenderStyle Normal
  +ThruGhost
  SeeSound "monster/brufir"
  DeathSound "weapons/hellex"
  DontHurtShooter
  +FireDamage
  Decal Scorch
  States
  {
  Spawn: 
    FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
    FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    BAL3 C 0 Bright A_SetTranslucent(0.67,1)
    BAL3 C 4 Bright A_SetScale(2.5,2.0)
    BAL3 D 6 Bright A_Explode(random(40,95),208,0)
    BAL3 E 8 Bright
    Stop
  }
}


Actor BruiserMissileEx2
{
  Radius 8
  Height 12
  Speed 29
  Damage (random(80,125))
  Scale 1.15
  DamageType Fire
  Projectile
  RenderStyle Normal
  +ThruGhost
  +seekermissile
  SeeSound "monster/brufir"
  DeathSound "weapons/hellex"
  DontHurtShooter
  +FireDamage
  Decal Scorch
  States
  {
  Spawn: 
    FBRS A 1 Bright A_Seekermissile(12,9)
    FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    BAL3 C 0 Bright A_SetTranslucent(0.67,1)
    BAL3 C 4 Bright 
    BAL3 D 6 Bright A_Explode(random(10,40),128,0)
    BAL3 E 8 Bright
    Stop
  }
}


ACTOR HKEXFastBeam
{
  Game Doom
  Radius 13
  Height 6
  Speed 45
  Projectile
  +FULLVOLDEATH
  RenderStyle Add
  Damagetype "Plasma"
  Alpha 0.50
  yScale 0.3
  xScale 0.75
  DeathSound "Spell/Lightn"
  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 1 Bright A_SpawnitemEx("HKEXFastBeamTrail",0,0,1)
	TNT1 A 0 A_SpawnitemEx("HKEXFastBeamTrail",-21,0,1)
	BFS1 B 1 Bright A_SpawnitemEx("HKEXFastBeamTrail",0,0,1)
	TNT1 A 0 A_SpawnitemEx("HKEXFastBeamTrail",-21,0,1)
    loop
  Death:
    BFS1 AB 4 Bright A_Explode(random(5,30),32)
    Stop
  }
}

ACTOR HKEXFastBeamTrail
{
  Game Doom
  Radius 13
  Height 6
  Speed 1
  Projectile

  RenderStyle Add
  Damagetype "Plasma"
  Alpha 0.50
  yScale 0.25
  xScale 0.45

  Translation "112:127=192:207"
  States
  {
  Spawn:
    BFS1 A 3 Bright 
  Death:
   BFS1 AB 4 Bright A_Explode(random(5,30),32)
   BFS1 A 3 Bright A_setscale(0.1,0.1)
    Stop
  }
}


ACTOR ZapDecHKex
{
  Game Doom
  Speed 1
  Projectile
  RenderStyle Add
  Alpha 0.88
  xScale 0.55
  yscale 0.75
  Translation "0:255=[138,173,187]:[255,255,255]"
  States
  {
  Spawn:
    LITN ABCDEFGFEDB 1 Bright 
    STOP
  }
}


ACTOR BaronHellNade
{
  Game Doom
  Radius 8
  Height 8
  Speed 28
  Damage (random(30,85))
  Projectile
  -NOGRAVITY
  +GRENADETRAIL
  +seekermissile
  BounceType "Doom"
  Gravity 0.33
  BounceCount 23
  BounceFactor 1.15
  scale 0.55
  WallBounceFactor 0.95
  SeeSound "weapons/grenlf"
  DeathSound "weapons/grenlx"
  BounceSound "prox/beep"
  DamageType "Fire"
  States
  {
  Spawn:
     BBOM B  1 Bright a_setscale(0.75,0.35)
	 BBOM B  1 bright a_weave(4,4,random(-5,5),random(-5,5))
	 BBOM B  1 Bright a_setscale(0.35,0.75)
	 BBOM B  1 bright a_seekermissile(12,12)
	 BBOM B  1 Bright A_Jump(12,"Bounce")
    Loop
  Bounce:
      SGRN A 2  Bright ThrustThing(angle*256/(random(1,360)), 12, 0, 0)
	  Goto Spawn	
  Death:
    MISL B 5 Bright A_Explode(random(30,50),128)
  
	
	TNT1 AAAA 0 A_Spawnitemex("BaronStar3",random(-128,128),random(-128,128),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
    	TNT1 AAAA 1 A_Spawnitemex("BaronStar3",random(64,64),random(64,64),random(32,64),0,0,0,SXF_NOCHECKPOSITION)

		TNT1 AAAAAAA 0 A_Spawnitemex("BaronStar3",random(128,258),random(-42,42),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAAAAAA 0 A_Spawnitemex("BaronStar3",random(-42,42),random(128,258),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAA 1 A_Spawnitemex("BaronStar3",random(64,64),random(64,64),random(64,128),0,0,0,SXF_NOCHECKPOSITION)

		TNT1 AAAAAAA 0 A_Spawnitemex("BaronStar3",random(-258,128),random(-42,42),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAAAAAA 0 A_Spawnitemex("BaronStar3",random(-42,42),random(-258,-128),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AAA 1 A_Spawnitemex("BaronStar3",random(64,64),random(64,64),random(88,176),0,0,0,SXF_NOCHECKPOSITION)

		TNT1 A 0 A_Spawnitemex("BaronStar3",250,0,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",250,250,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",0,250,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",-250,-250,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",250,-250,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",-250,250,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",-250,0,32,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Spawnitemex("BaronStar3",0,-250,32,0,0,0,SXF_NOCHECKPOSITION)

TNT1 A 0 A_Spawnitemex("BaronStar3",200,200,32,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BaronStar3",-200,200,32,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BaronStar3",200,-200,32,0,0,0,SXF_NOCHECKPOSITION)	
TNT1 A 0 A_Spawnitemex("BaronStar3",-200,-200,32,0,0,0,SXF_NOCHECKPOSITION)	
	
	MISL CD 3 bright
	Stop
	}
	
}









///################################ White HK

Actor WhiteHK
{
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("WhiteHK3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackHK",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR WhiteHK3
{
  OBITUARY "%o was defeated by ghosts of E1M8"
  HITOBITUARY "%o got hand smacked by the ghosts"
  Health 5000
  Radius 24
  Height 64
  Mass 1000
  Speed 13
  Species "WhiteHK"
  PainChance 50
  RENDERSTYLE Add
  Alpha 0.75 
  BloodColor "FF FF FF"
  SEESOUND "baron/sight"
  PAINSOUND "baron/pain"
  DEATHSOUND "phantom/death"
  ACTIVESOUND "baron/active"
   RadiusDamageFactor 0.5
  DamageFactor Melee, 0.25
  DamageFactor Plasma, 0.85
  DamageFactor "Plasma", 0.85
  DamageFactor None, 0.8
  DamageFactor Fire, 2.0
  DamageFactor "Fire", 2.0

  DamageFactor "Heroic", 3.0
       Damagefactor "ice", 0.33
    Damagefactor ice, 0.33
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Scale 1.25
  MONSTER
  +BOSS
  +THRUSPECIES
  -Noradiusdmg
  +DontharmSpecies
  +DonthurtSpecies
  +dontmorph 
  +FloorClip
  +Float
  +NoGravity
  +Missilemore
  +NoClip
  +NOFEAR
  DropItem "CH_SoulSphere"
  DropItem "CH_BFG9000", 64
  DropItem "CH_RocketLauncher", 128
  DropItem "BackPack"
  DropItem "BackPackBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  Dropitem "RLBaronBlasterPickup", 42
    Dropitem "RareArmorPool",128
  Dropitem "RLDemonicWeaponSpawner",20
  Dropitem "RLLegendaryWeaponSpawner", 8
  Dropitem "RLUniqueWeaponSpawner",32
  Tag "Ghost of 1993"
  states
  {
  Spawn:
    PHAN A 0
	PHAN A 0 A_SpawnItemEx("WhiteHK2",24,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
	PHAN A 0
	Goto Scripted
  Scripted:
    PHAN A 0
	PHAN A 0 ACS_NamedExecuteAlways("AnnounceWhiteHK")
	PHAN A 0
	Goto Idle
  Idle:
    PHAN AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PHAN A 0 A_Stop
    PHAN A 0 A_ChangeFlag("NOCLIP",TRUE)
    PHAN AABB 3 a_chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PHAN CCDD 3 A_Chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Goto See+2
   See2:
    PHAN A 0 A_ChangeFlag("NOCLIP",FALSE)
    PHAN AABB 3 a_fastchase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PHAN CCDD 3 A_FastChase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PHAN A 0 A_Jump(14,"See")
    Loop
  Missile:
    PHAN E 0
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PHAN E 0 A_Jump(64,"Summons")
    PHAN E 0 A_Jump(256, "GhostBombs","BigBomb")
	PHAN E 0
	GhostBombs:
    PHAN EF 7 A_FaceTarget
    PHAN G 8 A_CustomMissile("PhantomEgg",32,0,random(-5,5),0)
	PHAN G 0 A_CheckSight("See")
	PHAN OP 7 A_FaceTarget
	PHAN Q 8 A_CustomMissile("PhantomEgg",32,0,random(-10,10),0)
	PHAN Q 0 A_MonsterRefire(128,"See")
    Goto GhostBombs
	Summons:
	PHAN H 8 A_FaceTarget
	PHAN H 8 A_PlaySound("Baron/Sight")
    PHAN HHHH 4 A_Spawnitemex("SpecialSpectre2",random(-64,64),random(-64,64),random(5,15),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	PHAN A 1 A_Jump(88,"BigBomb")
    Goto See
	BigBomb:
	PHAN EFG 7 A_FaceTarget
    PHAN QPO 7 A_PlaySound("Baron/Pain")
	PHAN OP 5 A_FaceTarget
	PHAN Q 9 A_CustomMissile("SoulBomb",32,0,0,0)
	PHAN Q 7 A_CustomMissile("SoulBomb",32,0,random(-8,8),0)
	PHAN Q 5 A_CustomMissile("SoulBomb",32,0,random(-14,14),0)
	PHAN PO 4
	PHAN A 1 A_Jump(64,"GhostBombs","Summons","BigBomb")
    Goto See
  Pain:
    PHAN H 2
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PHAN H 2 A_Pain
	PHAN A 0 A_Jump(128,"See2")
    Goto See
  Death:
    PHAN I 8
    PHAN J 8 A_Scream
    PHAN K 8
    PHAN L 8 A_NoBlocking
    PHAN MN 8
    PHAN R -1 A_BossDeath
    Stop
  }
}

Actor SpecialSpectre2 : CommonSpectre
{
Monster
+THRUSPECIES
+Noclip
DropItem "CH_Shell", 128
DropItem "implyingclip", 174
Dropitem "CH_RocketAmmo", 64
DropItem "CH_Cell", 32
}

ACTOR WHITEHK2 : WhiteHK3
{
States
{
  Spawn:
    PHAN A 0
	Goto Idle
   Idle:
    PHAN AB 10 A_Look
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
	}
}


ACTOR MiniPhantom
{
    RENDERSTYLE ADD
    +Float
    +LookAllAround
    +NoBlockMonst
    +NoGravity
    +Shootable 
    +NoBlood
    +NoClip
    Health 10
    Radius 16
    Height 20
    Speed 14
    MissileType "SoulSmoke"
	OBITUARY "%o was defeated by ghosts of M8E1"
    states
    {
    Spawn:
    See:
       SPI1 AA 1 A_Chase
       SPI1 A 0 A_FaceTarget
       SPI1 A 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128)
       SPI1 BB 1 A_Chase
       SPI1 A 0 A_FaceTarget
       SPI1 B 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128)
       Loop
    Melee:
       SPI1 EFGHIJ 2 A_Die
       Stop
    Death:
       SPIR E 0 A_Explode(random(20,50),88)
       SPIR E 0 A_PlaySound("phantom/explode")
       SPIR FGHIJ 2 
       Stop
    }
}  

ACTOR PhantomEgg 
{
    Damage (random(20,60))
	Projectile
	DamageType "Plasma"
    Radius 13
    Height 8
	Speed 22
    SEESOUND "phantom/spirit1"
    DEATHSOUND NONE
    RENDERSTYLE ADD
	Translation "192:207=84:95"
	Scale 1.2
    states
    {
    Spawn:
       PLSS AB 5 A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
       Loop
    Death:
       PLSS A 1 A_SpawnItem("PhantomHatch", 1, 0, 0)
       Stop
    }
}

ACTOR PhantomHatch
{
    RENDERSTYLE ADD
    +NOGRAVITY
    +NOCLIP
    States
    {
    Spawn:
       SPI1 JIHGFE 4
       SPI1 A 4 A_SpawnItem("MiniPhantom", 1, 0, 0)
       Stop
    }
}         


ACTOR SoulBomb
{
   Radius 12
   Height 8
   Speed 11
   Damage (random(20,80))
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   Scale 0.95
   MissileType SoulTrail
   SeeSound "phantom/bomb"
   DeathSound "phantom/explode"
   Translation "128:143=80:95", "64:79=80:95", "144:151=89:95", "168:191=80:95", "208:223=80:88", "0:2=193:196", "48:63=80:95", "160:167=192:201", "232:235=90:95"
   States
   {
   Spawn:
      SKUL C 1 Bright A_SpawnItemEx("SoulTrail",0,0,13,0,0,0,0,128)
      SKUL D 1 Bright A_SpawnItemEx("SoulTrail",0,0,14,0,0,0,0,128)
      SKUL C 1 Bright A_SpawnItemEx("SoulTrail",0,0,15,0,0,0,0,128)
      SKUL D 1 Bright A_SpawnItemEx("SoulTrail",0,0,16,0,0,0,0,128)
      SKUL C 1 Bright A_SpawnItemEx("SoulTrail",0,0,15,0,0,0,0,128)
      SKUL D 1 Bright A_SpawnItemEx("SoulTrail",0,0,14,0,0,0,0,128)
      Loop
   Death:
      SPIR A 0 Bright 
      SPIR B 0 Bright A_SetScale (1.8)
      SPIR K 3 Bright A_Explode(random(20,70),200)
      SPIR L 3 Bright A_Explode(random(15,60),178)
      SPIR M 3 Bright A_Explode(random(10,50),158)
      SPIR N 3 Bright A_Explode(random(5,40),128)
      SPIR O 3 Bright
      Stop
   }
}

ACTOR SoulTrail
{
   Radius 3
   Height 3
   Speed 15
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   +FireDamage
   states
   {
   Spawn:
      SPIR QRS 4
      Goto Death
   Death:
      SPIR S 3 BRIGHT
      SPIR S 3 BRIGHT
      Stop
   }
}

ACTOR SoulSmoke
{
   Radius 3
   Height 3
   Speed 15
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   states
   {
   Spawn:
      SPIR FGH 4
      Goto Death
   Death:
      SPIR I 3 BRIGHT
      SPIR J 3 BRIGHT
      Stop
   }
}
