Raw model (for completeness)
{
"meta": {
"id": "0119c5c9-829d-4f0a-a6c3-78670c5795b9",
"sha1": "67e75cc9b0ad421d75a177b46ba98508c314b1a3",
"sha256": "a4acbfb9afcd0512d7c7d0be392f4fb252bfad51857f5eaba3300c3be7bfeb2d",
"filenames": [
"cf_nexus-extra-v2.5.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:08:54",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
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"categories": null
},
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"hidden": false
},
"added": "2021-01-10 03:08:54",
"file": {
"type": "PK3",
"size": 6602884,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/67e75cc9b0ad421d75a177b46ba98508c314b1a3/67e75cc9b0ad421d75a177b46ba98508c314b1a3.pk3.gz",
"corrupt": false
},
"content": {
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"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"Actors/ZenFix.txt\"\n#include \"Actors/NewerEFG.txt\"\n#include \"Actors/vexbombernerf.txt\"\n#include \"Actors/nembomberfix.txt\"\n#include \"Actors/VexBuffs/VexedNemesisFiend.txt\"\n#include \"Actors/VexBuffs/VexedNemesisArchon.txt\"\n#include \"Actors/VexBuffs/VexedNemesisBabySentient.txt\"\n\nACTOR HellfireArmorNexus : HellfireArmor replaces HellfireArmor\n{\n \t+INVENTORY.BIGPOWERUP\n\tMass 0x7FFFFFFF\n\tScale 1.0\n\tDamageFactor \"PDTBFG\", 0.05\n\tDamageFactor \"PDTBFGTracer\", 0.05\n\tDamageFactor \"Cyber10K\", 0.001\n\tDamageFactor \"Legendary\", 0.05\n\tDamageFactor \"Legendary1\", 0.05\n\tDamageFactor \"LegendaryGuru\", 0.05\n\tDamageFactor \"BFGSplash\", 0.15\n\tDamageFactor \"BFGSpray\", 0.15\n\tDamageFactor \"Explosion\", 0.3\n\tDamageFactor \"Plasma\", 0.3\n\tDamageFactor \"HFCyb3r\", 0.7\n\tDamageFactor 0.3\n\tInventory.Pickupmessage \"Hellfire Armor.\"\n\tInventory.Icon \"HFARE0\"\n\tArmor.SavePercent 300\n\tArmor.SaveAmount 666\n\tStates\n\t{\n\tSpawn:\n\t\tHFAR ABCDEFGHI 2 Bright\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/ZenFix.txt",
"contents": "ACTOR ZenFix : Zen Replaces Zen //change this to \"Zen\" when you add this to nexus\n{ //this weapon is messy as fuck\n\tWeapon.SlotNumber 9\n\tTag \"Zen\"\n\tInventory.PickupMessage \"You are the wielder of Zen.\"\n\tObituary \"%k Purified %o.\"\n\tHeight 20\n\tWeapon.UpSound \"ZENUP2\"\n\tWeapon.PreferredSkin \"Unmaker-Marine\"\n\tWeapon.SelectionOrder 2700\n\tWeapon.AmmoGive 200\n\tweapon.ammotype \"NLDemonAmmo\"\n\tweapon.ammouse 3\n\tweapon.ammotype2 \"NLDemonAmmo\"\n\tweapon.ammouse2 35\n\tDamageType \"PlayerNemesisPlasma\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tSpawn:\n\t\tZNMA A 6\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"ZENIDL\",6,1.0,1)\n\tReadyLoop:\n\t\tUNMK A 4 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n\tDeselect:\n\t \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP4\",CHAN_WEAPON)\n\t\tUNM2 ABCDEFGH 1 Bright\n\tDeselectLoop:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tUNMK A 1 A_Raise\n\t\tLoop\n\tPreHold:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Hold\")\n\t\tGoto NoAmmo\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Fire2\")\n\t\tGoto NoAmmo\n\tFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tUNMK AF 12\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTA\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\tHold:\n\t UNMK D 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySOund(\"ZENLOP\", 6, 1, 1)\n\t TNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK V 1 BRIGHT\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Y 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Z 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 15, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, -15, 0, 0, 0)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_Refire(\"PreHold\")\n\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 6\n\n\t\tGoto Ready\n\n NoAmmo:\n\t TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 16\n\t\tGoto Deselect2\n\n\tDeselect2:\n\t \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t//TNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNM2 ABCDEF 16\n\tDeselectLoop2:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",70,\"AltFire2\")\n\t\tGoto Ready\n\tAltFire2:\n\t\tUNMK E 40 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tTNT1 A 0 A_Playsound(\"ZENUP\",0,1.0,FALSE)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",0,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",15,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",30,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",45,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",60,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",75,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",90,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",105,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",120,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",135,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",150,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",165,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",180,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",195,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",210,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",225,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",240,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",255,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",270,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",285,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",300,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",315,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",330,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",345,1,3)\n \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",35)\n UNM2 ABCCBA 2 Bright\n\t\t//UNMK D 4 Bright A_GunFlash\n\t\tUNMK E 30\n\t\tUNMK F 10 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 6 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tGoto LightDone\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/NewerEFG.txt",
"contents": "ACTOR NewerEFG9000 : EFG9000 replaces EFG9000\n{\nScale 0.5\n+WEAPON.NOAUTOFIRE\n+WEAPON.EXPLOSIVE\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.AmmoUse 2\nWeapon.AmmoGive 75\nWeapon.AmmoType \"Missile\"\nWeapon.AmmoUse2 0\nWeapon.AmmoType2 \"Missile\"\nWeapon.PreferredSkin \"EFG9K-Marine\"\nInventory.PickupSound \"weapons/pickupml\"\nWeapon.UpSound \"EFG9000/up\"\nInventory.PickupMessage \"You now have the EFG 9000.\"\nTag \"EFG 9000\"\nStates\n\t{\n\tSpawn:\n\t\tEFGG Z -1\n\t\tLoop\n//\tReady:\n//\t\tEFGG VYHG 2\n\tReadyloop:\n\t EFGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tDeselectLoop:\n\t\tEFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tEFGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",2,\"Fire2\")\n\t\tGoto DryFire\n\tFire2:\n\t\t//EFGG A 10 A_PlayWeaponSound(\"efg/charge1\")\n\t\t//EFGG A 10 A_PlayWeaponSound(\"efg/charge2\")\n\t\tEFGG A 10 A_PlayWeaponSound(\"efg/charge3\")\n\t\tEFGG AA 1 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"mrl/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tEFGG BCDEFGHIV 1 Bright\n\t\tTNT1 A 0 A_Refire(\"PreHold1\")\n\t\tGoto Pause\n\tPreHold1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",2,\"Hold1\")\n\t\tGoto DryFire\n\tHold1:\n\t\tEFGG AA 1 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlayWeaponSound(\"mrl/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGRocket\",random(-1,1),0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tEFGG BCDFHV 1 Bright\n\t\tEFGG A 1 Bright A_Refire(\"PreHold1\")\n\t\tGoto Pause2\n\tPause:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 2\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,0)\n\t\tEFGG A 5\n\t\tGoto ReadyLoop\n\tPause2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 15\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,0)\n\t\tEFGG A 5\n\t\tGoto ReadyLoop\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Missile\",40,\"AltFire2\")\n\t\tGoto DryAltFire\n\tAltFire2:\n\t\tEFGG A 1 Bright\n\t\tEFGG A 1 Bright A_PlayWeaponSound(\"efg/nukecharge\")\n\t\tEFGG VIHGFED 2\n\t\tEFGG D 15\n\t\tEFGG DEFGHIV 2\n\t\t//EFGG ADEFADEFADEFADEFADEFADEFADEFADEF 2 Bright\n\t\tEFGG AA 2 Bright A_GunFlash\n\t\tTNT1 A 0 A_PlaySoundEx(\"efg/nuke\",1,0,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Missile\",40,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"EFGFusionNuke\",0,0,0,0)\n\t\tTNT1 A 0 Radius_Quake(4,3,0,1,0)\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tEFGG BCDEFGHIV 3 Bright\n\t\t//EFGG BBCC 1 Bright\n\t\tEFGG A 20 A_PlayWeaponSound(\"weapon/warn\")\n\t\tEFGG A 10\n\t\tTNT1 A 0 A_PlaySound(\"weapon/cool\")\n\t\tEFGG AAAAAAAAAAAA 1 A_FireCustomMissile(\"SmokeFX4\",random(-1,1),0,0,5)\n\t\tEFGG A 5 A_ReFire(\"AltFire\")\n\t\tGoto ReadyLoop\n\tDryFire:\n\t\tTNT1 A 0\n\t\tEFGG A 10 A_PlaySound(\"weapon/off\")\n\t\tGoto ReadyLoop\n\tDryAltFire:\n\t\tTNT1 A 0\n\t\tEFGG A 10 A_PlaySound(\"weapon/off\")\n\t\tGoto ReadyLoop\n\t}\n}\n\n///////\n\nACTOR EFGRocketBuff : EFGRocket replaces EFGRocket\n{\nProjectile\nHeight 8\nRadius 11\nSpeed 86\nDamage 50\n+RANDOMIZE\n+SKYEXPLODE\n+MTHRUSPECIES\nDamagetype \"Explosion\"\nDeathSound \"weapons/rocklx\"\nObituary \"%o ate %k's Rocket.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",Random(4,6),Random(-2,2))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n\t\tMIS7 A 1 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 4 Bright A_Explode(148,148)\n\t\tMISL CD 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR EFGSeekRocketBuff : EFGSeekRocket replaces EFGSeekRocket\n{\nProjectile\nHeight 8\nRadius 11\nSpeed 40\nDamage 24\n+SEEKERMISSILE\n+SCREENSEEKER\n+RANDOMIZE\n+SKYEXPLODE\n+MTHRUSPECIES\nDamagetype \"Explosion\"\nDeathSound \"weapons/rocklx\"\nObituary \"%o ate %k's Rocket.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",Random(4,6),Random(-2,2))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 Bright A_SeekerMissile(30,45,SMF_LOOK)\n\t\tMIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",Random(4,6),Random(-2,2))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 Bright A_SeekerMissile(30,45,SMF_LOOK)\n\t\tMIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",Random(4,6),Random(-2,2))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 Bright A_SeekerMissile(30,45,SMF_LOOK)\n\t\tMIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",Random(4,6),Random(-2,2))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 Bright A_SeekerMissile(30,45,SMF_LOOK)\n\t\tMIS8 A 2 Bright A_PlaySoundEx(\"rpg/fly\",\"SoundSlot7\",1)\n\t\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 4 Bright A_Explode(148,148)\n\t\tMISL CD 4 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Nembomberfix.txt",
"contents": "Actor NemesisSuicideBomberFix : NemesisSuicideBomber Replaces NemesisSuicideBomber //assraper\n{\n Health 750\n Speed 6\n BloodColor \"Black\"\n Species \"LegendaryZombie\"\n DamageType \"Legendary\"\n DamageFactor 0.6\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.4\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DamageFactor \"T3rm\", 0.0\n DropItem \"LegAmmoSphere\", 93, 3\n DropItem \"EnragedLegendarySphere\", 64\n DropItem \"SemiNemesisSphere\", 64\n DropItem \"Legendary C4\" 70 1\n Deathsound \"NemesisSuicide/Oof\"\n Obituary \"%o got exploded by the Nemesis Suicide Bomber's long purple nuclear bomb.\"\n Tag \"\\c[g3]Nemesis Suicide Bomber\\c-\"\n var int user_pain;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RawAnger\") == 0,\"Remove\")\n\tTNT1 A 0 A_Jump(160,\"Remove\")\n SpawnLoop:\n\tNSBM A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tNSBI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n Idle:\n\tNSBM AA 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM AB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM BB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM CC 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM CD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM DD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tLoop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,74)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tNSBM AA 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM AB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM BB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tNSBM CC 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM CD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM DD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tLoop\n Teleport:\n NSBM A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tNSBM A 2\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n NSBM A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM AAAAAAAAAAA 1 A_FadeIn(0.1)\n NSBM A 1 Bright A_SetShootable\n Goto See\n Missile:\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tGoto Missile3\n Missile3:\n\tTNT1 A 0 A_CposRefire\n\tTNT1 A 0 A_PlaySound(\"NemesisSuicide/Blyat\",CHAN_VOICE,1.0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"LegSuicideJumping\",1)\n\tTNT1 A 0 A_Recoil(-30)\n\tNSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tNSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tNSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tTNT1 A 0 A_JumpIf(z - floorz >= 64,\"ChargeStop\")\n\tNSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tGoto Missile2\n Missile2:\n\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,\"Missile3\")\n\tGoto ChargeStop\n ChargeStop:\n\tNSBM A 1 Bright A_Stop\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"Melee\",90,JLOSF_DEADNOJUMP,200)\n\tGoto See\n PainAttack:\n Melee:\n\tTNT1 A 0 A_StopSound(CHAN_VOICE)\n\tTNT1 A 0 A_Facetarget\n\tNSBM A 2 Bright A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_SpawnItem(\"SuperGayAttack\")\n\tGoto Kill\n Pain:\n\tNSBM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tNSBM A 3 Bright A_Pain\n\tTNT1 A 0 A_JumpIf(user_pain == 5,\"PainAttack\")\n\tTNT1 A 0 A_SetUserVar(user_pain,user_pain+1)\n\tGoto See\n Death:\n\tTNT1 A 0 A_CustomMissile(\"SuicideBomb\",24,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,24,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,24)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\",CHAN_BODY)\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tTNT1 A 0 A_Jump(98,\"BadIdea\")\n\tNSBM M 5 Bright\n\tNSBM N 5 Bright A_Scream\n\tNSBM O 5 A_NoBlocking\n\tNSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNSBM U -1\n\tStop\n Kill:\n\tTNT1 A 0 A_Die(\"Extreme\")\n\tGoto XDeath\n XDeath:\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\t//TNT1 A 0 A_Jump(48,\"BadIdea\") //causes problems because of the black hole succ\n\tNSBM M 5 Bright\n\tNSBM N 5 Bright A_XScream\n\tNSBM O 5 A_NoBlocking\n\tNSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tNSBM U -1\n\tStop\n MoreStuff:\n\tNSBM U 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNSBM U 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNSBM U -1\n\tStop\n BadIdea:\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM M 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM N 5 Bright A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM O 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM P 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM QRST 5\n\tNSBM U 175\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNSBM UUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM UUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM UUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM TTTTTTTTTTTTTTT 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM TTTTTTTTTTTTTTT 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM TTTTTTTTTTTTTTT 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM SSSSSSSSSSSSSSS 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM SSSSSSSSSSSSSSS 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM SSSSSSSSSSSSSSS 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM RRRRRRRRRRRRRRR 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM RRRRRRRRRRRRRRR 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM RRRRRRRRRRRRRRR 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM QQQQQQQQQQQQQQQ 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM QQQQQQQQQQQQQQQ 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM QQQQQQQQQQQQQQQ 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM PPPPPPPPPPPPPPP 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM PPPPPPPPPPPPPPP 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM PPPPPPPPPPPPPPP 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM OOOOOOOOOOOOOOO 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM OOOOOOOOOOOOOOO 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM OOOOOOOOOOOOOOO 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM NNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM NNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM NNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM MMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM MMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM MMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\t//TNT1 A 0 A_Jump(92,\"Death\")\n\tNSBM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNSBM AAAAAAAAAAAA 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisSuicideBomber\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0\n\tStop\n LegendarySoul:\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM M 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM N 5 Bright A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM O 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM P 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSBM QRST 5\n\tNSBM U 140\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tNSBM U -1\n\tStop\n }\n}\n\nActor VexedNemesisSuicideBomberMoreGay : VexedNemesisSuicideBomber Replaces VexedNemesisSuicideBomber\n{\n Health 1100\n Speed 6\n DamageFactor 0.5\n DamageFactor \"Explosion\", 0.0001\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n PainChance \"Explosion\", 128\n PainChance \"PlayerDTRG\", 128\n PainChance \"DTRailgun\", 128\n PainChance \"PDTPuff\", 128\n PainChance \"RailG\", 128\n Obituary \"%o was covered in a gigantic cloud of white from the Vexed Nemesis Suicide Bomber.\"\n Tag \"\\c[w2]Vexed Nemesis Suicide Bomber\\c-\"\n States\n {\n Spawn:\n\tVSBM A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tVSBI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n Idle:\n\tVSBM AA 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM AB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM BB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CC 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM DD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tLoop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2000)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tVSBM AA 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM AB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM BB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tVSBM CC 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM DD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tLoop\n Teleport:\n VSBM A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tVSBM A 2\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n VSBM A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM AAAAAAAAAAA 1 A_FadeIn(0.1)\n VSBM A 1 Bright A_SetShootable\n Goto See\n Missile:\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tGoto Missile3\n Missile3:\n\tTNT1 A 0 A_CposRefire\n\tTNT1 A 0 A_PlaySound(\"NemesisSuicide/Blyat\",CHAN_VOICE,1.0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"LegSuicideJumping\",1)\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tTNT1 A 0 A_JumpIf(z - floorz >= 64,\"ChargeStop\")\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tGoto Missile2\n Missile2:\n\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,\"Missile3\")\n\tGoto ChargeStop\n ChargeStop:\n\tVSBM A 1 Bright A_Stop\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"Melee\",90,JLOSF_DEADNOJUMP,200)\n\tGoto See\n PainAttack:\n Melee:\n\tTNT1 A 0 A_StopSound(CHAN_VOICE)\n\tTNT1 A 0 A_Facetarget\n\tVSBM A 2 Bright A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSuicideBomberBurst\",32,0,0,2)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSuicideBomberBurst\",32,0,0,2)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSuicideBomberBurst\",32,0,0,2)\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tTNT1 A 0 A_PlaySound(\"Nemesis/BallExplode\",1,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_Quake(4,156,0,4000,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisAltBallSmoke\",frandom(-100,100),frandom(-100,100),frandom(-100,100),frandom(-40,40),frandom(-40,40),frandom(-40,40))\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_Quake(7,64,0,4000,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisAbsolutelyFuckingGiantExplosion\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIconoclastExplosion\",0,0,0,0,0,0,0,SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIconoclastExplosion\",0,0,0,0,0,0,90,SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIconoclastExplosion\",0,0,0,0,0,0,180,SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIconoclastExplosion\",0,0,0,0,0,0,270,SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_Quake(10,100,0,8000,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Explode(1000,8000,XF_NOTMISSILE,0,6000)\n\tGoto Kill\n Pain:\n\tVSBM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 3 Bright A_Pain\n\tTNT1 A 0 A_JumpIf(user_pain == 5,\"PainAttack\")\n\tTNT1 A 0 A_SetUserVar(user_pain,user_pain+1)\n\tGoto See\n Death:\n\tTNT1 A 0 A_CustomMissile(\"SuicideBomb\",24,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,24,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,24)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\",CHAN_BODY)\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tVSBM M 5 Bright\n\tVSBM N 5 Bright A_Scream\n\tVSBM O 5 A_NoBlocking\n\tVSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tVSBM U -1\n\tStop\n Kill:\n\tTNT1 A 0 A_Die(\"Extreme\")\n\tGoto XDeath\n XDeath:\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tVSBM M 5 Bright\n\tVSBM N 5 Bright A_XScream\n\tVSBM O 5 A_NoBlocking\n\tVSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tVSBM U -1\n\tStop\n MoreStuff:\n\tVSBM U 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tVSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVSBM U 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tVSBM U -1\n\tStop\n LegendarySoul:\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM M 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM N 5 Bright A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM O 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM P 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM QRST 5\n\tVSBM U 140\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tVSBM U -1\n\tStop\n }\n}\n\nActor SuperGayAttack\n{\nProjectile\nHeight 1\nRadius 1\nSpeed 0\n+NOCLIP\n-ForceRadiusDmg\n+ForceYBillBoard\nDamageType \"Fuck\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Die\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_StopSound\n \tTNT1 A 0 A_PlaySound(\"Nemesis/BallExplode\",1,1.0,0,0.2)\n\t\tTNT1 A 1 A_Explode(10000,5000,0,1)\n\t\tTNT1 A 1 A_ChangeFlag(FORCERADIUSDMG,1)\n\t\tTNT1 A 0 A_Explode(random(500,1000),5000,0,0,2500)\n\t\tTNT1 A 0 Radius_Quake(7,105,0,140,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHugeExplosion\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 25 A_SpawnItemEx(\"NemesisAltBallEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/vexbombernerf.txt",
"contents": "Actor VexedNemesisSuicideBomberNerf : VexedNemesisSuicideBomber Replaces VexedNemesisSuicideBomber\n{\n Health 1100\n Speed 6\n DamageFactor 0.5\n DamageFactor \"Explosion\", 0.0001\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n DropItem \"LegAmmoSphere\", 93, 3\n DropItem \"SemiNemesisSphere\", 64\n DropItem \"Legendary C4\" 256 1\n PainChance \"Explosion\", 128\n PainChance \"PlayerDTRG\", 128\n PainChance \"DTRailgun\", 128\n PainChance \"PDTPuff\", 128\n PainChance \"RailG\", 128\n Obituary \"%o was covered in a gigantic cloud of white from the Vexed Nemesis Suicide Bomber.\"\n Tag \"\\c[w2]Vexed Nemesis Suicide Bomber\\c-\"\n States\n {\n Spawn:\n\tVSBM A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tVSBI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n Idle:\n\tVSBM AA 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM AB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM BB 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CC 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM DD 2 Bright A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tLoop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2000)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tVSBM AA 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM AB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM BB 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tVSBM CC 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM CD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM DD 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tLoop\n Teleport:\n VSBM A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tVSBM A 2\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n VSBM A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM AAAAAAAAAAA 1 A_FadeIn(0.1)\n VSBM A 1 Bright A_SetShootable\n Goto See\n Missile:\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 1 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tGoto Missile3\n Missile3:\n\tTNT1 A 0 A_CposRefire\n\tTNT1 A 0 A_PlaySound(\"NemesisSuicide/Blyat\",CHAN_VOICE,1.0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"LegSuicideJumping\",1)\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-30)\n\tTNT1 A 0 A_JumpIf(z - floorz >= 64,\"ChargeStop\")\n\tVSBM ABCD 1 Bright A_JumpIfTargetInLOS(\"Melee\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\tGoto Missile2\n Missile2:\n\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,\"Missile3\")\n\tGoto ChargeStop\n ChargeStop:\n\tVSBM A 1 Bright A_Stop\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"Melee\",90,JLOSF_DEADNOJUMP,200)\n\tGoto See\n PainAttack:\n Melee:\n\tTNT1 A 0 A_StopSound(CHAN_VOICE)\n\tTNT1 A 0 A_Facetarget\n\tVSBM A 2 Bright A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSuicideBomberBurst\",32,0,0,2)\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tTNT1 A 0 A_PlaySound(\"Nemesis/BallExplode\",1,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_Quake(4,156,0,4000,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisAltBallSmoke\",frandom(-100,100),frandom(-100,100),frandom(-100,100),frandom(-40,40),frandom(-40,40),frandom(-40,40))\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_Quake(7,64,0,4000,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisAbsolutelyFuckingGiantExplosion\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIconoclastExplosion\",0,0,0,0,0,0,0,SXF_ABSOLUTEANGLE)\n\tTNT1 A 0 A_Quake(10,100,0,8000,0)\n\tTNT1 A 1 A_Explode(1000,8000,XF_NOTMISSILE,0,6000)\n\tGoto Kill\n Pain:\n\tVSBM A 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tVSBM A 3 Bright A_Pain\n\tTNT1 A 0 A_JumpIf(user_pain == 5,\"PainAttack\")\n\tTNT1 A 0 A_SetUserVar(user_pain,user_pain+1)\n\tGoto See\n Death:\n\tTNT1 A 0 A_CustomMissile(\"SuicideBomb\",24,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,24,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom3\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,24)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\",CHAN_BODY)\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tVSBM M 5 Bright\n\tVSBM N 5 Bright A_Scream\n\tVSBM O 5 A_NoBlocking\n\tVSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tVSBM U -1\n\tStop\n Kill:\n\tTNT1 A 0 A_Die(\"Extreme\")\n\tGoto XDeath\n XDeath:\n\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tVSBM M 5 Bright\n\tVSBM N 5 Bright A_XScream\n\tVSBM O 5 A_NoBlocking\n\tVSBM PQRST 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tVSBM U -1\n\tStop\n MoreStuff:\n\tVSBM U 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tVSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVSBM UUUUUUUUUUUUUUUUUUUUUUUUUUUUUU 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVSBM U 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tVSBM U -1\n\tStop\n LegendarySoul:\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM M 5 Bright\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM N 5 Bright A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM O 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM P 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVSBM QRST 5\n\tVSBM U 140\n\tTNT1 A 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tVSBM UUUUUUUUUUUUUUUUU 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tVSBM U -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/NemSentFix.txt",
"contents": "ACTOR NemesisSentientVexingFix : NemesisSentient replaces NemesisSentient\n{\n Health 13000\n PainChance 2\n PainChance \"Explosion\", 256\n BloodColor \"Black\"\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.05\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DamageFactor 0.45\n DamageFactor \"T3rm\", 0.0\n DamageFactor \"DemolisherEx\", 0.05\n DamageFactor \"DarkDemoEx\", 0.05\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.3\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.3\n DamageFactor \"PDTBFG\", 0.1\n DamageFactor \"PlayerDTRG\", 0.3\n DamageFactor \"PDTBFGTracer\", 0.1\n DamageFactor \"LegMind\", 0.0\n DamageFactor \"PlayerDevBall\", 0.05\n DamageFactor \"PlayerDevBall2\", 0.05\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.05\n DamageFactor \"PlayerDevTracer\", 0.05\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n DropItem \"NemesisHealthBonusMax\", 256, 64\n DropItem \"NemesisArmorBonus64\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 64\n DropItem \"NemesisArmorBonus64\", 256\n DropItem \"NemesisSuperSphere\" 215\n DropItem \"LegAmmoSphere\", 128, 1\n DropItem \"LegDemonRune\", 80, 1\n DropItem \"LegendaryRune\", 256, 1\n DropItem \"LegendaryRune\", 256, 1\n DropItem \"DemonicChalice\", 256, 2\n DropItem \"SkullOfPower\", 256, 2\n DropItem \"NLDemonAmmo\", 256\n DropItem \"NLDemonAmmoBox\", 256\n DropItem \"NemesisShell\", 256\n DropItem \"NemesisShellBox\", 130\n DropItem \"Nemesis Rifle\", 200\n DropItem \"Nemesis Plasmatic Cannon\", 200\n DropItem \"Nemesis Assault Shotgun\", 200\n DropItem \"Nemesis Sawed-Off Shotgun\", 200\n DropItem \"Nemesis BFG\", 256\n DropItem \"TrueLegendaryRune\" 25 1\n SeeSound \"NemesisSentient/Sight\"\n PainSound \"NemesisSentient/Pain\"\n DeathSound \"NemesisSentient/Death\"\n ActiveSound \"NemesisSentient/Active\"\n Obituary \"%o couldn't keep up with the Nemesis Sentient.\"\n +NOICEDEATH\n +DONTGIB\n +DONTRIP\n +NOTELEFRAG\n +NOTIMEFREEZE\n +BRIGHT\n +CANTSEEK\n +NOFEAR\n +DONTMORPH\n +NOTARGET\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n Tag \"\\c[v9]Nemesis Sentient\\c-\"\n var int user_rage;\n var int user_resurrect;\n States\n {\n Spawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisSentientFire\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_Playsound(\"NemesisSentient/Loop\",7,1,1)\n\tNSNT AB 2 Bright A_Look\n\tLoop\n\n Idle:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n Idle2:\n\tTNT1 A 0 A_Look\n\tNSNT AB 2 Bright A_Wander\n\tLoop\n\n Taunt:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tNSNT AB 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Taunt\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n\tNSNT ABABABABABABAB 2 Bright\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tGoto Idle2\n\n See:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisSentientFire\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,726)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"StartRage\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"StartRage\")\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_JumpIfHealthLower(4000,\"StartRage\")\n\tNSNT AB 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(50,\"Evade\",\"Teleport\")\n\tLoop\n SeeRage:\n\tNSNT AB 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(80,\"Evade\",\"Teleport\")\n\tLoop\n\n StartRage:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"SeeRage\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tNSNT P 10 Bright A_PlaySound(\"NemesisSentient/Rage\",2,1.0,0,ATTN_NONE)\n\tNSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisSky\",0,0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisSentientRage\",0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSentientRageRing\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Playsound(\"brain/spit\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_rage\",1)\n\tTNT1 A 0 A_ChangeFlag(\"ALWAYSFAST\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tNSNT PPPPPPPPPPPPPPPPPPPPPPP 2 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n\tGoto SeeRage\n\n Teleport:\n NSNT A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 0 A_PlayWeaponSound(\"boss/teleport\")\n NSNT A 1 Bright A_SetShootable\n Goto See\n\n Evade:\n \tTNT1 A 0 A_Jump(128,\"Evade2\")\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tNSNT ABABABAB 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Evade2:\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tNSNT ABABABAB 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\n Missile:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"MissileRage\")\n\tTNT1 A 0 A_Jump(160,\"BFG9K\",\"BFG10K\",\"FastBFG10K\",\"Railgun\",\"MiniNemesisBFG\",\"NemesisRifle\",\"Cannonball\")\n\tTNT1 A 0 A_Jump(80,\"Laser\")\n\tTNT1 A 0 A_Jump(50,\"NemesisBFG\",\"Brainwave\",\"LightningStorm\")\n\tGoto Normal\n MissileRage:\n\tTNT1 A 0 A_Jump(120,\"BFG9KRage\",\"BFG10K\",\"FastBFG10K\",\"Railgun\",\"MiniNemesisBFG\",\"NemesisRifle\",\"Cannonball\")\n\tTNT1 A 0 A_Jump(110,\"Laser\",\"MassResurrect\")\n\tTNT1 A 0 A_Jump(100,\"NemesisBFG\",\"Brainwave\",\"ClonesAndClones\")\n\tGoto NormalRage\n\n Normal:\n TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto BFG9K\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,-13,frandom(-6,6),0)\n\tNSNT E 3 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,-13,frandom(-6,6),0)\n\tNSNT F 3 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_Jump(3,\"See\",\"BFG9K\",\"BFG10K\",\"Railgun\",\"FastBFG10K\")\n TNT1 A 0 A_SpidRefire\n\tGoto Normal+8\n NormalRage:\n TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto BFG9KRage\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,-13,frandom(-6,6),0)\n\tNSNT E 1 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,-13,frandom(-6,6),0)\n\tNSNT F 1 Bright A_CustomMissile(\"NemesisSentientPlasma\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_Jump(3,\"See\",\"BFG9KRage\",\"BFG10K\",\"Railgun\",\"FastBFG10K\")\n TNT1 A 0 A_SpidRefire\n\tGoto NormalRage+8\n\n NemesisRifle:\n\tNSNT P 2\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"NemesisRifleChargeRage\")\n NemesisRifleCharge:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"NemesisRifleFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tNSNT P 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tLoop\n NemesisRifleFire:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tNSNT E 3 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tNSNT F 3 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",21,-13,frandom(-6,6),0)\n\tGoto NemesisRifleFire+2\n NemesisRifleChargeRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 4,\"NemesisRifleFireRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tNSNT P 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tLoop\n NemesisRifleFireRage:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tNSNT E 2 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",21,13,frandom(-6,6),0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n\tNSNT F 2 Bright A_CustomMissile(\"NemesisRifleShotEnemy\",21,-13,frandom(-6,6),0)\n\tGoto NemesisRifleFireRage+2\n\n CannonBall:\n\tNSNT P 2\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tNSNT NNNNNNOO 4 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 4 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tNSNT NNNNNNOO 4 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 4 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NNNNNNOO 3 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 3 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tNSNT NNNNNNOO 3 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 3 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NNNNNNOO 2 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 2 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tNSNT NNNNNNOO 2 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 2 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NNNNNNOO 1 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 1 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tNSNT NNNNNNOO 1 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientCannonBall\", 42, 0, 0)\n\tNSNT O 1 Bright A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_Jump(192,\"Missile\")\n\tGoto See\n\n BFG9K:\n\tNSNT P 2\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BFG9KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT O 4 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,0)\n\tGoto BFG9K+4\n BFG9KEnd:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,-12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,12)\n\tNSNT O 4 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,0)\n\tNSNT NNNNNNN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"BFG10K\",\"FastBFG10K\",\"Railgun\")\n\tGoto See\n BFG9KRage:\n\tNSNT P 2\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BFG9KRageEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,-12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,12)\n\tNSNT O 4 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,0)\n\tGoto BFG9KRage+4\n BFG9KRageEnd:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,-10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,-20)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,20)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,10)\n\tNSNT O 4 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,0)\n\tNSNT NNNNNNN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(160,\"BFG10K\",\"FastBFG10K\",\"Railgun\")\n\tGoto See\n\n BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"BFG10KLoopRage\")\n BFG10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 23,\"BFG10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 3 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_FaceTarget\n\tLoop\n BFG10KEnd:\n\tNSNT N 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tNSNT NNNNN 3 Bright\n\tGoto See\n BFG10KLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"BFG10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 2 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 0 A_PlayWeaponSound(\"boss/teleport\")\n\tLoop\n BFG10KEndRage:\n\tNSNT N 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tNSNT NNNNN 3 Bright\n\tGoto See\n\n FastBFG10K:\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNSNT N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"FastBFG10KLoopRage\")\n FastBFG10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"BFG10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tNSNT N 1 Bright A_FaceTarget\n\tLoop\n FastBFG10KLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"BFG10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tNSNT N 1 Bright A_FaceTarget\n\tLoop\n FastBFG10KLoopRage2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 40,\"BFG10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tNSNT O 1 Bright A_CustomMissile(\"Nemesis10kProjectile\",42,0,Random(4,-4))\n\tLoop\n\n Railgun:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"RailgunLoopRage\")\n RailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 18,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tNSNT O 4 Bright A_CustomMissile(\"NemesisSentientRailLaser\",34,0,random(-3,3))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tLoop\n RailgunLoopRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 25,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n\tNSNT O 2 Bright A_CustomMissile(\"NemesisSentientRailLaser\",34,0,random(-3,3))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 2 Bright A_FaceTarget\n\tLoop\n\n MiniNemesisBFG:\n\tNSNT P 2\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n MiniNemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 16,\"MiniNemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tLoop\n MiniNemesisBFGFire:\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"MiniNemesisBFGFireRage\")\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BFG10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n NSNT O 5 Bright A_CustomMissile(\"MiniNemesisBFGBall\",42)\n\tGoto MiniNemesisBFGFire+3\n MiniNemesisBFGFireRage:\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 7,\"BFG10KEndRage\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"star/fire\")\n NSNT O 4 Bright A_CustomMissile(\"MiniNemesisBFGBall\",42)\n\tGoto MiniNemesisBFGFireRage+2\n\n Laser:\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n TNT1 A 0 A_Playsound(\"MasterSparkCharge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"LaserFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 4 Bright A_FaceTarget\n\tGoto Laser+4\n LaserFire:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_Playsound(\"MasterSpark\",0,1,0,ATTN_NONE)\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_FaceTarget\n\tNSNT OOO 1 Bright A_CustomMissile(\"NemesisSentientLaser\", 34, 0, 0)\n\tGoto LaserFire+2\n\n LightningStorm:\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack\",6)\n\tTNT1 A 0 A_SetInvulnerable\n\tNSNT PPPPPPPPPPPPPPP 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNSNT PPPPPPPPPPPPPPP 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n LightningStormLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 18,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tNSNT P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 Radius_Quake(40,10,0,40,0)\n\tNSNT P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNSNT PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\tLoop\n\n Brainwave:\n\tNSNT P 5 A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack2\",6)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 Radius_Quake(4,90,0,40,0)\n BrainwaveCharge:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"BALLPITACTIVATED\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 AA 0 A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT P 3 A_FaceTarget\n\tLoop\n BALLPITACTIVATED:\n\tTNT1 A 0 Radius_Quake(8,40,0,40,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tNSNT PP 20 A_CustomMissile(\"NemesisSentientBrainwave\",65,0,0)\n\tGoto See\n\n NemesisBFG:\n\tNSNT P 5 A_FaceTarget\n\tTNT1 A 0 ThrustThing(angle*256/360,15,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Attack2\",6)\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Charge\",1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_rage == 1,\"NemesisBFGChargingRage\")\n NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n NemesisBFGChargingRage:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n NemesisBFGFire:\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n NSNT N 20\n NSNT N 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n NSNT O 10 Bright A_CustomMissile(\"NemesisGuruBall\",42)\n\tNSNT P 20\n\tGoto See\n\n ClonesAndClones:\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/CloneAttack\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Clone1\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tNSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 4 A_SpawnItemEx(\"NemesisSentientCloneLightning\",random(-50,50),random(-50,50),random(40,120),random(-7,7),random(-7,7),random(-4,4))\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n ComeAtMeCerebralCommander:\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Clone2\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"CloneEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSentientCloneRandomizer\",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSentientCloneRandomizer\",random(-200,200),random(-200,200),0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT NO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT OO 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\",42,0,random(-4,4))\n\tLoop\n CloneEnd:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"CloneEndFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n\tNSNT N 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tGoto CloneEnd+1\n CloneEndFire:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSentientCloneNemesisBFG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 AA 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tNSNT N 5 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",4)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n NSNT O 10 Bright A_CustomMissile(\"NemesisGuruBall\",42)\n\tNSNT P 20\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Clone3\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tNSNT PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 4 A_SpawnItemEx(\"NemesisSentientCloneLightning\",random(-50,50),random(-50,50),random(40,120),random(3,7),random(3,7),random(-4,4))\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n\n MassResurrect:\n\tTNT1 A 0 A_JumpIf(user_resurrect == 1,\"FastBFG10K\")\n\tTNT1 A 0 A_SetUserVar(\"user_resurrect\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tNSNT P 3 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemesisSentient/Resurrect\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 Radius_Quake(8,120,0,40,0)\n\tNSNT PPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n\tNSNT PPPPPPP 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"OverlordMassResurrection\")\n\tTNT1 A 0 A_GiveInventory(\"OverlordMassResurrection3\")\n\tTNT1 A 0 A_GiveToTarget(\"OverlordMassResurrection\")\n\tTNT1 A 0 A_GiveToTarget(\"OverlordMassResurrection3\")\n\tNSNT PPPPPPP 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tGoto See\n\n Pain:\n\tTNT1 A 0 A_Jump(64,\"Teleport\",\"Evade\")\n\tNSNT A 3 Bright\n\tNSNT A 3 Bright A_Pain\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n\tGoto See\n Death:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NewNemesis\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TerminatorDamage2\",1,\"VexedSpawn\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"ZenFix\",1,\"VexedSpawn\") //change this to \"Zen\" when you add this to nexus\n\tTNT1 A 0 A_Stopsound(7)\n\tTNT1 A 0 A_Stopsound(5)\n\tTNT1 A 0 A_RemoveChildren(1)\n\tTNT1 A 0 Bright A_Scream\n\tNSNT H 20 Bright A_Fall\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSentientDeathEffect\")\n\tNSNT IIIIIIIIIIIIIIIIIIIIJJJJJJJJJJ 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n NSNT JJJJJJJJJJKKKKKKKKKKKKKKKKKKKK 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n NSNT LLLLLLLLLLLLLLLLLLLL 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"ResetSky\",0)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNSNT M 5\n\tTNT1 A 100\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)\n\tTNT1 A -1 A_KillMaster\n\tStop\n VexedSpawn:\n\tNSNT H 3 Bright A_Pain\n TNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tTNT1 A 0 A_PlaySound(\"brain/spit\",7)\n\tTNT1 A 0 A_PlaySound(\"NSentient/ScriptAttack\",2,1.0,0,ATTN_NONE)\n\t//TNT1 A 0 A_SpawnItemEx(\"NemesisPatriarchSummonEffectSpawner2\")\n\tNSNT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNSNT HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tVLSN HHHHHHHHHHHHHHHHHHHHHHH 3 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tVLSN HHHHHHHHHHHHH 3 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tVLSN HHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisSentient\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisBabySentientClone\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)\n\tTNT1 A -1 A_KillMaster\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/W.I.P/Vexcard.txt",
"contents": "ACTOR VexedNemesisCardinal : NemesisCyberDemon\n{\n Monster\n Health 15000\n Radius 45\n Height 110\n Scale 1.2\n Speed 30\n Mass 9999\n FloatSpeed 40\n PainChance 1\n DamageFactor \"PDTBFG\", 0.05\n DamageFactor \"PDTBFGTracer\", 0.05\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.3\n DamageFactor \"LegendaryPlayer\", 0.3\n DamageFactor \"PlayerBHole\", 0.0\n DamageFactor \"BFGSplash\", 0.25\n DamageFactor \"BFGSpray\", 0.25\n DamageFactor \"PlayerDevBall\", 0.025\n DamageFactor \"PlayerDevBall2\", 0.025\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\n DamageFactor \"PlayerDevTracer\", 0.025\n DamageFactor \"PlayerDTRG\", 0.2\n DamageFactor \"Railg\", 0.5\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"LegMind\", 0.0\n DamageFactor \"SuperWeapon\", 0.0\n DamageFactor \"Term\", 0.0\n DamageFactor \"CDTBFG\", 0.0\n DamageFactor \"DBFG10K\", 0\n DamageFactor \"PlayerDBFG10K\", 0\n DamageFactor \"DBFG\", 0\n DamageFactor \"PlayerDBFG2\", 0\n DamageFactor \"DBFG210K\", 0\n DamageFactor \"PlayerDBFG210K\", 0\n DamageFactor \"PlayerDBFG\", 0\n DamageFactor \"DBFG2Splash\", 0\n DamageFactor \"UltimateLegendary\", 0.0\n DamageFactor \"BeheComet\", 0.0\n DamageFactor \"Extreme\", 0.0\n Damagefactor \"Baby15K\", 0.0\n DamageFactor \"CacoComet\", 0.0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"NobleCOmet\", 0.0\n DamageFactor \"HFCyber\", 0.0\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"Explosion\", 0.01\n DamageFactor \"DTRailgun\", 0.4\n DamageFactor \"PDTPuff\", 0.4\n DamageFactor \"RailG\", 0.3\n DamageFactor 0.3\n DamageFactor \"Hackroid\", 0.6\n DamageFactor \"T3rm\", 0.0\n PainChance \"Explosion\", 256\n BloodColor \"White\"\n DropItem \"NemesisOmegaSphere\", 256, 1\n DropItem \"LegAmmoSphere\", 256, 1\n DropItem \"LegDemonRune\", 256, 1\n DropItem \"LegDemonRune\", 256, 1\n DropItem \"LegDemonRune\", 256, 1\n DropItem \"TrueLegendaryRune\", 200, 1\n DropItem \"VexedNemesisRune\", 128, 1\n DropItem \"VexedNemesisBFG\", 256, 1\n DropItem \"DemonicChalice\", 256, 2\n DropItem \"SkullOfPower\", 256, 2\n DropItem \"NLDemonAmmo\", 256\n DropItem \"NLDemonAmmoBox\", 256\n DropItem \"NemesisShell\", 256\n DropItem \"NemesisShellBox\", 256\n DropItem \"Nemesis Rifle\", 256\n DropItem \"Nemesis Plasmatic Cannon\", 256\n DropItem \"Nemesis Assault Shotgun\", 256\n DropItem \"Nemesis Sawed-Off Shotgun\", 256\n DropItem \"Nemesis BFG\", 256\n DropItem \"Zen\", 10\n SeeSound \"VNemCard/See\"\n PainSound \"VNemCard/Pain\"\n DeathSound \"VNemCard/Death\"\n ActiveSound \"VNemCard/Laugh\"\n +QUICKTORETALIATE\n +FLOAT\n +NOGRAVITY\n +NOTIMEFREEZE\n +NORADIUSDMG\n +PIERCEARMOR\n +MISSILEEVENMORE\n +NOTARGET\n +BOSS\n +FIRERESIST\n +MISSILEMORE\n -FLOORCLIP\n +DONTMORPH\n +DONTRIP\n +BOSSDEATH\n +NOICEDEATH\n +DONTGIB\n +CANTSEEK\n +NOTIMEFREEZE\n +LOOKALLAROUND\n +NOFEAR\n +NOTELEFRAG\n MinMissileChance 160\n Obituary \" The Vexed Nemesis Cardinal showed %o how its like to play god.\"\n var int user_protection;\n var int user_protected;\n var int user_music;\n var int user_script;\n var int user_missile;\n Tag \"\\c[w2]Vexed Nemesis Cardinal\\c-\"\n States\n {\n Spawn:\n\t //TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n TNRD A 2 Bright A_Look\n\t // TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n TNRD B 2 Bright A_Look\n\t TNT1 A 0 A_SpawnItem(\"VNemesisCyberFlameSpawner\",0,0,0,0)\n TNRD A 2 Bright A_Look\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n Loop\n See:\n\t TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2011)\n\t TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_Jump(87,\"Rush\")\n\t NARD A 2 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t NARD B 2 Bright A_Chase\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t Loop\n Rush:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD A 1 Bright A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t NARD B 1 Bright A_Chase\n\t TNT1 A 0 A_Jump(70,\"See\")\n\t Loop\n Missile:\n TNT1 A 0 A_SetShootable\n\t TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\")\n\t TNT1 A 0 A_Jump(87,\"ComboNemesisBFG\",\"ComboDev\",\"UltraAttack\",\"NemesisFinalAttack\")\n Normal:\n TNT1 A 0 A_SetTranslucent(1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n NARD D 2 Bright A_CustomMissile(\"NemesisRocket\", 56, -26, Random(-6, 6))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\")\n Goto See\n NemesisHoaming:\n TNT1 A 0 A_SetTranslucent(1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 3 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberHomingRocket\", 56, -26, Random(-8, 8))\n\t NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n Goto See\n Railgun:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n NARD D 2 Bright A_FaceTarget\n NARD CCCCCCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\",\"NemesisFinalAttack\")\n\t Goto See\n BFG10K:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 3 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 3 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 2 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 1 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"Devastator\")\n Goto See\n NemesisRifle:\n TNT1 A 0 A_SetTranslucent(1)\n NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_SetInvulnerable\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n NARD C 3 Bright A_PlaySoundEx(\"laugh1\",\"lcarlaug\")\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n \t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 Bright A_PlaySoundEx(\"NemesisRifle/Fire\",\"Weapon\")\n NARD D 2 Bright A_CustomMissile(\"NemCyberProjectile\", 64, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\t NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"Railgun\",\"NemRevAttack\",\"NemesisBFG\",\"BFG10K\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n\tGoto See\n NemRevAttack:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_SetInvulnerable\n\t NARD C 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t NARD C 0 A_FaceTarget\n\t TNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t NARD C 0 A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 7 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"LighntingMadness\")\n\t Goto see\n\tNemesisBFG:\n NARD E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n\tNARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNARD E 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tLoop\n NemesisBFGFire:\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n NARD EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tNARD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n NARD E 20\n NARD E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"NemesisGuruBall\", 0, 0, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"ComboNemesisBFG\",\"UltraAttack\",\"Railgun\",\"BFG10K\",\"NemesisStorm\",\"NemesisHoaming\",\"BFG9KSpam\",\"LighntingMadness\",\" Devastator\",\"NemesisFinalAttack\")\n\tGoto NemesisBFGFire+2\n ComboNemesisBFG:\n TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n\t TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_SetInvulnerable\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_SetInvulnerable\n\t NARD C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\t NARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t NARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n \t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_UnsetInvulnerable\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\t TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,180,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,225,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,305,0)\n\t TNT1 A 0 A_SetShootable\n\t TNT1 A 0 A_UnsetInvulnerable\n\t NARD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n NARD C 0 Bright A_FaceTarget\n\tGoto See\n NemesisStorm:\n\t NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n Goto See\n UltraAttack:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_PlaySound(\"NemCard/Laugh\")\n\tNARD E 3 Bright A_PlaySoundEx(\"truelegbfg/charge\",\"GURUCHRG\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"UltraAttackGO\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\t NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 2 A_FaceTarget\n\tGoto UltraAttackGO\n UltraAttackGO:\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n\tNARD C 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n\tNARD C 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisGuruBall\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisGuruBall\",40,13,0)\n NARD C 0 A_FaceTarget\n NARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\tNARD C 3 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\tNARD C 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,-13,0)\n\tNARD D 5 A_CustomMissile(\"NemesisSentientBFG9500Ball\",40,13,0)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n\n BFG9KSpam:\n TNT1 A 0 A_PlaySound(\"NemCard/Active\",6)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 4 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 3 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetInvulnerable\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 3 Bright A_CustomMissile(\"Nemesis10KProjectile\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 3 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n NARD D 3 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNT1 A 0 A_UnsetInvulnerable\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetInvulnerable\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 2 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t TNT1 A 0 A_UnsetInvulnerable\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetInvulnerable\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfgf\")\n NARD D 1 Bright A_CustomMissile(\"NemesisSentientBFG9500Ball\", 56, -26, Random(4, -4))\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_UnsetInvulnerable\n\t TNT1 A 0 A_Jump(128,\"NemesisRifle\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\",\"UltraAttack\",\"NemesisStorm\",\"NemesisHoaming\",\"LighntingMadness\",\" Devastator\")\n\t Goto See\n\n LighntingMadness:\n TNT1 A 0 A_UnSetShootable\n TNT1 A 0 A_SetInvulnerable\n NARD C 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n TNT1 A 0 A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner3\")\n NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n NARD P 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n TNT1 A 0 Radius_Quake(40,10,0,40,0)\n TNT1 A 0 A_SpawnItemEx(\"NemesisLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n NARD PP 5 A_CustomMissile(\"NemesisLightningBolt\",30,0,random(0,360))\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 2 Bright A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 2 Bright A_FaceTarget\n //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 2 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n NARD D 1 Bright A_CustomMissile(\"NemesisCyberRailLaser\", 56, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD C 1 Bright A_FaceTarget\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n TNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\t TNT1 AAAA 0 Bright A_CustomMissile(\"NemesisTracer\",58,-26,Random(6,-6),0)\n\t TNT1 A 0 Bright A_PlaySoundEx(\"NemesisASG/Fire\",\"Weapon\")\n\t TNT1 A 0 A_CustomBulletAttack(15,12,5,0,\"NemesisASGPuffExplode\",0)\n\t NARD F 2 Bright A_CustomBulletAttack(15,12,5,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\t NARD E 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_CPosRefire\n NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCCC 1 A_FadeOut(0.1,0)\n NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 A 0 A_FaceTarget\n NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_SpawnItem(\"NemesisCyberFlameSpawner3\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 8 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",CHAN_WEAPON)\n\t NARD D 3 Bright A_CustomMissile(\"NemesisRevCannonIonBeam\", 58, -26)\n\t NARD C 7 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\t TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,180,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,225,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner\",0,0,50,30,0,0,305,0)\n\t NARD D 5 A_CustomMissile(\"NemesisGuruBall\", 58, -26, 0, 0)\n TNT1 A 0 A_SetShootable\n\t TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisHoaming\",\"NemesisRifle\",\"ComboNemesisBFG\",\"UltraAttack\",\"BFG9KSpam\",\"NemesisFinalAttack\",\" Devastator\")\n\t Goto See\n\n Devastator:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t NARD D 0 A_PlaySound (\"devastator/fire\")\n\t NARD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n\t NARD D 0 A_PlaySound (\"devastator/fire\")\n\t NARD D 0 Bright A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0)\n\t NARD C 50 Bright A_SpawnItem(\"NemesisCyberFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(95,\"ComboDev\")\n\n ComboDev:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD C 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t NARD D 2 Bright A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_UnsetInvulnerable\n\t NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n NARD C 5\n NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t TNT1 A 0 A_FaceTarget\n\t NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\t NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t TNT1 A 0 A_SetShootable\n NARD D 0 A_PlaySound (\"devastator/fire\")\n\t //TNT1 A 0 Bright A_SpawnItem(\"LegCardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardiSummoner3\",0,0,50,30,0,0,180,0)\n\t NARD D 5 A_CustomMissile(\"NemDevastatorBall\", 58, -26, 0, 0)\n\t goto see\n\n NemesisFinalAttack:\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_PlaySound(\"NemCard/Laugh\",6)\n NARD A 0 A_ChangeFlag (INVULNERABLE, 1)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 BRIGHT A_SpawnItemEx(\"NemCardiFinalAttack\", 0, 0, 300)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA B 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NFCA A 5 A_Playsound (\"Arcradimus/BFGElectric\")\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA B 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NFCA A 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD D 25 Bright A_SpawnItem(\"NemesisCyberFlameSpawner2\",0,0,0,0)\n NARD C 2 A_PlaySound (\"pcannon/explode\")\n NARD C 1 A_ChangeFlag (INVULNERABLE, 0)\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD CDDD 2 A_FaceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n NARD C 5 A_CustomMissile (\"NemesisCardinalFinalBall\", 100, 0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t NARD C 5 Bright A_faceTarget\n\t //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n Goto see\n\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tNARD H 10 Bright\n\tNARD H 10 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tNARD HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD JJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tNARD KL 10 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisCyberBouNARDFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"NemesisDeathBall\")\n\tNARD M 10 Bright A_NoBlocking\n\tNARD NO 10\n\tTNT1 A 1 A_SpawnItemEx(\"DeadNemesisCardinal\")\n Stop\n}\n}\n\nACTOR VNemesisCyberFlameSpawner : LegendaryRedParticleSpawner\n{\nHeight 110\nRadius 1\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\tTNT1 AAAAAA 0 Bright A_SpawnItemEx(\"VNemesisCyberFlame2\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 1 Bright\n\tStop\n }\n}\n\nACTOR VNemesisCyberFlame2 : LegendaryCyberFlame\n{\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\t2HDT ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/W.I.P/VexedNemesisBFG.txt",
"contents": "Actor \"Vexed Nemesis BFG\" : Weapon\n{\n +NOAUTOFIRE\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n Weapon.PreferredSkin \"LegendaryBFG-Marine\"\n Weapon.AmmoGive 150\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse 200\n Weapon.AmmoUse2 50\n weapon.KickBack 90\n Weapon.SlotNumber 7\n Weapon.UpSound \"VexedBFG/pickup\"\n Inventory.PickupSound \"VexedBFG/pickup\"\n Inventory.PickupMessage \"Vexed Nemesis BFG!\"\n Obituary \"%o was removed by %k's Vexed Nemesis BFG.\"\n Tag \"Vexed Nemesis BFG\"\n States\n\t{\n Spawn:\n TNT1 A 0 A_PlaySound(\"gunhumofdeath\",5,1.0,1)\n\tVMB0 X -1\n\tLoop\n Select:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Raise\n\tVMB0 D 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n Deselectloop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Lower\n\tVMB0 D 1 A_Lower\n\tLoop\n Ready:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_PlaySound(\"gunhumofdeath\",5,1.0,1)\n\tVMB0 AAAABBBBCCCCDDDDCCCCBBBB 1 A_WeaponReady\n\tLoop\n Fire:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6)\n\tVMB0 A 1\n\tTNT1 A 0 A_PlaySound(\"VexedBFG/Charge\",1)\n\tVMC0 ABCD 2\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",10)\n Gurucharger:\n\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t//TNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\tVMC0 ABCD 2 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tVMB8 AABBCCDD 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_PlaySound(\"VexedBFG/fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"VexedHyperBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(45)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.5,60)\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\tVMB8 E 1 Bright A_ZoomFactor(0.9)\n\tVMB8 E 1 Bright A_ZoomFactor(0.91)\n\tVMB8 F 1 Bright A_ZoomFactor(0.92)\n\tVMB8 F 1 Bright A_ZoomFactor(0.93)\n\tVMB8 G 1 Bright A_ZoomFactor(0.94)\n\tVMB8 G 1 Bright A_ZoomFactor(0.95)\n\tVMB8 H 1 Bright A_ZoomFactor(0.96)\n\tVMB8 H 1 Bright A_ZoomFactor(0.97)\n\tVMB8 I 1 Bright A_ZoomFactor(0.98)\n\tVMB8 I 1 Bright A_ZoomFactor(0.99)\n\tVMB8 KK 1 A_ZoomFactor(1)\n\tVMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Altfire:\n\tTNT1 A 0 A_PlaySound(\"VexedBFG/fire2\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerMiniNemesisBFGBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(25)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,35)\n\tTNT1 A 0 A_SetBlend(\"White\",0.125,35)\n\tVMB8 EFGHIJ 1 Bright\n\tVMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Flash:\n\tTNT1 A 7 bright A_Light2\n\tTNT1 A 4 bright A_Light1\n\tTNT1 A 0 bright A_Light0\n\tStop\n\t}\n}\n\nACTOR VexedHyperBall\n{\n Radius 10\n Height 10\n Damage 2000\n Speed 35\n Scale 1.5\n Projectile\n +FORCERADIUSDMG\n +THRUSPECIES\n +FOILINVUL\n +RIPPER\n +NODAMAGETHRUST\n +SKYEXPLODE\n +NOTIMEFREEZE\n Species \"Player\"\n DamageType \"PlayerNemesisPlasma\"\n States\n {\n Spawn:\n WR69 ABCDEF 1 Bright\n TNT1 A 0 A_CustomMissile(\"VHyperBallTrail\",0,0,random(0,3),2,random(0,3))\n TNT1 A 0 A_PlaySound(\"\",7,1.0,1,0.5)\n Loop\n Death:\n TNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_PlaySound(\"VexedBallDeath\",1,1.0,0,0.2)\n\tTNT1 A 0 A_SpawnItemEx(\"HyperBallDeath\",-40)\n\tTNT1 A 0 A_Quake(9,100,0,2000,0)\n\tTNT1 A 0 A_Explode(3000,3000,0,0,3000)\n Stop\n }\n}\n\nACTOR HyperBallDeath\n{\n Scale 1.5\n Renderstyle Add\n Alpha 0.90\n Gravity 0\n DamageType \"PlayerNemesisPlasma\"\n States\n {\n Spawn:\n\tVNLX ABCDEFGHIJKLMNOPQRS 3 Bright\n\tStop\n\t}\n}\n\n\tACTOR VHyperBallTrail\n{\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderstyle Add\n\tAlpha 0.60\n\tScale 1.0\n\t+MISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tWR69 ABCDEF 1 BRIGHT A_FadeOut(0.02)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/VexBuffs/VexedNemesisArchon.txt",
"contents": "ACTOR VexedNemesisArchonBuff : VexedNemesisArchon replaces VexedNemesisArchon\n{\n Health 4300\n Speed 26\n BloodColor \"Black\"\n MeleeDamage 35\n DamageFactor 0.40\n DamageFactor \"Explosion\", 0.0001\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n DamageFactor \"PyroShot\", 0.0001\n DamageFactor \"PlayerPyro\", 0.0001\n DamageFactor \"PlayerBHole\", 0.025\n DamageFactor \"PlayerDBFG\", 0.015\n DamageFactor \"PlayerDBFG2\", 0.015\n PainChance \"Explosion\", 128\n PainChance \"PlayerDTRG\", 128\n PainChance \"DTRailgun\", 128\n PainChance \"PDTPuff\", 128\n PainChance \"RailG\", 128\n PainChance 20\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisSphere\", 100, 1\n DropItem \"LegendaryRune\", 128, 1\n DropItem \"NLDemonAmmo\", 256\n DropItem \"NLDemonAmmoBox\", 256\n DropItem \"Nemesis Rifle\", 200, 1\n SeeSound \"NemesisHK/sight\"\n PainSound \"NemesisHK/pain\"\n DeathSound \"NemesisHK/death\"\n ActiveSound \"NemesisHK/active\"\n Obituary \"%o couldn't comprehend the dark powers of the Vexed Nemesis Archon\"\n HitObituary \"%o ate the Vexed Nemesis Archon's knuckle sandwich.\"\n Tag \"\\c[w2]Vexed Nemesis Archon\\c-\"\n var int user_portal;\n var int user_delay;\n States\n {\n Spawn:\n\tVNBL A 10 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2003)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tVNBL AA 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVNBL BB 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVNBL CC 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVNBL DD 3 Bright A_Chase\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"WhiteWalkFire\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_Jump(32,\"Teleport\")\n\tLoop\n Rush:\n\tVNBL A 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL A 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL B 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL B 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL C 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL C 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL D 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tVNBL D 2 Bright A_SpawnItemEx(\"VNLNGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 AAA 0 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryHoofStep\",0,0,0,0)\n\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n Teleport:\n\tVNBL P 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL PPPPPPPPPP 1 Bright A_FadeOut(0.1,0)\n\tVNBL P 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tVNBL P 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL PPPPPPPPPP 1 Bright A_FadeIn(0.1)\n\tVNBL P 1 Bright A_SetShootable\n\tTNT1 A 0 A_Jump(64,\"See\")\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"Missile\")\n\tGoto See\n Missile:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(128,\"Spread\",\"Hugger\",\"Rage\",\"BestAttack\",\"Rain\",\"Rain2\")\n\tTNT1 A 0 A_Jump(20,\"Portal\")\n\tTNT1 A 0 A_Jump(100,\"9Comets\",\"WhiteComet\")\n Normal:\n\tVNBL EF 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,-8)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",32,0,-4)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,4)\n\tVNBL G 5 Bright A_CustomMissile(\"NemesisLegNobleBall\",32,0,0)\n\tVNBL ST 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,8)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBehemothCannonBall\",32,0,4)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall\",32,0,-4)\n\tVNBL U 5 Bright A_CustomMissile(\"NemesisLegNobleBall\",32,0,0)\n\tTNT1 A 0 A_Jump(127,\"Spread\")\n\tGoto See\n Spread:\n\tVNBL PQ 9 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,18)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-18)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-12)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,9)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-9)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-6)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,3)\n\tTNT1 A 0 A_CustomMissile(\"NemesisLegNobleBall2\",32,0,-3)\n\tVNBL R 8 Bright A_CustomMissile(\"NemesisBehemothCannonBall\",32,0,0)\n\tTNT1 A 0 A_Jump(127,\"Hugger\")\n\tGoto See\n Hugger:\n\tVNBL RQ 9 Bright A_FaceTarget\n\tVNBL PPPP 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL P 0 A_CustomMissile(\"NemesisLegNobleBall3\",32,20,0)\n\tVNBL P 0 Bright A_CustomMissile(\"NemesisLegNobleBall3\",32,-20,0)\n\tVNBL PPPP 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"WhiteComet\")\n\tGoto See\n WhiteComet:\n\tVNBL EF 7 Bright A_FaceTarget\n\tVNBL G 2 Bright A_CustomMissile(\"NemesisHKComet\",32,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\",32,0,6)\n\tVNBL G 4 Bright A_CustomMissile(\"NemesisHKComet\",32,0,-6)\n\tVNBL ST 7 Bright A_FaceTarget\n\tVNBL U 2 Bright A_CustomMissile(\"NemesisHKComet\",32,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\",32,0,6)\n\tVNBL U 4 Bright A_CustomMissile(\"NemesisHKComet\",32,0,-6)\n\tTNT1 A 0 A_Jump(80,\"9Comets\")\n\tGoto See\n 9Comets:\n\tVNBL PQ 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NBehemothFlame\", 32, 0, -5)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 5)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 10)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, 15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKComet\", 32, 0, -20)\n\tTNT1 A 0 A_CustomMissile(\"NBehemothFlame\", 32, 0, 20)\n\tVNBL R 7 Bright A_CustomMissile(\"NBehemothFlame\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(127,\"Rage\")\n\tGoto See\n Rage:\n\tVNBL Q 1 Bright A_PlaySound(\"NemesisHK/Attack\",1)\n\tVNBL Q 1 Bright A_FaceTarget\n\tVNBL Q 1 Bright A_SetUserVar(\"user_missile\",0)\n\tVNBL RRRR 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL QQQQ 2 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n Raging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 28,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVNBL QQ 0 Bright A_CustomMissile(\"NemesisLegNobleBall3Small\",0,0,random(0,359))\n\tVNBL Q 4 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n SuperRage:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tVNBL Q 1 Bright A_PlaySound(\"NemesisHK/Sight\",1)\n\tVNBL Q 1 Bright A_FaceTarget\n\tVNBL Q 1 Bright A_SetUserVar(\"user_missile\",0)\n\tVNBL RRRRRRRRRRRRRRRRRRR 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL QQQQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n SuperRaging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVNBL Q 0 Bright A_CustomMissile(\"NemesisHKSuperBall\",32,0,random(0,359))\n\tVNBL Q 8 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n BestAttack:\n\tVNBL Q 1 Bright A_PlaySound(\"NemesisHK/Sight\",1)\n\tVNBL P 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tVNBL PPPPPPPPPPPPPPPPP 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL Q 2 Bright A_FaceTarget\n\tVNBL QQQQQQQQQQQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 2 Bright A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n\tVNBL R 8 Bright A_CustomMissile(\"MiniNemesisBFGBall\",32,0,0)\n\tVNBL R 8 Bright A_CustomMissile(\"MiniNemesisBFGBall\",32,0,0)\n\tGoto See\n Rain:\n\tTNT1 A 0 A_PlaySound(\"NemesisHK/Attack\",1)\n\tTNT1 A 0 Radius_Quake(6,60,0,18,0)\n\tVNBL P 2 Bright A_FaceTarget\n\tVNBL PPPPPPP 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL Q 2 Bright A_FaceTarget\n\tVNBL QQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL Q 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(user_missile,0)\n RainLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 20,\"RainContinue\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tVNBL Q 2 Bright A_SpawnItemEx(\"NemesisHKCometRain\",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tLoop\n RainContinue:\n\tVNBL Q 2 Bright A_FaceTarget\n\tVNBL QQQQQQQQ 2 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\n Rain2:\n\tVNBL RRQQ 5 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKCometRain2\",46,0,-30)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKCometRain2\",46,0,30)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKCometRain2\",46,0,-15)\n\tTNT1 A 0 A_CustomMissile(\"NemesisHKCometRain2\",46,0,15)\n\tVNBL P 20 Bright A_CustomMissile(\"NemesisHKCometRain2\",46,0,0)\n\tGoto See\n Portal:\n\tVNBL Q 3 Bright A_JumpIf(user_portal >= 1,\"BestAttack\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"brain/spit\")\n\tVNBL Q 1 Bright A_PlaySound(\"NemesisHK/Sight\",1)\n\tTNT1 A 0 Radius_Quake(8,60,0,20,0)\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisHKSummoner\",0,0,0,0,0,0,0,32,64)\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL R 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL Q 3 Bright A_FaceTarget\n\tTNT1 AAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVNBL P 3 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_portal\",user_portal+1)\n\tTNT1 A 0 A_Jump(128,\"Teleport\")\n\tGoto See\n Melee:\n\tVNBL EF 6 Bright A_FaceTarget\n\tVNBL G 6 Bright A_MeleeAttack\n\tVNBL ST 6 Bright A_FaceTarget\n\tVNBL U 6 Bright A_MeleeAttack\n\tGoto See\n Pain:\n\tTNT1 A 0 A_Jump(2,\"SuperRage\")\n\tTNT1 A 0 A_Jump(8,\"Rage\")\n\tTNT1 A 0 A_Jump(70,\"Teleport\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tVNBL H 2\n\tVNBL H 2 A_Pain\n\tGoto See\n Pain.Explosion:\n Pain.Mine:\n\tTNT1 A 0 A_Jump(32,\"SuperRage\")\n\tGoto Teleport\n PainMissile:\n\tTNT1 A 0 A_JumpIfHealthLower(600,\"Portal\")\n\tVNBL H 2 Bright\n\tVNBL H 2 Bright A_Pain\n\tGoto Missile\n XDeath:\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tVNBL I 8\n\tVNBL J 8 A_Scream\n\tVNBL K 8\n\tVNBL L 8 A_NoBlocking\n\tVNBL MN 8\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_KillMaster\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n\tVNBL O -1\n\tStop\n MoreStuff:\n\tVNBL O 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tVNBL OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tVNBL OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem(\"NemesisHKItemRandomizer\")\n\tVNBL O 1 A_SpawnItem(\"NemesisHKSuperItemRandomizer\")\n\tVNBL O -1\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/VexBuffs/VexedNemesisBabySentient.txt",
"contents": "ACTOR VexedNemesisBabySentientBuff : VexedNemesisBabySentient replaces VexedNemesisBabySentient\n{\n Health 4500\n DamageFactor 0.4\n DamageFactor \"Explosion\", 0.0001\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n DamageFactor \"PyroShot\", 0.0001\n DamageFactor \"PlayerPyro\", 0.0001\n DamageFactor \"PlayerBHole\", 0.025\n DamageFactor \"PlayerDBFG\", 0.015\n DamageFactor \"PlayerDBFG2\", 0.015\n PainChance \"Explosion\", 128\n PainChance \"PlayerDTRG\", 128\n PainChance \"DTRailgun\", 128\n PainChance \"PDTPuff\", 128\n PainChance \"RailG\", 128\n PainChance 20\n PainChance \"Explosion\", 128\n BloodColor \"Black\"\n Speed 35\n SeeSound \"VexedNemesisBabySentient/Sight\"\n PainSound \"VexedNemesisBabySentient/Pain\"\n DeathSound \"VexedNemesisBabySentient/Death\"\n ActiveSound \"VexedNemesisBabySentient/Active\"\n +BRIGHT\n DropItem \"NemesisHealthBonusMax\" 256 32\n DropItem \"NemesisArmorBonus32\" 256\n DropItem \"NemesisHealthBonusMax\" 256 32\n DropItem \"NemesisArmorBonus32\" 256\n DropItem \"NemesisSphere\" 60 1\n DropItem \"LegendaryRune\" 128\n DropItem \"LegendaryRune\" 50 1\n DropItem \"NLDemonAmmo\" 256\n DropItem \"NLDemonAmmoBox\" 256\n DropItem \"NemesisShell\" 256\n DropItem \"BulletBox\" 256\n DropItem \"Explosive Minigun\" 256\n DropItem \"Nemesis Rifle\" 200\n DropItem \"Nemesis Plasmatic Cannon\" 200\n DropItem \"Nemesis Assault Shotgun\" 200\n DropItem \"Nemesis Sawed-Off Shotgun\" 200\n DropItem \"WingsOfAscension\", 128, 1\n DropItem \"LegAmmoSphere\" 200 1\n Obituary \"%o couldn't understand the Vexed Nemesis Baby Sentient.\"\n Tag \"\\c[w2]Vexed Nemesis Baby Sentient\\c-\"\n var int user_missile;\n var int user_turning;\n var int user_sentrybombs;\n var int user_turrets;\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisBabySentientFire\")\n\tTNT1 A 0 A_PlaySound(\"NemesisBabySentient/Loop\",7,1.0,1)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS A 3 A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS B 3 A_Look\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2001)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_JumpIf(user_script == 1,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisBabySentientFire\")\n\tTNT1 A 0 A_PlaySound(\"NemesisBabySentient/Loop\",7,1.0,1)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tTNT1 A 0 A_Jump(3,\"SentryBombs\",\"CombatDrone\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS AB 2 A_Chase\n Loop\n Rush:\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tTNT1 AAAAA 0 A_Chase\n\tVBBS A 2 A_SpawnItemEx(\"VexNemesisBabySentientGhost\")\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tTNT1 AAAAA 0 A_Chase\n\tVBBS B 2 A_SpawnItemEx(\"VexNemesisBabySentientGhost\")\n\tTNT1 A 0 A_Jump(30,\"Teleport\",\"Evade\",\"See\")\n\tTNT1 A 0 A_Jump(2,\"SentryBombs\")\n\tLoop\n Evade:\n\tTNT1 A 0 A_Jump(128,11)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tVBBS ABABABAB 2 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tVBBS ABABABAB 2 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Teleport:\n\tVBBS A 1 A_UnSetShootable\n\tVBBS AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tVBBS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tVBBS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tVBBS A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tVBBS AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS AAAAAAAAAA 1 A_FadeIn(0.1)\n\tVBBS A 1 A_SetShootable\n\tGoto See\n Pause:\n\tVBBS ABAB 2\n\tGoto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(128,2)\n\tTNT1 A 0 A_JumpIfCloser(300,\"NemesisASG\")\n\t//TNT1 A 0 A_JumpIfHealthLower(1000,\"Cubes\")\n\tTNT1 A 0 A_JumpIfHealthLower(1000,\"Contriver\")\n MissileContinue:\n TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"BFG9K\",\"SentryBombs\",\"CannonLaser\",\"MiniLaser\",\"NemesisCannon\",\"Brainwave\")\n\tTNT1 A 0 A_Jump(64,\"SpinToWin\",\"MiniNemesisBFG\",\"SentryBombs\",\"CombatDrone\")\n Normal:\n VBBS ABABABA 2 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientPlasma\",7,-12,frandom(-6,6))\n\tVBBS K 2 A_CustomMissile(\"NemesisBehemothCannonLaser\",7,12,frandom(-6,6))\n VBBS K 2 A_CustomMissile(\"NemesisNobleHomingRocket\",7,12,frandom(-6,6))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientPlasma\",7,-12,frandom(-6,6))\n\tVBBS K 2 A_CustomMissile(\"NemesisBehemothCannonLaser\",7,12,frandom(-6,6))\n VBBS L 2 A_CustomMissile(\"NemesisNobleHomingRocket\",7,12,frandom(-6,6))\n\tTNT1 A 0 A_Jump(12,\"See\",\"Missile\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+7\n NemesisASG:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tVBBS KKK 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",10,10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tVBBS K 4 A_CustomMissile(\"NemesisASGBall\",8,10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\",1)\n TNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAAA 0 A_CustomMissile(\"NemesisASGBall\",10,-10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n\tVBBS L 4 A_CustomMissile(\"NemesisASGBall\",8,-10,frandom(-10,10),CMF_OFFSETPITCH,frandom(-6,6))\n TNT1 A 0 A_SpidRefire\n\tGoto NemesisASG+4\n Railgun:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n VBBS CC 4 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",1)\n VBBS D 2 A_CustomMissile(\"NemesisBabySentientRail\",20,0,Random(2,-2))\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",1)\n VBBS D 2 A_CustomMissile(\"NemesisBabySentientRail\",20,0,Random(2,-2))\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",1)\n VBBS D 2 A_CustomMissile(\"NemesisBabySentientRail\",20,0,Random(2,-2))\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",1)\n VBBS D 2 A_CustomMissile(\"NemesisBabySentientRail\",20,0,Random(2,-2))\n\tVBBS C 3 A_FaceTarget\n Goto See\n BFG9K:\n \tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tVBBS CCCCC 3 A_FaceTarget\n VBBS D 4 A_CustomMissile(\"NemesisBabyBFGBall\",20,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n VBBS D 4 A_CustomMissile(\"NemesisBabyBFGBall\",20,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tVBBS CCCCC 3 A_FaceTarget\n VBBS D 4 A_CustomMissile(\"NemesisBabyBFGBall\",20,0,0)\n\tTNT1 A 0 A_Jump(144,\"BFG10K\")\n Goto See\n BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n BFG10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 8,\"BFG10KLoop2\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVBBS D 4 A_CustomMissile(\"Nemesis10kProjectile\",18,0,random(-4,4))\n VBBS D 4 A_CustomMissile(\"Nemesis10kProjectile\",18,0,random(-4,4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 4 A_FaceTarget\n\tLoop\n BFG10KLoop2:\n\tTNT1 A 0 A_JumpIf(user_missile >= 15,\"BFG10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVBBS D 3 A_CustomMissile(\"Nemesis10kProjectile\",18,0,random(-4,4))\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tVBBS D 3 A_CustomMissile(\"Nemesis10kProjectile\",18,0,random(-4,4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tLoop\n BFG10KEnd:\n\tVBBS C 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tGoto See\n MiniNemesisBFG:\n\tTNT1 A 0 A_PlaySound(\"lrball3/charge\",1)\n\tVBBS CCCCCC 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tVBBS D 5 A_CustomMissile(\"MiniNemesisBFGBall\",18)\n\tVBBS C 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tVBBS D 5 A_CustomMissile(\"MiniNemesisBFGBall\",18)\n\tVBBS C 5\n\tGoto See\n SpinToWin:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_FaceTarget\n\tVBBS CC 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS CC 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS CC 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS CC 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_SetUserVar(user_turning,0)\n SpinToWinContinue:\n\tTNT1 A 0 A_JumpIf(user_turning >= 108,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_turning\",user_turning+1)\n\tTNT1 A 0 ThrustThing(Angle*256/360+random(-64,64),18,0,0)\n\tVBBS C 1 A_SetAngle(angle+10)\n\tTNT1 A 0 A_FaceTarget(0.1,180)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 AAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tVBBS D 1 A_CustomMissile(\"Nemesis10kProjectile\",22,0,0,CMF_AIMDIRECTION,(pitch+random(-5,5)))\n\tLoop\n CannonLaser:\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Mode2\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n CannonLaserLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\",1)\n\tVBBS D 3 A_CustomMissile(\"NemesisBabySentientLaser\",18,0,random(-4,4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tLoop\n NemesisCannon:\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Mode1\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n NemesisCannonLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 6,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\",1)\n\tVBBS D 2 A_CustomMissile(\"NemesisBabySentientCannonProj\",18,0,random(-4,4))\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 2 A_FaceTarget\n\tLoop\n Minilaser:\n\tTNT1 A 0 A_PlaySound(\"legbabysentient/load\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tVBBS C 3 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n MiniLaserLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 30,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisSentientStrafe\",1)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS D 2 A_CustomMissile(\"NemesisBabySentientMiniLaser\",18,0,random(-4,4))\n\tTNT1 A 0 A_FaceTarget\n\tVBBS C 2 A_CustomMissile(\"NemesisBabySentientMiniLaser\",18,0,random(-4,4))\n\tLoop\n Brainwave:\n\tTNT1 A 0 A_PlaySound(\"VexedNemesisBabySentient/Sight\",2)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 2 A_SpawnItemEx(\"NemesisTormentorNovaEffectSpawner\")\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 2 A_SpawnItemEx(\"NemesisTormentorNovaEffectSpawner\")\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,-13)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,13)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,-13)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,13)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\")\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,-45)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,45)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,-23)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,23)\n\tTNT1 A 0 A_CustomMissile(\"NemesisBabySentientBrainwave\",42,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tVBBS MMMM 4 A_SpawnItemEx(\"NemesisSoulFlameSpawner\")\n\tVBBS MMMMMMMMMM 2 A_SpawnItemEx(\"NemesisTormentorNovaEffectSpawner\")\n\tGoto See\n SentryBombs:\n\tTNT1 A 0 A_JumpIf(user_sentrybombs >= 5,\"Missile\")\n\tTNT1 A 0 A_SetUserVar(\"user_sentrybombs\",user_sentrybombs+1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"VNemesisSentryBombSpawner\",random(60,100),0,random(30,60),0,0,0,random(0,360),SXF_TRANSFERPOINTERS,64)\n\tVBBS MMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n CombatDrone:\n TNT1 A 0 A_JumpIf(user_drone >= 4,\"SentryBombs\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_SetUserVar(\"user_drone\",user_drone+1)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"VexedNemesisCombatDroneSpawner\",random(60,100),0,random(30,60),0,0,0,random(0,360),SXF_TRANSFERPOINTERS,32)\n\tVBBS MMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n Contriver:\n TNT1 A 0 A_JumpIf(user_turret >= 1,\"MissileContinue\")\n \tVBBS C 0 A_SetInvulnerable\n\tVBBS C 0 A_PlaySound(\"VexedNemesisBabySentient/Sight\",2)\n VBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tTNT1 A 0 A_SetUserVar(\"user_turret\",user_turret+1)\n\tTNT1 AA 0 A_SpawnItemEx(\"VexedNemesisContriverSpawner\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tVBBS MMMMMMMMMMMMMMM 2 A_SpawnItemEx(\"NemesisSoulFlameSpawner\",random(-24,24),random(-24,24),-30)\n\tVBBS C 0 A_UnSetInvulnerable\n\tGoto See\n Pain:\n\tTNT1 A 0 A_Jump(45,\"Teleport\")\n //TNT1 A 0 A_Jump(185,\"PainMissile\") it's time to stop\n VBBS A 3 A_Pain\n\tVBBS A 3\n\tTNT1 A 0 A_Jump(185,\"Missile\")\n Goto See\n Death:\n\tTNT1 A 0 A_StopSound(7)\n VBBS A 20\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_KillChildren\n VBBS E 10 A_Fall\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisGibbedGenerator\")\n\tVBBS FFFFFFFFF 2 A_CustomMissile(\"WhiteNemesisKaboom\",random(20,40),random(10,-10),random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisGibbedGenerator\")\n\tVBBS GGGGGGGGG 2 A_CustomMissile(\"WhiteNemesisKaboom\",random(20,40),random(10,-10),random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisGibbedGenerator\")\n\tVBBS HHHHHHHHH 2 A_CustomMissile(\"WhiteNemesisKaboom\",random(20,40),random(10,-10),random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n VBBS I 15\n\tTNT1 A 0 A_SpawnItem(\"MiniNemesisDeathBall\")\n\tVBBS J 10 A_KillMaster\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n TNT1 A -1\n Stop\n MoreStuff:\n\tTNT1 A 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"NemesisCYNItemRandomizer\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItem(\"NemesisCYNItemRandomizer\")\n\tTNT1 A 1 A_SpawnItem(\"NemesisHKSuperItemRandomizer\")\n\tTNT1 A -1\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/VexBuffs/VexedNemesisFiend.txt",
"contents": "ACTOR VexedNemesisFiendBuff : VexedNemesisFiend replaces VexedNemesisFiend\n{\n Health 2400\n PainChance 18\n Speed 40\n BloodColor \"Black\"\n Scale 1.25\n Renderstyle Shadow\n //Alpha 0.5\n DamageFactor 0.45\n DamageFactor \"Explosion\", 0.0001\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n DamageFactor \"PyroShot\", 0.0001\n DamageFactor \"PlayerPyro\", 0.0001\n DamageFactor \"PlayerBHole\", 0.025\n DamageFactor \"PlayerDBFG\", 0.015\n DamageFactor \"PlayerDBFG2\", 0.015\n PainChance \"Explosion\", 128\n PainChance \"PlayerDTRG\", 128\n PainChance \"DTRailgun\", 128\n PainChance \"PDTPuff\", 128\n PainChance \"RailG\", 128\n PainChance 20\n PainChance \"Explosion\", 128\n DamageFactor \"VileFires\", 0.0\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"NemesisHealthBonusMax\", 256, 32\n DropItem \"NemesisArmorBonus32\", 256\n DropItem \"SemiNemesisArmor\" 110 1\n DropItem \"NemesisPowerSphere\" 100 1\n DropItem \"NLDemonAmmoBox\" 200\n DropItem \"NLDemonAmmo\" 256\n DropItem \"LegTimeFreezeSphere\" 100\n DropItem \"NemesisPowerShard\" 65 1\n DropItem \"Nemesis Rifle\" 40 1\n SeeSound \"NemesisFiend/Sight\"\n ActiveSound \"NemesisFiend/Active\"\n PainSound \"NemesisFiend/Pain\"\n DeathSound \"NemesisFiend/Death\"\n AttackSound \"LegFiend/Melee\"\n Obituary \"%o was completely devoured by the Vexed Nemesis Devourer.\"\n HitObituary \"%o was completely devoured by the Vexed Nemesis Devourer.\"\n Tag \"\\c[w2]Vexed Nemesis Devourer\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVFND A 6 Bright A_Look\n\tLoop\n See:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2004)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RunesCheck\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CheckRunes\")\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_Jump(110,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisFiend/Step1\")\n\tVFND AABB 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisFiend/Step1\")\n\tVFND CCDD 1 Bright A_Chase\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tLoop\n Rush:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisFiend/Step2\")\n\tVFND AA 0 A_Chase\n\t//VFND A 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND A 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND B 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND B 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisFiend/Step2\")\n\tVFND AA 0 A_Chase\n\t//VFND C 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND C 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND D 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tVFND AA 0 A_Chase\n\t//VFND D 1 Bright A_SpawnItemEx(\"VNemesisFiendGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_Jump(15,\"Teleport\")\n\tTNT1 A 0 A_Jump(87,\"See\")\n\tLoop\n Teleport:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND A 1 Bright A_UnSetShootable\n\tVFND AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVFND AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tVFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tVFND AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tVFND A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tVFND AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVFND AAAAAAAAAA 1 A_FadeIn(0.1)\n\tVFND A 1 Bright A_SetShootable\n\tGoto See\n Missile:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(128,2)\n\tTNT1 A 0 A_JumpIfCloser(500,\"FireBreath\")\n\tTNT1 A 0 A_Jump(48,\"Rage\")\n\tTNT1 A 0 A_Jump(64,\"Ripper\",\"BigBall\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"Lunge\")\n Normal:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND EF 3 Bright A_FaceTarget\n\tVFND G 3 Bright A_CustomMissile(\"DefilerBouncyBall\",32,0,0)\n\tVFND EF 3 Bright A_FaceTarget\n\tVFND G 3 Bright A_CustomMissile(\"DefilerBouncyBall\",32,0,0)\n\tVFND EF 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"DefilerBouncyBall\",32,0,10)\n\tTNT1 A 0 A_CustomMissile(\"DefilerBouncyBall\",32,0,-10)\n\tVFND G 4 Bright A_CustomMissile(\"NemesisBehemothCannonLaser\",32,0,0)\n\tVFND E 2 Bright\n\tGoto See\n BigBall:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND EF 4 A_FaceTarget\n\tVFND G 4 Bright A_CustomMissile(\"NemesisBehemothCannonBall\",32,0,0)\n\tVFND EF 4 A_FaceTarget\n\tVFND G 4 Bright A_CustomMissile(\"NemesisBehemothCannonBall\",32,0,0)\n\tGoto See\n FireBreath:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\",2)\n\tVFND EF 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"magma/firebreath\")\n\tTNT1 A 0 A_FaceTarget\n\tVFND FFFFFFFFFFFF 1 Bright A_CustomMissile(\"NemesisFiendBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n\tVFND FFFFFFFFFFFF 1 Bright A_CustomMissile(\"NemesisFiendBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n\tVFND FFFFFFFFFFFF 1 Bright A_CustomMissile(\"NemesisFiendBreath\",32,0,Random(6,-6))\n\tTNT1 A 0 A_FaceTarget\n\tVFND FFFFFFFFFFFF 1 Bright A_CustomMissile(\"NemesisFiendBreath\",32,0,Random(6,-6))\n\tVFND E 5 Bright\n\tGoto See\n Ripper:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND EEEFFF 3 Bright A_FaceTarget\n\tVFND GGG 3 Bright A_CustomMissile(\"NemesisFiendBoomerang\",32,0,random(-2,2))\n\tVFND G 0 A_FaceTarget\n\tVFND GGG 3 Bright A_CustomMissile(\"DefilerHellStaffBall\",32,0,random(-2,2))\n\tVFND G 0 A_FaceTarget\n\tVFND GGG 3 Bright A_CustomMissile(\"NemesisFiendBoomerang\",32,0,random(-2,2))\n\tVFND E 2 Bright A_FaceTarget\n\tGoto See\n Lunge:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_Jump(64,\"Normal\")\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\")\n\tVFND EF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tVFND F 1 Bright A_Recoil(-36)\n\tVFND F 2 Bright A_CustomMissile(\"NemesisFiendLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 3 Bright\n\tVFND G 1 Bright A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tVFND G 1 Bright A_ScaleVelocity(0)\n\tGoto Missile\n Rage:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND G 1 A_JumpIfCloser(1500,1)\n\tGoto Normal\n\tVFND G 1 Bright A_PlaySound(\"NemesisFiend/Attack\",2)\n\tVFND G 0 A_SetInvulnerable\n\tVFND G 1 Bright A_FaceTarget\n RageWait:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_JumpIf(user_ragewait >= 10,\"RageGo\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n\tVFND G 0 A_JumpIfTargetInLos(2)\n\tVFND G 0 A_Jump(256,2)\n\tVFND G 0 A_FaceTarget\n\tVFND G 2 Bright A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tLoop\n RageGo:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 A_PlaySound(\"NemesisFiend/Jump\",7)\n\tVFND G 9 Bright\n\tVFND G 0 A_JumpIfTargetInLos(2)\n\tVFND G 0 A_Jump(256,2)\n\tVFND G 0 A_FaceTarget\n\tVFND G 3 Bright\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tVFND F 2 A_Recoil(-100)\n\tTNT1 A 0 A_PlaySound(\"LegFiend/Melee\")\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"LungeTeleport\")\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\t//VFND G 0 A_SpawnItemEx(\"VNemesisFiendLungeGhost\",0,0,0,0,0,0,0,128)\n\tVFND G 0 A_SpawnItem(\"NemesisSoulFlameSpawner\",0,0,0,0)\n\tVFND G 0 A_CustomMissile(\"BigLFLunge\",18,0,0,CMF_AIMDIRECTION)\n\tVFND G 2 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tGoto See\n LungeTeleport:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND G 1 Bright A_UnSetShootable\n\tTNT1 A 0 A_PlaySound(\"boss/teleport\",1)\n\tVFND AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVFND GGGGGGGGGG 1 A_FadeOut(0.1,0)\n\tTNT1 A 0 A_Stop\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase(\"\",\"\")\n\tVFND A 1 A_PlaySound(\"boss/teleport\",1)\n\tVFND AAAA 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tVFND AAAAAAAAAA 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tVFND A 1 Bright A_SetShootable\n\tTNT1 A 0 A_Jump(128,\"RageGo\")\n\tGoto See\n Melee:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND EF 2 Bright A_FaceTarget\n\tVFND G 2 Bright A_MeleeAttack\n\tVFND E 2 Bright A_FaceTarget\n\tGoto See\n Pain:\n TNT1 A 0 A_SetTranslucent (0.2)\n \tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n\tTNT1 A 0 A_Jump(88,\"Rage\")\n\tVFND H 2 Bright\n\tVFND H 2 Bright A_Pain\n\tGoto See\n PainMissile:\n TNT1 A 0 A_SetTranslucent (0.2)\n\tVFND H 2 Bright\n\tVFND H 2 Bright A_Pain\n\tGoto Missile\n Death:\n TNT1 A 0 A_SetTranslucent (0.1)\n \tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tVFND I 10 A_StopSound(6)\n\tVFND J 0 A_PlaySound(\"Gore/Splat\")\n\tVFND J 0 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tVFND J 10 A_Scream\n\tVFND K 10\n\tVFND L 10 A_NoBlocking\n\tVFND M 10\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n\tVFND N -1\n\tStop\n MoreStuff:\n\tVFND N 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tVFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVFND NNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tVFND N 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tVFND N -1\n\tStop\n }\n}"
}
]
},
"maps": []
}