FREESLOT
MT_LAVENDERGHOST
S_GHOSTLOOK
S_GHOSTECO
S_GHOSTECOCHOOSE
S_GHOSTTEC
S_GHOSTSPAWN1
S_GHOSTSPAWN2
S_GHOSTSHOOT11
S_GHOSTSHOOT1
S_GHOSTSHOOT2
S_GHOSTSHOOT3
S_GHOSTSHOOT4
S_GHOSTTELEP1
S_GHOSTTELEP2
S_GHOSTTELEP3
S_GHOSTTELEP4
S_GHOSTTELEP5
S_GHOSTTELEP6
S_GHOSTTELEP7
S_GHOSTTELEP8
S_GHOSTHURT1
S_GHOSTHURT2
S_GHOSTHURT3
S_GHOSTHURT4
S_GHOSTDEATH1
S_GHOSTDEATH2
S_GHOSTDEATH3
S_GHOSTDEATH4
S_GHOSTDEATH5
S_GHOSTDEATH6
MT_CHARGE
S_EGGFIREORB_SPAWN1
S_EGGFIREORB_SPAWN2
S_EGGFIREORB_SPAWN3
S_EGGFIREORB_SPAWN4
MT_LAVENDERFIRE
S_UMG_SPAWN
S_UM_XPLD
SPR_GHST
SPR_LBOS
SPR_LITE
sfx_scrm
sfx_death
sfx_charge

Object MT_LAVENDERGHOST
#$Name Lavender Boss
#$Sprite LBOSA1
MapThingNum = 99
SpawnState = S_GHOSTLOOK
SpawnHealth = 10
SeeState = S_GHOSTECO
SeeSound = sfx_appear
ReactionTime = 5
AttackSound = sfx_s3kcfs
PainState = S_GHOSTHURT1
PainChance = 3072
PainSound = sfx_scrm
MeleeState = S_GHOSTECO
MissileState = S_GHOSTECO
DeathState = S_GHOSTDEATH1
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 1*FRACUNIT
Radius = 24*FRACUNIT
Height = 40*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 0
ActiveSound = sfx_none
Flags = MF_BOSS|MF_SHOOTABLE|MF_SPECIAL|MF_NOGRAVITY|MF_SLIDEME
RaiseState = 0

State S_GHOSTLOOK
SpriteName = LBOS
SpriteFrame = A
Duration = 1
Next = S_GHOSTECO
Action = A_FindTarget
Var1 = 0
Var2 = 0

State S_GHOSTECO
SpriteName = LBOS
SpriteFrame = A
Duration = 1
Next = S_GHOSTECO
Action = A_JetgThink
Var1 = 0
Var2 = 0

State S_GHOSTECOCHOOSE
SpriteName = LBOS
SpriteFrame = A
Duration = 1
Next = S_GHOSTECOCHOOSE
Action = A_RandomState
Var1 = S_GHOSTSHOOT11
Var2 = S_GHOSTTELEP1

State S_GHOSTTEC
SpriteName = LBOS
SpriteFrame = B
Duration = 20
Next = S_NULL
Action = A_PlaySound
Var1 = sfx_scrm
Var2 = 1

State S_GHOSTTELEP1
SpriteName = LBOS
SpriteFrame = A|TR_TRANS80
Duration = 2
Next = S_GHOSTTELEP2
Action = None
Var1 = 0
Var2 = 0

State S_GHOSTTELEP2
SpriteName = LBOS
SpriteFrame = A|TR_TRANS60
Duration = 2
Next = S_GHOSTTELEP3
Action = None
Var1 = 0
Var2 = 0

State S_GHOSTTELEP3
SpriteName = LBOS
SpriteFrame = A|TR_TRANS40
Duration = 2
Next = S_GHOSTTELEP4
Action = A_PlaySound
Var1 = sfx_appear
Var2 = 0

State S_GHOSTTELEP4
SpriteName = LBOS
SpriteFrame = A|TR_TRANS20
Duration = 2
Next = S_GHOSTTELEP5
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 2

State S_GHOSTTELEP5
SpriteName = LBOS
SpriteFrame = A
Duration = 20
Next = S_GHOSTTELEP6
Action = A_TeleportAbove
Var1 = 0
Var2 = 0

State S_GHOSTTELEP6
SpriteName = LBOS
SpriteFrame = B
Duration = 1
Next = S_GHOSTTELEP7
Action = A_Smash
Var1 = 0
Var2 = 0

State S_GHOSTTELEP7
SpriteName = LBOS
SpriteFrame = B
Duration = 10
Next = S_GHOSTTELEP8
Action = A_ZThrust
Var1 = -100
Var2 = 0

State S_GHOSTTELEP8
SpriteName = LBOS
SpriteFrame = A|TR_TRANS20
Duration = 2
Next = S_GHOSTECO
Action = A_SetObjectFlags
Var1 = MF_PAIN
Var2 = 1

State S_GHOSTSHOOT11
SpriteName = LBOS
SpriteFrame = A
Duration = 10
Next = S_GHOSTSHOOT1
Action = A_ZThrust
Var1 = 5
Var2 = 1

State S_GHOSTSHOOT1
SpriteName = LBOS
SpriteFrame = A
Duration = 1
Next = S_GHOSTSHOOT2
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_GHOSTSHOOT2
SpriteName = LBOS
SpriteFrame = B
Duration = 1
Next = S_GHOSTSHOOT3
Action = None
Var1 = 0
Var2 = 0

State S_GHOSTSHOOT3
SpriteName = LBOS
SpriteFrame = B
Duration = 30
Next = S_GHOSTSHOOT4
Action = A_PlaySound
Var1 = sfx_charge
Var2 = 0

State S_GHOSTSHOOT4
SpriteName = LBOS
SpriteFrame = B
Duration = 1
Next = S_GHOSTLOOK
Action = A_FireShot
Var1 = MT_LAVENDERFIRE
Var2 = 0

State S_GHOSTHURT1
SpriteName = LBOS
SpriteFrame = B
Duration = 1
Next = S_GHOSTHURT2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_GHOSTHURT2
SpriteName = LBOS
SpriteFrame = B
Duration = 30
Next = S_GHOSTHURT3
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 2

State S_GHOSTHURT3
SpriteName = LBOS
SpriteFrame = A
Duration = 10
Next = S_GHOSTHURT4
Action = A_Thrust
Var1 = -10
Var2 = 0

State S_GHOSTHURT4
SpriteName = LBOS
SpriteFrame = A
Duration = 1
Next = S_GHOSTTELEP1
Action = A_SetObjectFlags2
Var1 = MF2_FRET
Var2 = 1

State S_GHOSTDEATH1
SpriteName = LBOS
SpriteFrame = B
Duration = 30
Next = S_GHOSTDEATH2
Action = A_ZThrust
Var1 = 10
Var2 = 1

State S_GHOSTDEATH2
SpriteName = LBOS
SpriteFrame = B|TR_TRANS80
Duration = 5
Next = S_GHOSTDEATH3
Action = A_PlaySound
Var1 = sfx_death
Var2 = 0

State S_GHOSTDEATH3
SpriteName = LBOS
SpriteFrame = B|TR_TRANS60
Duration = 5
Next = S_GHOSTDEATH4

State S_GHOSTDEATH4
SpriteName = LBOS
SpriteFrame = B|TR_TRANS40
Duration = 5
Next = S_GHOSTDEATH5

State S_GHOSTDEATH5
SpriteName = LBOS
SpriteFrame = B|TR_TRANS20
Duration = 5
Next = S_GHOSTDEATH6

State S_GHOSTDEATH6
SpriteName = NULL
SpriteFrame = A
Duration = 5
Next = S_GHOSTDEATH5
Action = A_BossDeath
Var1 = 0
Var2 = 0

State S_GHOSTSPAWN1
SpriteName = NULL
SpriteFrame = A
Duration = 30
Next = S_GHOSTSPAWN2
Action = None
Var1 = 0
Var2 = 0

State S_GHOSTSPAWN2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_NULL
Action = A_DropMine
Var1 = 50
Var2 = 0
#

Object MT_CHARGE
MapThingNum = -1
SpawnState = S_EGGFIREORB_SPAWN1
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 32
AttackSound = sfx_None
PainState = S_NULL
PainChance = S_PLAY_SPRING
PainSound = sfx_s3k6e
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
DeathSound = sfx_None
XDeathState = S_RINGEXPLODE
Speed = 15*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_None
RaiseState = S_RINGEXPLODE
Flags = MF_SPECIAL|MF_NOGRAVITY|MF_PAIN|MF_NOCLIPTHING

State S_EGGFIREORB_SPAWN1
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 1
Next = S_EGGFIREORB_SPAWN2
Action None
Var1 = 322
Var2 = 0

State S_EGGFIREORB_SPAWN2
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 1
Next = S_EGGFIREORB_SPAWN3
Action A_FindTarget
Var1 = MT_GHOST
Var2 = 0

State S_EGGFIREORB_SPAWN3
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 1
Next = S_EGGFIREORB_SPAWN4
Action A_RotateSpikeball
Var1 = 0
Var2 = 0

State S_EGGFIREORB_SPAWN4
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 0
Next = S_EGGFIREORB_SPAWN3
Action A_CheckBuddy
Var1 = 0
Var2 = 0
#

Object MT_LAVENDERFIRE
MapThingNum = -1
SpawnState = S_UMG_SPAWN
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_fire
ReactionTime = 32
AttackSound = sfx_fire
PainState = S_RINGEXPLODE
PainChance = 0
PainSound = sfx_fire
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_RINGEXPLODE
DeathSound = sfx_None
XDeathState = S_NULL
Speed = 50*FRACUNIT
Radius = 10*FRACUNIT
Height = 10*FRACUNIT
Mass = 100
Damage = 1
ActiveSound = sfx_fire
RaiseState = S_NULL
Flags = MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

State S_UMG_SPAWN
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 1
Next = S_UMG_SPAWN
Action None
Var1 = 0
Var2 = 0

State S_UM_XPLD
SpriteName = SPR_LITE
SpriteFrame = 0
Duration = 1
Next = S_NULL
Action A_RingExplode
Var1 = 0
Var2 = 0