FREESLOT
SPR_MELY
MT_MELYNDRAH
S_MELY_IDLE
S_MELY_IDLE2
S_MELY_IDLE3
S_MELY_STND
S_MELY_STND2
S_MELY_STND3
S_MELY_PAIN1
S_MELY_PAIN2
S_MELY_PANIC1
S_MELY_PANIC2
S_MELY_PANIC3
S_MELY_PANIC4
S_MELY_PANIC5
S_MELY_PANIC6
S_MELY_PANIC7
S_MELY_PANIC8
S_MELY_HOVER_DECIDE1
S_MELY_HOVER_DECIDE2
S_MELY_HOVER1
S_MELY_HOVER2
S_MELY_STRAFE1
S_MELY_STRAFE2
S_MELY_STRAFE3
S_MELY_STRAFE4
S_MELYDEATH1
S_MELYDEATH2
S_MELYDEATH3
S_MELYDEATH4
S_MELYDEATH5
S_MELYDEATH6
S_MELYDEATH7

Thing MT_MELYNDRAH
#$Category Bosses
#$Name Melyndrah
#$Sprite MELYA0
MAPTHINGNUM = 1585
SPAWNSTATE = S_MELY_STND
SPAWNHEALTH = 14
SEESTATE = S_MELY_STND
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = sfx_magic
PAINSTATE = S_MELY_PAIN1
PAINCHANCE = 0
PAINSOUND = sfx_hurtb
MELEESTATE = S_MELY_HOVER_DECIDE1
MISSILESTATE = S_MELY_HOVER_DECIDE2
DEATHSTATE = S_MELYDEATH1
DEATHSOUND = sfx_bosskl
XDEATHSTATE = 0
SPEED = 4
RADIUS = 160*FRACUNIT
HEIGHT = 240*FRACUNIT
MASS = 0
DAMAGE = 4
ACTIVESOUND = 0
RAISESTATE = S_MELY_PANIC1
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_BOSS|MF_SLIDEME|MF_NOGRAVITY|MF_FLOAT

#Melyndrah Stand Mode

STATE S_MELY_IDLE
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 4
NEXT = S_MELY_IDLE2
ACTION A_Look
VAR1 = 0
VAR2 = 0

STATE S_MELY_IDLE2
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 4
NEXT = S_MELY_IDLE3
ACTION A_Look
VAR1 = 0
VAR2 = 0

STATE S_MELY_IDLE3
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 4
NEXT = S_MELY_IDLE
ACTION A_Look
VAR1 = 0
VAR2 = 0

STATE S_MELY_STND
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 4
NEXT = S_MELY_STND2
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

STATE S_MELY_STND2
SPRITENAME = MELY
SPRITEFRAME = B
DURATION = 4
NEXT = S_MELY_STND3
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

STATE S_MELY_STND3
SPRITENAME = MELY
SPRITEFRAME = C
DURATION = 4
NEXT = S_MELY_STND
ACTION A_Boss1Chase
VAR1 = 0
VAR2 = 0

#Melyndrah Pain Mode

STATE S_MELY_PAIN1
SPRITENAME = MELY
SPRITEFRAME = D
DURATION = 10
NEXT = S_MELY_PAIN2
ACTION A_Pain
VAR1 = 0
VAR2 = 0

STATE S_MELY_PAIN2
SPRITENAME = MELY
SPRITEFRAME = D
DURATION = 1
NEXT = S_MELY_STRAFE1
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

#Melyndrah Panic Mode

STATE S_MELY_PANIC1
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS20|A
DURATION = 5
NEXT = S_MELY_PANIC2
ACTION A_Thrust
VAR1 = 100
VAR2 = 0

STATE S_MELY_PANIC2
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS50|A
DURATION = 5
NEXT = S_MELY_PANIC3
ACTION None
VAR1 = 0
VAR2 = 0

STATE S_MELY_PANIC3
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS70|A
DURATION = 5
NEXT = S_MELY_PANIC4
ACTION None
VAR1 = 0
VAR2 = 0

STATE S_MELY_PANIC4
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 10
NEXT = S_MELY_PANIC5
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

STATE S_MELY_PANIC5
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 10
NEXT = S_MELY_PANIC6
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

STATE S_MELY_PANIC6
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 10
NEXT = S_MELY_PANIC7
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

STATE S_MELY_PANIC7
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 10
NEXT = S_MELY_PANIC8
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

STATE S_MELY_PANIC8
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 10
NEXT = S_MELY_STND
ACTION A_DualAction
VAR1 = S_MELY_HOVER2
VAR2 = S_MELY_HOVER1

#Melyndrah Melee

STATE S_MELY_HOVER_DECIDE1
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 2
NEXT = S_MELY_HOVER_DECIDE1
ACTION A_RandomState
VAR1 = S_MELY_HOVER1
VAR2 = S_MELY_HOVER2

STATE S_MELY_HOVER1
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 5
NEXT = S_MELY_HOVER2
ACTION A_Thrust
VAR1 = 100
VAR2 = 0

STATE S_MELY_HOVER2
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 5
NEXT = S_MELY_STND
ACTION A_FireShot
VAR1 = MT_POWERBALL1
VAR2 = -16

#Melyndrah Missile

STATE S_MELY_HOVER_DECIDE2
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 2
NEXT = S_MELY_HOVER_DECIDE2
ACTION A_RandomState
VAR1 = S_MELY_STRAFE1
VAR2 = S_MELY_HOVER2

STATE S_MELY_STRAFE1
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS20|A
DURATION = 1
NEXT = S_MELY_STRAFE2
ACTION A_Thrust
VAR1 = 100
VAR2 = 0

STATE S_MELY_STRAFE2
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS50|B
DURATION = 1
NEXT = S_MELY_STRAFE3
ACTION None
VAR1 = 0
VAR2 = 0

STATE S_MELY_STRAFE3
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS70|C
DURATION = 1
NEXT = S_MELY_STRAFE4
ACTION None
VAR1 = 0
VAR2 = 0

STATE S_MELY_STRAFE4
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = 7
NEXT = S_MELY_STND
ACTION None
VAR1 = 0
VAR2 = 0

#Melyndrah Death

STATE S_MELYDEATH1
SPRITENAME = MELY
SPRITEFRAME = A
DURATION = 1
NEXT = S_MELYDEATH2
ACTION A_Fall
VAR1 = 0
VAR2 = 0

STATE S_MELYDEATH2
SPRITENAME = MELY
SPRITEFRAME = D
DURATION = 2
NEXT = S_MELYDEATH3
ACTION A_BossScream
VAR1 = 0
VAR2 = MT_SONIC3KBOSSEXPLODE

STATE S_MELYDEATH3
SPRITENAME = MELY
SPRITEFRAME = D
DURATION = 1
NEXT = S_MELYDEATH4
ACTION A_Repeat
VAR1 = 30
VAR2 = S_MELYDEATH2

STATE S_MELYDEATH4
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS20|D
DURATION = 5
NEXT = S_MELYDEATH5
ACTION none
VAR1 = 0
VAR2 = 0

STATE S_MELYDEATH5
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS50|D
DURATION = 5
NEXT = S_MELYDEATH6
ACTION none
VAR1 = 0
VAR2 = 0

STATE S_MELYDEATH6
SPRITENAME = MELY
SPRITEFRAME = FF_TRANS70|D
DURATION = 5
NEXT = S_MELYDEATH7
ACTION none
VAR1 = 0
VAR2 = 0

STATE S_MELYDEATH7
SPRITENAME = NULL
SPRITEFRAME = A
DURATION = -1
NEXT = S_NULL
ACTION A_BossDeath
VAR1 = 0
VAR2 = 0