# "Bosses made for Cyberdime, created by Zippy_Zolton"

freeslot
MT_CHR_BOSS1
S_CHR_BOSS1_STND
S_CHR_BOSS1_ATTACK1
S_CHR_BOSS1_ATTACK2
S_CHR_BOSS1_ATTACK3
S_CHR_BOSS1_ATTACK4
S_CHR_BOSS1_ATTACK5
S_CHR_BOSS1_ATTACK6
S_CHR_BOSS1_PAIN1
S_CHR_BOSS1_PAIN2
S_CHR_BOSS1_PANIC1
S_CHR_BOSS1_PANIC2
S_CHR_BOSS1_PANIC3
S_CHR_BOSS1_PANIC4
S_CHR_BOSS1_PANIC5
S_CHR_BOSS1_PANIC6
S_CHR_BOSS1_PANIC7
S_CHR_BOSS1_PANIC8
S_CHR_BOSS1_DIE1
S_CHR_BOSS1_DIE2
S_CHR_BOSS1_DIE3
S_CHR_BOSS1_DIE4
S_CHR_BOSS1_FLEE1
S_CHR_BOSS1_FLEE2
S_CHR_BOSS1_ROFL
MT_CHRISTMAS_TURRET
S_CHRISTMAS_TURRET1
S_CHRISTMAS_TURRET2
S_CHRISTMAS_TURRET3
S_CHRISTMAS_TURRET4

Object MT_CHR_BOSS1
#$Name Egg ???
#$Sprite EGGMA1
#$Category Bosses
MapThingNum = 250
SpawnState = S_CHR_BOSS1_STND
SpawnHealth = 8
SeeState = S_CHR_BOSS1_STND
SeeSound = sfx_None
ReactionTime = 45
AttackSound = sfx_None
PainState = S_CHR_BOSS1_PAIN1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_CHR_BOSS1_ATTACK1
MissileState = S_CHR_BOSS1_ATTACK1
DeathState = S_CHR_BOSS1_DIE1
XDeathState = S_CHR_BOSS1_FLEE1
DeathSound = sfx_s3kb4
Speed = 5
Radius = 24*FRACUNIT
Height = 76*FRACUNIT
DispOffset = 0
Mass = sfx_None
Damage = 3
ActiveSound = sfx_telept
Flags = MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_BOSS
RaiseState = S_CHR_BOSS1_PANIC1

State S_CHR_BOSS1_STND
SpriteName = EGGM
SpriteFrame = 0
Duration = 1
Action = A_Boss1Chase
Next = S_CHR_BOSS1_STND

State S_CHR_BOSS1_PAIN1
SpriteName = EGGM
SpriteFrame = 19
Duration = 24
Action = A_Pain
Next = S_CHR_BOSS1_PAIN2

State S_CHR_BOSS1_PAIN2
SpriteName = EGGM
SpriteFrame = 19
Duration = 70
Action = A_SkullAttack
Var1 = 3
Var2 = 1
Next = S_CHR_BOSS1_STND

State S_CHR_BOSS1_ATTACK1
SpriteName = EGGM
SpriteFrame = 1
Duration = 3
Action = A_FaceTarget
Next = S_CHR_BOSS1_ATTACK2

State S_CHR_BOSS1_ATTACK2
SpriteName = EGGM
SpriteFrame = 2
Duration = 15
Next = S_CHR_BOSS1_ATTACK3

State S_CHR_BOSS1_ATTACK3
SpriteName = EGGM
SpriteFrame = 3
Duration = 2
Next = S_CHR_BOSS1_ATTACK4

State S_CHR_BOSS1_ATTACK4
SpriteName = EGGM
SpriteFrame = 4
Duration = 2
Action = A_FaceTarget
Next = S_CHR_BOSS1_ATTACK5

State S_CHR_BOSS1_ATTACK5
SpriteName = EGGM
SpriteFrame = 6
Duration = 20
Action = A_BrakLobShot
Var1 = MT_CHRISTMAS_TURRET
Var2 = 32+(1<<16)
Next = S_CHR_BOSS1_ATTACK6

State S_CHR_BOSS1_ATTACK6
SpriteName = EGGM
SpriteFrame = 8
Duration = 2
Next = S_CHR_BOSS1_ROFL

State S_CHR_BOSS1_PANIC1
SpriteName = EGGM
SpriteFrame = 1
Duration = 3
Action = A_FaceTarget
Next = S_CHR_BOSS1_PANIC2

State S_CHR_BOSS1_PANIC2
SpriteName = EGGM
SpriteFrame = 2
Duration = 15
Next = S_CHR_BOSS1_PANIC3

State S_CHR_BOSS1_PANIC3
SpriteName = EGGM
SpriteFrame = 3
Duration = 2
Next = S_CHR_BOSS1_PANIC4

State S_CHR_BOSS1_PANIC4
SpriteName = EGGM
SpriteFrame = 4
Duration = 2
Action = A_FaceTarget
Next = S_CHR_BOSS1_PANIC5

State S_CHR_BOSS1_PANIC5
SpriteName = EGGM
SpriteFrame = 6
Duration = 18
Action = A_BrakLobShot
Var1 = MT_CHRISTMAS_TURRET
Var2 = 32+(1<<16)
Next = S_CHR_BOSS1_PANIC6

State S_CHR_BOSS1_PANIC6
SpriteName = EGGM
SpriteFrame = 8
Duration = 8
Next = S_CHR_BOSS1_PANIC7

State S_CHR_BOSS1_PANIC7
SpriteName = EGGM
SpriteFrame = 8
Duration = 18
Action = A_BrakLobShot
Var1 = MT_CHRISTMAS_TURRET
Var2 = 64
Next = S_CHR_BOSS1_PANIC8

State S_CHR_BOSS1_PANIC8
SpriteName = EGGM
SpriteFrame = 8
Duration = 2
Next = S_CHR_BOSS1_ROFL

State S_CHR_BOSS1_DIE1
SpriteName = EGGM
SpriteFrame = 20
Duration = 2
Action = A_Fall
Var1 = 17
Next = S_CHR_BOSS1_DIE2

State S_CHR_BOSS1_DIE2
SpriteName = EGGM
SpriteFrame = 20
Duration = 2
Action = A_BossScream
Next = S_CHR_BOSS1_DIE3

State S_CHR_BOSS1_DIE3
SpriteName = EGGM
SpriteFrame = 20
Duration = 0
Action = A_Repeat
Var1 = 17
Var2 = S_CHR_BOSS1_DIE2
Next = S_CHR_BOSS1_DIE4

State S_CHR_BOSS1_DIE4
SpriteName = EGGM
SpriteFrame = 20
Duration = -1
Action = A_BossDeath
Next = S_NULL

State S_CHR_BOSS1_FLEE1
SpriteName = EGGM
SpriteFrame = 21
Duration = 2
Action = A_BossScream
Next = S_CHR_BOSS1_FLEE2

State S_CHR_BOSS1_FLEE2
SpriteName = EGGM
SpriteFrame = 22
Duration = 2
Action = A_BossScream
Next = S_CHR_BOSS1_FLEE1

State S_CHR_BOSS1_ROFL
SpriteName = EGGM
SpriteFrame = FF_ANIMATE|17
Duration = 35
Action = A_FaceTarget
Var1 = 1
Var2 = 2
Next = S_CHR_BOSS1_STND

Object MT_CHRISTMAS_TURRET
MapThingNum = -1
SpawnState = S_CHRISTMAS_TURRET1
SpawnHealth = 1000
SeeState = S_NULL
SeeSound = sfx_None
ReactionTime = 8
AttackSound = sfx_trfire
PainState = S_NULL
PainChance = 0
PainSound = sfx_fizzle
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_TURRETSHOCK1
XDeathState = S_NULL
DeathSound = sfx_pop
Speed = 5
Radius = 16*FRACUNIT
Height = 32*FRACUNIT
DispOffset = 0
Mass = MT_TURRETLASER
Damage = 1
ActiveSound = sfx_trpowr
Flags = MF_NOBLOCKMAP
RaiseState = S_CHR_BOSS1_PANIC1

State S_CHRISTMAS_TURRET1
SpriteName = TRET
SpriteFrame = 0
Duration = 1
Action = A_PlayActiveSound
Next = S_CHRISTMAS_TURRET2

State S_CHRISTMAS_TURRET2
SpriteName = TRET
SpriteFrame = 0
Duration = 105
Action = A_TurretStop
Next = S_CHRISTMAS_TURRET3

State S_CHRISTMAS_TURRET3
SpriteName = TRET
SpriteFrame = 0
Duration = 105
Action = A_TurretFire
Next = S_CHRISTMAS_TURRET4

State S_CHRISTMAS_TURRET4
SpriteName = TRET
SpriteFrame = 0
Duration = 1
Action = A_RemoteDamage
Var2 = 1
Next = S_NULL
