#Credits to FuriousFox for the missiles from ERZ scrapped boss! (reusable content :3)

FreeSlot
S_EGGMOBILE7_MISSILE1
S_EGGMOBILE7_MISSILE2
S_EGGMOBILE7_MISSILE3
S_EGGMOBILE7_MISSILE4
S_EGGMOBILE7_MISSILE5
S_EGGMOBILE7_MISSILE6
S_EGGMOBILE7_MISSILE7
MT_EGGMOBILE7_MISSILE
SPR_FNBN
MT_FINALBOSS
S_FINALBOSS_IDLE
S_FINALBOSS_CHASE
S_FINALBOSS_BLOCK
S_FINALBOSS_HURT
S_FINALBOSS_DEAD
S_FINALBOSS_XDEAD
S_FINALBOSS_DEAD1
S_FINALBOSS_DEAD2
S_FINALBOSS_CHOOSEDMG
S_FINALBOSS_CHOOSEDMG2
S_FINALBOSS_CHOOSEDMG3
S_FINALBOSS_DMG1
S_FINALBOSS_DMG2
S_FINALBOSS_DMG3
S_FINALBOSS_DMG4

State S_EGGMOBILE7_MISSILE1
SpriteName = TORP
SpriteFrame = A
Duration = 17
Next = S_EGGMOBILE7_MISSILE2
Action None

State S_EGGMOBILE7_MISSILE2
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE3
Action A_FindTracer
Var1 = MT_PLAYER
Var2 = 0

State S_EGGMOBILE7_MISSILE3
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE4
Action A_DualAction
Var1 = S_EGGMOBILE7_MISSILE6
Var2 = S_EGGMOBILE7_MISSILE7

State S_EGGMOBILE7_MISSILE4
SpriteName = TORP
SpriteFrame = A
Duration = 70
Next = S_EGGMOBILE7_MISSILE5
Action A_Repeat
Var1 = 70
Var2 = S_EGGMOBILE7_MISSILE3

State S_EGGMOBILE7_MISSILE5
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_EGGMOBILE7_MISSILE5
Action None

State S_EGGMOBILE7_MISSILE6
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_HomingChase
Var1 = 30*FRACUNIT
Var2 = 1

State S_EGGMOBILE7_MISSILE7
SpriteName = TORP
SpriteFrame = A
Duration = 1
Next = S_NULL
Action A_CheckTrueRange
Var1 = 65536+256
Var2 = S_EGGMOBILE7_MISSILE5

Object MT_EGGMOBILE7_MISSILE
MapThingNum = -1
SpawnState = S_EGGMOBILE7_MISSILE1
SpawnHealth = 1
ReactionTime = 32
SeeState = S_NULL
SeeSound = sfx_s3ka0
AttackSound = sfx_None
PainState = S_NULL
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_XPLD1
XDeathState = S_NULL
RaiseState = S_NULL
DeathSound = sfx_s3kb4
Speed = 30*FRACUNIT
Radius = 4*FRACUNIT
Height = 8*FRACUNIT
DispOffset = 0
Mass = 100
Damage = 1
ActiveSound = sfx_None
Flags =	MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY

Thing MT_FINALBOSS
MAPTHINGNUM = 340
SPAWNSTATE = S_FINALBOSS_CHASE
SPAWNHEALTH = 12
SEESTATE = S_FINALBOSS_CHASE
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_FINALBOSS_HURT
PAINCHANCE = 71
PAINSOUND = SFX_behurt
MELEESTATE = S_FINALBOSS_CHASE
MISSILESTATE = S_FINALBOSS_CHASE
DEATHSTATE = S_FINALBOSS_DEAD
DEATHSOUND = SFX_cybdth
XDEATHSTATE = S_FINALBOSS_XDEAD
SPEED = 4*FRACUNIT
RADIUS = 48*FRACUNIT
HEIGHT = 192*FRACUNIT
MASS = 0
DAMAGE = 3
ACTIVESOUND = SFX_telept
RAISESTATE = S_FINALBOSS_IDLE
FLAGS = 	MF_SPECIAL|MF_SHOOTABLE|MF_FLOAT|MF_BOSS

FRAME S_FINALBOSS_IDLE
spritename = FNBN
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_FINALBOSS_CHASE
ACTION A_FindTarget

FRAME S_FINALBOSS_HURT
spritename = FNBN
SPRITESUBNUMBER = 2
DURATION = 24
NEXT = S_FINALBOSS_CHOOSEDMG
ACTION A_Pain

FRAME S_FINALBOSS_DEAD
spritename = FNBN
SPRITESUBNUMBER = 2
DURATION = -1
NEXT = S_FINALBOSS_DEAD
ACTION A_Repeat
Var1 = S_FINALBOSS_DEAD1
Var2 = S_FINALBOSS_DEAD2

FRAME S_FINALBOSS_DEAD1
spritename = FNBN
SPRITESUBNUMBER = 2
DURATION = 1
NEXT = S_FINALBOSS_DEAD1
ACTION A_SpawnObjectRelative
Var1 = 0+0
Var2 = 96*FRACUNIT+MT_EXPLODE

FRAME S_FINALBOSS_DEAD2
spritename = FNBN
SPRITESUBNUMBER = 2
DURATION = 1
NEXT = S_FINALBOSS_DEAD2
ACTION A_BossScream

FRAME S_FINALBOSS_CHASE
spritename = FNBN
SPRITESUBNUMBER = 0
DURATION = 105
NEXT = S_FINALBOSS_DMG1
ACTION A_Chase

FRAME S_FINALBOSS_CHOOSEDMG
spritename = FNBN
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_FINALBOSS_DMG1
ACTION A_RandomState
Var1 = S_FINALBOSS_DMG1
Var2 = S_FINALBOSS_CHOOSEDMG2

FRAME S_FINALBOSS_CHOOSEDMG2
spritename = FNBN
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_FINALBOSS_DMG2
ACTION A_RandomState
Var1 = S_FINALBOSS_DMG2
Var2 = S_FINALBOSS_CHOOSEDMG3

FRAME S_FINALBOSS_CHOOSEDMG3
spritename = FNBN
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = S_FINALBOSS_DMG3
ACTION A_RandomState
Var1 = S_FINALBOSS_DMG3
Var2 = S_FINALBOSS_DMG4

State S_FINALBOSS_DMG1
SpriteName = FNBN
SpriteFrame = B
Duration = 8
Next = S_FINALBOSS_CHASE
Action A_MultiShot
Var1 = MT_EGGMOBILE7_MISSILE*65536+16
Var2 = 32

State S_FINALBOSS_DMG2
SpriteName = FNBN
SpriteFrame = B
Duration = 15
Next = S_FINALBOSS_CHASE
Action A_MultiShot
Var1 = MT_CYBRAKDEMON_NAPALM_BOMB_LARGE*65536+2
Var2 = 32

State S_FINALBOSS_DMG3
SpriteName = FNBN
SpriteFrame = B
Duration = 8
Next = S_FINALBOSS_CHASE
Action A_MultiShot
Var1 = MT_BLACKEGGMAN_GOOPFIRE*65536+64
Var2 = 16

State S_FINALBOSS_DMG4
SpriteName = FNBN
SpriteFrame = B
Duration = 6
Next = S_FINALBOSS_CHASE
Action A_MultiShot
Var1 = MT_ENERGYBALL*65536+7
Var2 = 16