ACTOR DarkCybernoble : CyberNoble
{ 
Health 1500
PainChance 50
Scale 1.15
Speed 12
Obituary "%o was processed into a mass of particles and dust by a Dark Cyber-noble."
HitObituary "%o was pummeled by a Dark Cyber-noble."
DropItem "BossLifeEssence" 128 25
DropItem "BossArmorBonusMax" 128 1
DropItem "Demon Tech Rifle" 256
DropItem "Demon Tech Railgun" 32
Species "Nobles"
  States 
  { 
  Spawn: 
    CBO3 A 7 A_Look
    Loop 
  See:
    TNT1 A 0 A_Jump(62,"Rush")
    CBO3 AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
    CBO3 CCDD 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    Loop
  Rush:
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostA",0,0,0,0,0,0,0,128)
	CBO3 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostA",0,0,0,0,0,0,0,128)
	CBO3 A 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostB",0,0,0,0,0,0,0,128)
	CBO3 B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostB",0,0,0,0,0,0,0,128)
	CBO3 B 1 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostC",0,0,0,0,0,0,0,128)
	CBO3 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostC",0,0,0,0,0,0,0,128)
	CBO3 C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostD",0,0,0,0,0,0,0,128)
	CBO3 D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkCyberNobleGhostD",0,0,0,0,0,0,0,128)
	CBO3 D 1 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 A_Jump(42,"See")	
	Loop
  Pause:
	CBO3 E 10
	Goto See
  Missile:
    TNT1 A 0 A_Jump(128,"BurstBall","LargeBall","Rocket")
    TNT1 A 0 A_Jump(30,"DTRailgun")
  Normal:
    CBO3 E 12 A_FaceTarget
	CBO3 E 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("DarkCyberNobleDemonTech",32,20,Random(150,-150)/100.00,0)
	CBO3 F 2 Bright A_PlaySoundEx("weapons/demontechfire","Weapon")
	TNT1 A 0 A_Jump(6,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto Normal+1
  BurstBall:
	CBO3 PQ 7 A_FaceTarget 
	CBO3 R 1 Bright A_CustomMissile("RIBall", 32, 0, 0)		
	TNT1 A 0 A_CustomMissile("RIBall", 32, 0, 6)
	CBO3 R 5 Bright A_CustomMissile("RIBall", 32, 0, -6)
	TNT1 A 0 A_Jump(87,"LargeBall","Rocket")
	Goto See
  LargeBall:
  	CBO3 PQ 7 A_FaceTarget
	CBO3 R 6 Bright A_CustomMissile("ArcradimusComet2", 32, 0, 0)
  Rocket:
    CBO3 E 14 A_FaceTarget
    CBO3 F 8 Bright A_CustomMissile("DarkCyberNobleRocket",32,20,0,0)
    CBO3 E 10 A_FaceTarget
    CBO3 F 8 Bright A_CustomMissile("DarkCyberNobleRocket",32,20,0,0)
    CBO3 E 10
    Goto See
  DTRailgun:
	CBO3 E 4 Bright A_PlaySoundEx("monster/brusit","Voice")
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
    TNT1 A 0 A_SpawnItem("GHellionSmokeSpawner",0,0,0,0)
	CBO3 E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    CBO3 EEE 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	TNT1 A 0 A_CustomMissile("DTRailCore",32,20,0)
    CBO3 F 8 Bright A_CustomMissile("DarkCyberNobleDTRail",32,20,0,0)
    CBO3 E 10
    Goto See
  Melee:
    CBO3 PQ 7 A_FaceTarget
    CBO3 R 7 A_MeleeAttack
    Goto See
  Pain: 
    TNT1 A 0 A_Jump(87,"PainMissile")
    CBO3 H 4 A_Pain
    Goto See
  PainMissile:
    CBO3 H 4 A_Pain
    Goto Missile	
  Death:
    CBO3 I 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)	
	CBO3 JJJKKK 2 Bright A_CustomMissile ("Kaboom5", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
    TNT1 AAAA 0 A_CustomMissile("SmokeFX", Random(30,60), 0, random(0,360), 2, random(0,360))	
    CBO3 L 4 Bright A_NoBlocking
    CBO3 MN 3 Bright
    CBO3 O -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    CBO3 N 5
	CBO3 MLKJI 5
	Goto See
    } 
}

ACTOR DarkCyberNobleRocket : DarkCyberRocket
{
DamageType "NobleComet"
}

ACTOR DarkCyberNobleDemonTech : ZDemonTechProjectile
{
DamageType "NobleComet"
}

ACTOR DarkCyberNobleDTRail : DarkAnnihilatorRail
{
DamageType "NobleComet"
Species "Nobles"
}

ACTOR DarkCyberNobleGhostA
{
RENDERSTYLE Translucent
Alpha 0.75
Scale 1.15
+NOGRAVITY
+CLIENTSIDEONLY
+DONTSPLASH
+NOINTERACTION
+NOCLIP
States
{
Spawn:
    CBO3 A 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR DarkCyberNobleGhostB : DarkCyberNobleGhostA
{
States
{
Spawn:
    CBO3 B 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR DarkCyberNobleGhostC : DarkCyberNobleGhostA
{
States
{
Spawn:
    CBO3 C 2 A_FadeOut(0.18)
    Loop
    }
}

ACTOR DarkCyberNobleGhostD : DarkCyberNobleGhostA
{
States
{
Spawn:
    CBO3 D 2 A_FadeOut(0.18)
    Loop
    }
}