ACTOR InfernalCyberNoble : CyberNoble //can't have enough Cyber Nobles tbh
{ 
Health 2000
PainChance 50
Scale 1.2
Bloodcolor "Red"
Obituary "%o was eradicated by an Infernal Cyber-noble."
HitObituary "%o was pummeled by an Infernal Cyber-noble."
SeeSound "InfernalCyberBaron/Sight" 
PainSound "InfernalCyberBaron/pain"
DeathSound "InfernalCyberBaron/death"
MeleeSound "baron/melee"
ActiveSound "InfernalCyberBaron/active"
DropItem "BossLifeEssence" 200 25
DropItem "BossArmorBonusMax" 200 1
DropItem "DemonAmmoBox" 128 200
DropItem "BFG10K " 50 
DropItem "NewCellPack" 128
DropItem "NewShell" 256
DropItem "NewShellBox" 128
DropItem "Explosive Shotgun" 200
Species "Nobles"
  States 
  { 
  Spawn: 
    CCYN A 7 A_Look
    Loop 
  See:
    CCYN AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
    CCYN CCDD 3 A_Chase
    TNT1 A 0 A_Playsound("monster/bruwlk")
    Loop
  Pause:
	CCYN E 10
	Goto See
  Missile:
    TNT1 A 0 A_Jump(100,"Rocket","ESG")
    TNT1 A 0 A_Jump(50,"BFG10K","Railgun")
  BurstBall:
	CCYN PQ 7 A_FaceTarget 
	CCYN R 3 Bright A_CustomMissile("InfernalCyberNobleComet", 32, 0, 0)		
	TNT1 A 0 A_CustomMissile("InfernalCyberNobleComet", 32, 0, 6)
	CCYN R 3 Bright A_CustomMissile("InfernalCyberNobleComet", 32, 0, -6)
	TNT1 A 0 A_Jump(128,"Rocket")
	Goto See
  ESG:
	CCYN E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAAAAA 0 Bright A_CustomMissile("CybernobleExplosiveTracer",32,20,Random(15,-15),0)
	CCYN F 4 Bright A_CustomBulletAttack(18,6,6,Random(5,7),"CyNoblePuff")
	CCYN E 12
    TNT1 A 0 A_Jump(128,"See")
    TNT1 A 0 A_SpidRefire
	Goto ESG+1
  Rocket:
    CCYN E 14 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10 A_FaceTarget
    CCYN F 8 Bright A_CustomMissile("InfernalCyberNobleRocket",32,20,0,0)
    CCYN E 10
    Goto See
  BFG10K:
	TNT1 A 0 A_PlayWeaponSound("weapons/charge15k")
    CCYN E 25 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
    CCYN F 4 Bright A_CustomMissile("Cy10K",32,20,0,0)
    CCYN E 10 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	TNT1 A 0 A_Jump(128,"Rocket")
    Goto See
  Railgun:
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
    CCYN E 25 A_FaceTarget
	TNT1 A 0 A_PlaySound("railgunner/chargedshot")
    CCYN F 5 Bright A_CustomMissile("CydestroyerRail",32,20,0,0)
    CCYN E 20
	TNT1 A 0 A_Jump(64,"BFG10K")
	Goto See
  Melee:
    CCYN PQ 7 A_FaceTarget
    CCYN R 7 A_MeleeAttack
    Goto See
  Pain: 
    TNT1 A 0 A_Jump(87,"PainMissile")
    CCYN H 4 A_Pain
    Goto See
  PainMissile:
    CCYN H 4 A_Pain
    Goto Missile	
  Death:
    CCYN H 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	BR2S IIII 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	BR2D JJJJ 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	BR2D KKKK 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))	
	BR2D LLLL 2 Bright A_CustomMissile("Kaboom17", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
    CCYN M 4 Bright A_NoBlocking
    CCYN N 3 Bright
    CCYN O -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    CCYN N 5
	CCYN MLKJI 5
	Goto See
    } 
}

ACTOR InfernalCyberNobleRocket : CardinalRocket
{
Damagetype "NobleComet"
States
  {
  Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
	TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,0,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,45,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,90,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,135,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,180,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,225,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,270,6)
    TNT1 A 0 Bright A_CustomMissile("HellBoom",0,0,315,6)
	CROC B 6 Bright A_Explode
	CROC CD 5 Bright A_SetTranslucent(0.75,1)
	Stop
  }
}

ACTOR HellBoom
{
   Radius 8
   Height 8
   Speed 12
   Damage 0
   Projectile
   Renderstyle Add
   +RIPPER
   +BLOODLESSIMPACT
   SeeSound "weapons/firex3"
   Damagetype "NobleComet"
   Alpha 0.8
   States
   {
   Spawn:
      TNT1 AAAAA 3 A_SpawnItem("HellFX",0,0)
      Stop
   }
}

ACTOR HellFX : HellBoom
{   
   Radius 5
   Height 5
   Speed 0
   Damagetype "NobleComet"
   +FORCERADIUSDMG
   States
   {
   Spawn:
      ICYX A 3 Bright
      ICYX B 3 Bright A_Explode(96,96)
      ICYX CDEFGHIJ 3 Bright
      stop
   }
}

ACTOR InfernalCyberNobleComet : CacoMComet
{
  Damagetype "NobleComet"
}

ACTOR CybernobleExplosiveTracer : BabySentientExplosiveTracer
{
DamageType "NobleComet"
States
{
Spawn:
    TRAC A 1 Bright
	Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SetTranslucent(0.75,1)
	TNT1 A 0 A_SpawnItem("SentientExplosiveEffect")
    MISL B 4 Bright A_Explode(Random(3,6)*5,72)
    MISL CD 3 Bright
    Stop
    }
}