Actor SpiderMasterspark : DarkDemolisher 17562 //currently incomplete but he works
{ 
//$Category Monsters/DUST
//$Sprite SMPRA1
//$Title "Spider Masterspark"
  Bloodcolor "Blue"
  Obituary "%o was shown a new form of Love Magic by the Spider Masterspark." 
  var int user_missile;
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("DisableSpiderSpark") == 1, "Remove")
  Idle:
    SMPR A 10 A_Look 
    Loop 
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Demolisher",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
  See: 
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
    SMPR A 3 A_Metal 
    SMPR ABB 3 A_Chase 
    SMPR C 3 A_Metal 
    SMPR CDD 3 A_Chase 
    SMPR E 3 A_Metal 
    SMPR EFF 3 A_Chase 
    Loop 
  Missile:
	//TNT1 A 0 A_Jump(256,"MasterSpark","SomeOtherAttack")
  MasterSpark:
    SMPR T 20 A_FaceTarget
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
    SMPR G 1 Bright A_Playsound ("MasterSparkCharge")
    SMPR GGGGGGGGGGGGGGG 8 Bright A_FaceTarget	
	SMPR G 0 A_Playsound("MasterSpark",0,1,0,ATTN_NONE)
	TNT1 A 0 A_SetUserVar("user_missile",0)
  SparkLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 5,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMPR H 1 A_CustomMissile("SpiderMasterLaserGreen",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMPR H 1 A_CustomMissile("SpiderMasterLaserGreen",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMPR H 1 A_CustomMissile("SpiderMasterLaserGreen",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 J 1 A_CustomMissile("SpiderMasterLaserCyan",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 J 1 A_CustomMissile("SpiderMasterLaserCyan",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 J 1 A_CustomMissile("SpiderMasterLaserCyan",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 B 1 A_CustomMissile("SpiderMasterLaserBlue",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 B 1 A_CustomMissile("SpiderMasterLaserBlue",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 B 1 A_CustomMissile("SpiderMasterLaserBlue",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 D 1 A_CustomMissile("SpiderMasterLaserPurple",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 D 1 A_CustomMissile("SpiderMasterLaserPurple",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 D 1 A_CustomMissile("SpiderMasterLaserPurple",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 F 1 A_CustomMissile("SpiderMasterLaserRed",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 F 1 A_CustomMissile("SpiderMasterLaserRed",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 F 1 A_CustomMissile("SpiderMasterLaserRed",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 H 1 A_CustomMissile("SpiderMasterLaserYellow",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 H 1 A_CustomMissile("SpiderMasterLaserYellow",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
	TNT1 A 0 A_FaceTarget(0.75,1)
	SMA2 H 1 A_CustomMissile("SpiderMasterLaserYellow",45,0,0,CMF_AIMDIRECTION|CMF_SAVEPITCH)
    Loop
  Pain: 
    SMPR I 3 
    SMPR I 3 A_Pain 
    Goto See 
Death:
	TNT1 A 0 A_Scream
	SMPR I 20 A_Fall
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SMPR JJJJJ 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))	
	SMPR KKKKK 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR LLLLL 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR MMMMM 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR NNNNN 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR OOOOO 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)	
	TNT1 AAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	SMPR PPPPP 2 Bright A_CustomMissile("RainbowKaboom", random(10,60), random(30,-30), random(0,360), 2, random(0,360))		
	TNT1 AAAA 0 A_SpawnItemEx("BlueGibbedGenerator",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)
	TNT1 AAAAAA 0 A_CustomMissile("BigBlueBloodCloud", random(10,80), 0, random(0,360), 2, random(0,360))
	TNT1 AAAAAAAA 0 A_CustomMissile("SmokeFX3", random(10,60), random(30,-30), random(0,360), 2, random(0,360))	
	SMPR QR 5
	TNT1 A 0 A_BossDeath
	SMPR S -1 A_KillMaster
	Stop
  } 
}



Actor SpiderMasterLaserBlue : FastProjectile
{
  Speed 200
  Radius 13
  Height 8
  Damage (10)
  Renderstyle Add
  SeeSound ""
  Scale 2.0
  +THRUSPECIES
  -CANNOTPUSH
  -NODAMAGETHRUST
  +NOEXTREMEDEATH
  +RIPPER
  MissileType "SpiderMasterTrailSpawnerBlue"
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 4 //A_PlaySound("ultimate/laser", CHAN_AUTO|CHAN_NOPAUSE)
	  Loop
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlareBlue")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

Actor SpiderMasterLaserGreen : SpiderMasterLaserBlue
{
  MissileType "SpiderMasterTrailSpawnerGreen"
  States
  {
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlareGreen")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

Actor SpiderMasterLaserPurple : SpiderMasterLaserBlue
{
  MissileType "SpiderMasterTrailSpawnerPurple"
  States
  {
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlarePurple")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

Actor SpiderMasterLaserRed : SpiderMasterLaserBlue
{
  MissileType "SpiderMasterTrailSpawnerRed"
  States
  {
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlareRed")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

Actor SpiderMasterLaserYellow : SpiderMasterLaserBlue
{
  MissileType "SpiderMasterTrailSpawnerYellow"
  States
  {
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlareYellow")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

Actor SpiderMasterLaserCyan : SpiderMasterLaserBlue
{
  MissileType "SpiderMasterTrailSpawnerCyan"
  States
  {
    Death:
      TNT1 A 0
	  TNT1 A 0 Radius_Quake(6,6,0,12,0)
	  TNT1 A 0 A_Explode(64,120,0,False,60)
	  TNT1 A 0 A_SpawnItemEx("SpiderMasterFlareCyan")
      //T3FS ABCDEFGHIJKLMNOP 2 bright A_FadeOut(0.06)
	  TNT1 A 1
      Stop
  }
}

ACTOR SpiderMasterTrailBlue
{
  RenderStyle Add
  Scale 3.0
  Alpha 0.75
  +THRUSPECIES
  +CLIENTSIDEONLY
  +NOINTERACTION
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS1 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS1 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS1 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailGreen : SpiderMasterTrailBlue
{
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS2 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS2 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS2 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailPurple : SpiderMasterTrailBlue
{
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS3 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS3 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS3 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailRed : SpiderMasterTrailBlue
{
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS4 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS4 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS4 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailYellow : SpiderMasterTrailBlue
{
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS5 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS5 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS5 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailCyan : SpiderMasterTrailBlue
{
  States
  {
    Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Jump(256, "AltSpawn", "AltSpawn2")
	"AltSpawn":
	  TNT1 A 0
	  MTS6 A 1 A_FadeOut
	  Goto "FadeOut"
	"AltSpawn2":
	  TNT1 A 0
	  MTS6 C 1 A_FadeOut
	  Goto "FadeOut"
	"FadeOut":
	  MTS6 BACBACABA 1 A_FadeOut
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerBlue
{
  +ThruSpecies
  +NoGravity
  +NoClip
  +NoDamageThrust
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailBlue", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerGreen : SpiderMasterTrailSpawnerBlue
{
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailGreen", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerPurple : SpiderMasterTrailSpawnerBlue
{
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailPurple", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerRed : SpiderMasterTrailSpawnerBlue
{
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailRed", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerYellow : SpiderMasterTrailSpawnerBlue
{
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailYellow", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterTrailSpawnerCyan : SpiderMasterTrailSpawnerBlue
{
  States
  {
    Spawn:
      TNT1 A 0
	  TNT1 A 0 A_Explode(2,60,0,False,60)
      TNT1 A 2 A_SpawnItemEx("SpiderMasterTrailCyan", random (-3, 3), 0, random (-3, 3), 0, 0, 0, 0, 160)
      Stop
  }
}

ACTOR SpiderMasterFlareBlue
{
 +CLIENTSIDEONLY
 +NOINTERACTION
 Scale 0.5
 Alpha 1.0
 Renderstyle Add
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF A 2 Bright
  Continuous:
    MTSF A 1 Bright A_FadeOut(0.05)
    Loop
  Toaster:
    TNT1 A 0
	Stop	
}
}

ACTOR SpiderMasterFlareGreen : SpiderMasterFlareBlue
{
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF B 2 Bright
  Continuous:
    MTSF B 1 Bright A_FadeOut(0.05)
    Loop
}
}

ACTOR SpiderMasterFlarePurple : SpiderMasterFlareBlue
{
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF C 2 Bright
  Continuous:
    MTSF C 1 Bright A_FadeOut(0.05)
    Loop
}
}

ACTOR SpiderMasterFlareRed : SpiderMasterFlareBlue
{
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF D 2 Bright
  Continuous:
    MTSF D 1 Bright A_FadeOut(0.05)
    Loop
}
}

ACTOR SpiderMasterFlareYellow : SpiderMasterFlareBlue
{
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF E 2 Bright
  Continuous:
    MTSF E 1 Bright A_FadeOut(0.05)
    Loop
}
}

ACTOR SpiderMasterFlareCyan : SpiderMasterFlareBlue
{
 States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    MTSF F 2 Bright
  Continuous:
    MTSF F 1 Bright A_FadeOut(0.05)
    Loop
}
}