# "Bosses made by Zippy_Zolton & Spectra for and only for Cyberdime Realm. No touchy!"

FREESLOT
MT_CYDM_BOSS1
S_CYDM_BOSS1_STND
S_CYDM_BOSS1_ATTACK1
S_CYDM_BOSS1_ATTACK2
S_CYDM_BOSS1_ATTACK3
S_CYDM_BOSS1_ATTACK4
S_CYDM_BOSS1_ATTACK5
S_CYDM_BOSS1_ATTACK6
S_CYDM_BOSS1_PAIN1
S_CYDM_BOSS1_PAIN2
S_CYDM_BOSS1_PANIC1
S_CYDM_BOSS1_PANIC2
S_CYDM_BOSS1_PANIC3
S_CYDM_BOSS1_PANIC4
S_CYDM_BOSS1_PANIC5
S_CYDM_BOSS1_PANIC6
S_CYDM_BOSS1_DIE1
S_CYDM_BOSS1_DIE2
S_CYDM_BOSS1_DIE3
S_CYDM_BOSS1_DIE4
S_CYDM_BOSS1_FLEE1
S_CYDM_BOSS1_FLEE2
S_CYDM_BOSS1_ROFL
spr_bosm
mt_cacoboss
s_cacobosslook
s_cacobossmove
s_cacobosscharge
s_cacobosslaser
s_cacobossspin
s_cacobossspin2
s_cacobosspinch
s_cacobosspinch2
s_cacobosspain
s_cacobosspain2
s_cacobossdie
s_cacobossdie2
s_cacobossface
s_cacobossdie3
mt_cacolaser
s_cacolaser
mt_laser_crackle
s_lasercrackle
sfx_cacols
spr_lant
mt_bossbuzz
mt_buzzshot1
mt_buzzshot2
s_buzz_look
s_buzz_fly
s_buzz_crash1
s_buzz_crash2
s_buzz_crash3
s_buzz_shoot1
s_buzz_shoot2
s_buzz_pinch1
s_buzz_pinch2
s_buzz_pinch3
s_buzz_pinch4
s_buzz_pain1
s_buzz_pain2
s_buzz_pain3
s_buzz_d1
s_buzz_d2
s_buzz_d3
s_buzz_shot
s_buzz_shotpain
s_buzz_shotpain2
spr_buzb

Object MT_CYDM_BOSS1
#$Name Egg Bomber
#$Sprite BOSMA1
#$Category Cyberdime Bosses
MapThingNum = 211
SpawnState = S_CYDM_BOSS1_STND
SpawnHealth = 8
SeeState = S_CYDM_BOSS1_STND
SeeSound = sfx_None
ReactionTime = 45
AttackSound = sfx_None
PainState = S_CYDM_BOSS1_PAIN1
PainChance = 0
PainSound = sfx_dmpain
MeleeState = S_CYDM_BOSS1_ATTACK1
MissileState = S_CYDM_BOSS1_ATTACK1
DeathState = S_CYDM_BOSS1_DIE1
XDeathState = S_CYDM_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_CYDM_BOSS1_PANIC1

State S_CYDM_BOSS1_STND
SpriteName = BOSM
SpriteFrame = 0
Duration = 1
Action = A_Boss1Chase
Next = S_CYDM_BOSS1_STND

State S_CYDM_BOSS1_PAIN1
SpriteName = BOSM
SpriteFrame = 19
Duration = 24
Action = A_Pain
Next = S_CYDM_BOSS1_PAIN2

State S_CYDM_BOSS1_PAIN2
SpriteName = BOSM
SpriteFrame = 19
Duration = 70
Action = A_SkullAttack
Var1 = 3
Var2 = 1
Next = S_CYDM_BOSS1_STND

State S_CYDM_BOSS1_ATTACK1
SpriteName = BOSM
SpriteFrame = 1
Duration = 3
Action = A_FaceTarget
Next = S_CYDM_BOSS1_ATTACK2

State S_CYDM_BOSS1_ATTACK2
SpriteName = BOSM
SpriteFrame = 2
Duration = 15
Next = S_CYDM_BOSS1_ATTACK3

State S_CYDM_BOSS1_ATTACK3
SpriteName = BOSM
SpriteFrame = 3
Duration = 2
Next = S_CYDM_BOSS1_ATTACK4

State S_CYDM_BOSS1_ATTACK4
SpriteName = BOSM
SpriteFrame = 4
Duration = 2
Action = A_FaceTarget
Next = S_CYDM_BOSS1_ATTACK5

State S_CYDM_BOSS1_ATTACK5
SpriteName = BOSM
SpriteFrame = 6
Duration = 20
Action = A_BrakLobShot
Var1 = MT_FBOMB
Var2 = 32+(1<<16)
Next = S_CYDM_BOSS1_ATTACK6

State S_CYDM_BOSS1_ATTACK6
SpriteName = BOSM
SpriteFrame = 8
Duration = 2
Next = S_CYDM_BOSS1_ROFL

State S_CYDM_BOSS1_PANIC1
SpriteName = BOSM
SpriteFrame = 1
Duration = 3
Action = A_FaceTarget
Next = S_CYDM_BOSS1_PANIC2

State S_CYDM_BOSS1_PANIC2
SpriteName = BOSM
SpriteFrame = 2
Duration = 15
Next = S_CYDM_BOSS1_PANIC3

State S_CYDM_BOSS1_PANIC3
SpriteName = BOSM
SpriteFrame = 3
Duration = 2
Next = S_CYDM_BOSS1_PANIC4

State S_CYDM_BOSS1_PANIC4
SpriteName = BOSM
SpriteFrame = 4
Duration = 2
Action = A_FaceTarget
Next = S_CYDM_BOSS1_PANIC5

State S_CYDM_BOSS1_PANIC5
SpriteName = BOSM
SpriteFrame = 6
Duration = 18
Action = A_MultiShotDist
Var1 = (MT_FBOMB<<16)|6
Var2 = 32
Next = S_CYDM_BOSS1_PANIC6

State S_CYDM_BOSS1_PANIC6
SpriteName = BOSM
SpriteFrame = 8
Duration = 2
Next = S_CYDM_BOSS1_ROFL

State S_CYDM_BOSS1_DIE1
SpriteName = BOSM
SpriteFrame = 20
Duration = 2
Action = A_Fall
Var1 = 17
Next = S_CYDM_BOSS1_DIE2

State S_CYDM_BOSS1_DIE2
SpriteName = BOSM
SpriteFrame = 20
Duration = 2
Action = A_BossScream
Next = S_CYDM_BOSS1_DIE3

State S_CYDM_BOSS1_DIE3
SpriteName = BOSM
SpriteFrame = 20
Duration = 0
Action = A_Repeat
Var1 = 17
Var2 = S_CYDM_BOSS1_DIE2
Next = S_CYDM_BOSS1_DIE4

State S_CYDM_BOSS1_DIE4
SpriteName = BOSM
SpriteFrame = 20
Duration = -1
Action = A_BossDeath
Next = S_NULL

State S_CYDM_BOSS1_FLEE1
SpriteName = BOSM
SpriteFrame = 21
Duration = 2
Action = A_BossScream
Next = S_CYDM_BOSS1_FLEE2

State S_CYDM_BOSS1_FLEE2
SpriteName = BOSM
SpriteFrame = 22
Duration = 2
Action = A_BossScream
Next = S_CYDM_BOSS1_FLEE1

State S_CYDM_BOSS1_ROFL
SpriteName = BOSM
SpriteFrame = FF_ANIMATE|17
Duration = 35
Action = A_FaceTarget
Var1 = 1
Var2 = 2
Next = S_CYDM_BOSS1_STND


Object MT_CACOBOSS
MapThingNum = 3001
#$Name Cacolantern Boss
#$Sprite LANTC1
#$Category Cyberdime Bosses
SpawnState = s_cacobosslook
seestate = s_cacobossmove
SpawnHealth = 8
Damage = 3
ReactionTime = 30
AttackSound = sfx_s3k40
PainState = s_cacobosspain
PainChance = 200
PainSound = sfx_dmpain
MeleeState = s_cacobosscharge
MissileState = s_cacobossspin
RaiseState = s_cacobosspinch
DeathState = s_cacobossdie
XDeathState = s_caco_die_flags
DeathSound = sfx_cybdth
Speed = 4
Radius = 30*FRACUNIT
Height = 30*FRACUNIT
Mass = 100
Flags = MF_BOSS|MF_FLOAT|MF_NOGRAVITY|MF_SPECIAL|MF_SHOOTABLE

State s_cacobosslook
SpriteName = LANT
SpriteFrame = C
Duration = 1
Next = s_cacobosslook
Action = A_Look

State s_cacobossmove
SpriteName = LANT
SpriteFrame = C
Duration = 1
Next = s_cacobossmove
Action = A_Boss1Chase

State s_cacobosscharge
SpriteName = LANT
SpriteFrame = D
Duration = 35
Next = s_cacobosslaser
Action = None

State s_cacobosslaser
SpriteName = LANT
SpriteFrame = E
Duration = 200
Next = s_cacobosslook
Action = A_PlaySound
Var1 = sfx_cacols

State s_cacobossspin
SpriteName = LANT
SpriteFrame = C
Duration = 35
Next = s_cacobossspin2
Action = None

State s_cacobossspin2
SpriteName = LANT
SpriteFrame = C
Duration = 175
Next = s_cacobosslook
Action = None

State s_cacobosspinch
SpriteName = LANT
SpriteFrame = D
Duration = 80
Next = s_cacobosspinch2
Action = A_PlaySound
Var1 = sfx_s3k53

State s_cacobosspinch2
SpriteName = LANT
SpriteFrame = E
Duration = 200
Next = s_cacobosslook
Action = A_PlaySound
Var1 = sfx_cacols

State s_cacobossface
SpriteName = LANT
SpriteFrame = C
Duration = 16
Next = s_cacobosslook
Action = A_CacoLookForTarget

State s_cacobosspain
SpriteName = LANT
SpriteFrame = F
Duration = 35
Next = s_cacobosspain2
Action = A_Pain

State s_cacobosspain2
SpriteName = LANT
SpriteFrame = C
Duration = 16
Next = s_cacobossface
Action = A_CacoEscape

State s_cacobossdie
SpriteName = LANT
SpriteFrame = E
Duration = 105
Next = s_cacobossdie2
Action = A_Fall

State s_cacobossdie2
SpriteName = LANT
SpriteFrame = F
Duration = 140
Next = s_cacobossdie3
Action = A_BossScream

State s_cacobossdie3
SpriteName = LANT
SpriteFrame = K
Duration = -1
Next = s_null
Action = none

Object MT_CACOLASER
SpawnState = s_cacolaser
Speed = 20*FRACUNIT
Radius = 30*FRACUNIT
Height = 30*FRACUNIT
Flags = MF_MISSILE|MF_NOGRAVITY

State s_cacolaser
SpriteName = BAL2
SpriteFrame = C
Duration = 300
Next = S_NULL
Action = None

Object MT_LASER_CRACKLE
SpawnState = s_lasercrackle
Radius = 1*FRACUNIT
Height = 1*FRACUNIT
Flags = MF_NOGRAVITY|MF_SCENERY

State s_lasercrackle
SpriteName = BAL2
SpriteFrame = FF_FULLBRIGHT|A
Duration = 35
Next = S_NULL
Action = None

Object MT_BOSSBUZZ
MapThingNum = 3002
#$Name Buzz Boss
#$Sprite BUZBA2A8
SpawnState = s_buzz_look
seestate = s_buzz_fly
SpawnHealth = 8
Damage = 3
ReactionTime = 3*TICRATE
AttackSound = sfx_s3k40
PainState = s_buzz_pain1
PainChance = 200
PainSound = sfx_dmpain
MeleeState = s_buzz_crash1
MissileState = s_buzz_shoot1
RaiseState = s_buzz_pinch1
DeathState = s_buzz_d1
XDeathState = s_buzz_d2
DeathSound = sfx_cybdth
Speed = 7
Radius = 25*FRACUNIT
Height = 25*FRACUNIT
Mass = 100
Flags = MF_BOSS|MF_FLOAT|MF_NOGRAVITY|MF_SPECIAL|MF_SHOOTABLE

State s_buzz_look
SpriteName = BUZB
SpriteFrame = A
Duration = 1
Next = s_buzz_look
Action = A_Look

State s_buzz_fly
SpriteName = BUZB
SpriteFrame = FF_ANIMATE|A
Duration = 1
Action = A_Boss1Chase
Next = s_buzz_fly
Var1 = 2
Var2 = 4

State s_buzz_crash1
SpriteName = BUZB
SpriteFrame = A
Duration = 70
Next = s_buzz_crash2
Action = A_PlaySound
Var1 = sfx_s3k51

State s_buzz_crash2
SpriteName = BUZB
SpriteFrame = B
Duration = 105
Next = s_buzz_crash3
Action = A_PlaySound
Var1 = sfx_trpowr

State s_buzz_crash3
SpriteName = BUZB
SpriteFrame = FF_ANIMATE|A
Duration = 70
Next = s_buzz_fly
Action = none
Var1 = 1
Var2 = 2

State s_buzz_shoot1
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Action = none
Next = s_buzz_shoot2

State s_buzz_shoot2
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Next = s_buzz_fly
Action = A_FireShot
Var1 = MT_BUZZSHOT1
Var2 = 0

State s_buzz_pinch1
SpriteName = BUZB
SpriteFrame = A
Duration = -1
Action = none
Next = s_buzz_pinch1

State s_buzz_pinch2
SpriteName = BUZB
SpriteFrame = A
Duration = -1
Action = A_ShockWaveBuzz
Next = s_buzz_pinch2
Var1 = MT_SHOCKWAVE
Var2 = FRACUNIT/2

State s_buzz_pinch3
SpriteName = BUZB
SpriteFrame = A
Duration = -1
Action = A_ShockWaveBuzz
Next = s_buzz_pinch3
Var1 = MT_SHOCKWAVE
Var2 = FRACUNIT/2

State s_buzz_pinch4
SpriteName = BUZB
SpriteFrame = A
Duration = 70
Action = A_BounceLandBuzz
Next = s_buzz_fly
Var1 = MT_BUZZSHOT2

State s_buzz_pain1
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Next = s_buzz_pain2
Action = A_Pain

State s_buzz_pain2
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Next = s_buzz_look
Action = A_BuzzFlee

State s_buzz_pain3
SpriteName = BUZB
SpriteFrame = A
Duration = 1
Next = s_buzz_look
Action = A_BuzzFlee

State s_buzz_d1
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Next = s_buzz_d2
Action = A_Fall

State s_buzz_d2
SpriteName = BUZB
SpriteFrame = A
Duration = 35
Next = s_buzz_d3
Action = A_BossScream

State s_buzz_d3
SpriteName = BUZB
SpriteFrame = A
Duration = 1
Next = s_xpld1
Action = A_BossDeath

Object MT_BUZZSHOT1
SpawnState = s_buzz_shot
SpawnHealth = 1
SeeSound = sfx_trfire
PainState = s_null
PainChance = 200
PainSound = sfx_dmpain
DeathState = s_buzz_shotpain
DeathSound = sfx_cybdth
Speed = 9*FRACUNIT
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Flags = MF_MISSILE|MF_SPECIAL|MF_NOGRAVITY

Object MT_BUZZSHOT2
SpawnState = s_buzz_shot
SpawnHealth = 1
PainState = s_null
PainChance = 200
PainSound = sfx_dmpain
DeathState = s_buzz_shotpain
DeathSound = sfx_cybdth
Speed = 3*FRACUNIT
Radius = 40*FRACUNIT
Height = 40*FRACUNIT
Flags = MF_PAIN|MF_SPECIAL

State s_buzz_shot
SpriteName = THOK
SpriteFrame = A
Duration = -1
Next = s_buzz_shot
Action = none

State s_buzz_shotpain
SpriteName = THOK
SpriteFrame = A
Duration = 10
Next = s_null
Action = A_ExplodeBuzz

# "oh fyi please do not give these things model support, i absolutely detest them, thanks"