Freeslot
SPR_EOVE
SPR_LOVE
SPR_ROVE
SPR_ETOR
SPR_EBUB
SPR_EETN
SPR_SABH
S_EGGOVERLORD_STND
S_EGGOVERLORD_SEE
S_EGGOVERLORD_ATK1
S_EGGOVERLORD_ATK2
S_EGGOVERLORD_PAIN
S_EGGOVERLORD_PAIN1
S_EGGOVERLORD_GATHER1
S_EGGOVERLORD_GATHER2
S_EGGOVERLORD_RETRE
S_EGGOVERLORD_LASER1
S_EGGOVERLORD_LASER2
S_EGGOVERLORD_DIE1
S_EGGOVERLORD_DIE2
S_EGGOVERLORD_DIE3
S_EGGOVERLORD_DIE4
S_EGGOVERLORD_DIE5
S_EGGOVERLORD_DIE6
S_EGGOVERLORD_DIE7
S_EGGOVERLORD_DIE8
S_EGGOVERLORD_DIE9
S_EGGOVERLORD_DIE10
S_EGGOVERLORD_DIE11
S_EGGOVERLORD_DIE12
S_EGGOVERLORD_DIE13
S_EGGOVERLORD_DIE14
S_EGGOVERLORD_FLEE1
S_EGGOVERLORD_FLEE2
S_SSPKO1
S_SSPKO2
S_SSPKO3
S_JETFUMEO1
S_JETFUMEO2
S_NOOVERLORD_DIE1
S_NOOVERLORD_DIE2
S_LEFTOVERLORD_OFF
S_LEFTOVERLORD_ON1
S_LEFTOVERLORD_ON2
S_LEFTOVERLORD_HIT1
S_LEFTOVERLORD_HIT2
S_LEFTOVERLORD_DIE1
S_LEFTOVERLORD_DIE2
S_RIGHTOVERLORD_OFF
S_RIGHTOVERLORD_ON1
S_RIGHTOVERLORD_ON2
S_RIGHTOVERLORD_HIT1
S_RIGHTOVERLORD_HIT2
S_RIGHTOVERLORD_DIE1
S_RIGHTOVERLORD_DIE2
S_ENERGYOVERLORD_STND1
S_ENERGYOVERLORD_STND2
S_ENERGYOVERLORD_STND3
S_ENERGYOVERLORD_STND4
S_ENERGYOVERLORD_STND5
S_ENERGYOVERLORD_STND6
S_ENERGYOVERLORD_STND7
S_ENERGYOVERLORD_STND8
S_ENERGYOVERLORD_ATK1
S_ENERGYOVERLORD_ATK2
S_TRACEOVERLORD_STND
S_EETON1
S_EETON2
S_EETON3
S_EETON4
S_EETON5
S_EETON6
S_EETON7
S_EETON8
S_EETON9
S_EETON10
S_ENERGYBUBBLE1
S_ENERGYBUBBLE2
S_ENERGYBUBBLE3
S_ENERGYBUBBLE_DIE
S_ENERGYBUBBLE_DIE1
S_ENERGYWAVE1
S_ENERGYWAVE2
S_ENERGYWAVE3
S_ENERGYWAVE4
MT_EGGOVERLORD
MT_LEFTOVERLORD
MT_RIGHTOVERLORD
MT_ENERGYOVERLORD
MT_TRACEOVERLORD
MT_EETON
MT_ENERGYBUBBLE
MT_ENERGYEXLOAD
MT_EEWAVE
MT_JETFUMEO1
MT_SSPKO1

Thing MT_EGGOVERLORD
#$Sprite EOVEA1
MAPTHINGNUM = 1338
SPAWNSTATE = S_EGGOVERLORD_STND
SPAWNHEALTH = 8
SEESTATE = S_EGGOVERLORD_SEE
SEESOUND = 0
REACTIONTIME = 45
ATTACKSOUND = 0
PAINSTATE = S_EGGOVERLORD_PAIN
PAINCHANCE = MT_THOK
PAINSOUND = sfx_dmpain
MELEESTATE = 0
MISSILESTATE = S_EGGOVERLORD_ATK1
DEATHSTATE = S_EGGOVERLORD_DIE1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_EGGOVERLORD_FLEE1
SPEED = 16
RADIUS = 32*FRACUNIT
HEIGHT = 110*FRACUNIT
MASS = 100
DAMAGE = 3
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY|MF_BOSS

Thing MT_SSPKO1
MAPTHINGNUM = none
SPAWNSTATE = S_SSPKO1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = S_NULL
REACTIONTIME = 32
ATTACKSOUND = sfx_deton
PAINSTATE = S_SSPKO1
PAINCHANCE = 200
PAINSOUND = sfx_turhit
MELEESTATE = S_SSPKO1
MISSILESTATE = S_SSPKO1
DEATHSTATE = S_SPRK1
DEATHSOUND = sfx_pop 
XDEATHSTATE = S_SPRK1
SPEED = 80*FRACUNIT
RADIUS = 30*FRACUNIT
HEIGHT = 5*FRACUNIT
MASS = 0
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_SSPKO1
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY

Thing MT_JETFUMEO1
SPAWNSTATE = S_JETFUMEO1
SPAWNHEALTH = 999
SEESTATE = S_JETFUMEO1
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_NULL
PAINCHANCE = 0
PAINSOUND = sfx_None
MELEESTATE = 0
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_None
XDEATHSTATE = S_NULL
SPEED = 16
RADIUS = 8*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 4
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT

Thing MT_LEFTOVERLORD
MAPTHINGNUM = none
SPAWNSTATE = S_LEFTOVERLORD_OFF
SPAWNHEALTH = 1000
SEESTATE = S_LEFTOVERLORD_OFF
SEESOUND = 0
REACTIONTIME = -666
ATTACKSOUND = 0
PAINSTATE = S_LEFTOVERLORD_HIT1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_turhit
MELEESTATE = s_LEFTOVERLORD_HIT1
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_turhit 
XDEATHSTATE = S_XPLD_FLICKY
RAISESTATE = S_LEFTOVERLORD_OFF
SPEED = 0
RADIUS = 26*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

Thing MT_RIGHTOVERLORD
MAPTHINGNUM = none
SPAWNSTATE = S_RIGHTOVERLORD_OFF
SPAWNHEALTH = 1000
SEESTATE = S_RIGHTOVERLORD_OFF
SEESOUND = 0
REACTIONTIME = -666
ATTACKSOUND = 0
PAINSTATE = S_RIGHTOVERLORD_HIT1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_turhit 
MELEESTATE = s_RIGHTOVERLORD_HIT1
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_turhit
XDEATHSTATE = S_XPLD_FLICKY
RAISESTATE = S_RIGHTOVERLORD_OFF
SPEED = 0
RADIUS = 26*FRACUNIT
HEIGHT = 64*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE|MF_NOGRAVITY

Thing MT_ENERGYOVERLORD
MAPTHINGNUM = none
SPAWNSTATE = S_ENERGYOVERLORD_STND1
SPAWNHEALTH = 20
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_turhit 
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_ENERGYOVERLORD_STND1
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_ENERGYOVERLORD_STND1
SPEED = 32*FRACUNIT
RADIUS = 34*FRACUNIT
HEIGHT = 60*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_PAIN|MF_NOGRAVITY|MF_ENEMY

Thing MT_TRACEOVERLORD
MAPTHINGNUM = none
SPAWNSTATE = S_TRACEOVERLORD_STND
SPAWNHEALTH = 8
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = S_NULL
PAINCHANCE = S_NULL
PAINSOUND = sfx_turhit
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_NULL
DEATHSOUND = sfx_turhit 
XDEATHSTATE = S_NULL
SPEED = 2*FRACUNIT
RADIUS = 6*FRACUNIT
HEIGHT = 6*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_BOSS

Thing MT_EETON
MAPTHINGNUM = none
SPAWNSTATE = S_EETON1
SPAWNHEALTH = 1000
SEESTATE = S_EETON2
SEESOUND = sfx_None
REACTIONTIME = 32
ATTACKSOUND = sfx_deton
PAINSTATE = S_EETON2
PAINCHANCE = 200
PAINSOUND = sfx_turhit
MELEESTATE = S_EETON2
MISSILESTATE = S_EETON2
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_cybdth 
XDEATHSTATE = S_XPLD1
SPEED = 2*FRACUNIT
RADIUS = 14*FRACUNIT
HEIGHT = 22*FRACUNIT
MASS = 0
DAMAGE = 1
ACTIVESOUND = sfx_None
RAISESTATE = S_EETON2
FLAGS = MF_PAIN|MF_NOGRAVITY

Thing MT_ENERGYBUBBLE
MAPTHINGNUM = none
SPAWNSTATE = S_ENERGYBUBBLE1
SPAWNHEALTH = 1000
SEESTATE = S_ENERGYBUBBLE1
SEESOUND = sfx_None
REACTIONTIME = 5
ATTACKSOUND = sfx_deton
PAINSTATE = S_ENERGYBUBBLE1
PAINCHANCE = 0
PAINSOUND = sfx_s3k5c
MELEESTATE = S_NULL
MISSILESTATE = S_NULL
DEATHSTATE = S_ENERGYBUBBLE_DIE
DEATHSOUND = sfx_shattr 
XDEATHSTATE = S_NULL
SPEED = 20*FRACUNIT
RADIUS = 30*FRACUNIT
HEIGHT = 110*FRACUNIT
MASS = 6*FRACUNIT
DAMAGE = 0
ACTIVESOUND = sfx_None
RAISESTATE = S_NULL
FLAGS = MF_SPECIAL|MF_NOGRAVITY|MF_PUSHABLE

Thing MT_ENERGYEXLOAD
MAPTHINGNUM = none
SPAWNSTATE = S_ENERGYOVERLORD_ATK1
SPAWNHEALTH = 20
SEESTATE = S_NULL
SEESOUND = 0
REACTIONTIME = 1
ATTACKSOUND = 0
PAINSTATE = S_NULL
PAINCHANCE = 200
PAINSOUND = sfx_turhit 
MELEESTATE = S_NULL
MISSILESTATE = S_ENERGYOVERLORD_ATK1
DEATHSTATE = S_NULL
DEATHSOUND = sfx_cybdth
XDEATHSTATE = S_NULL
SPEED = 32*FRACUNIT
RADIUS = 34*FRACUNIT
HEIGHT = 60*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = 0
RAISESTATE = MT_SHOCKWAVE
FLAGS = MF_NOBLOCKMAP|MF_PAIN|MF_NOGRAVITY|MF_ENEMY

Thing MT_EEWAVE
MAPTHINGNUM = none
SPAWNSTATE = S_SHOCKWAVE1
SPAWNHEALTH = 1000
SEESTATE = S_NULL
SEESOUND = S_NULL
REACTIONTIME = 32
ATTACKSOUND = sfx_deton
PAINSTATE = S_SHOCKWAVE1
PAINCHANCE = 200
PAINSOUND = sfx_turhit
MELEESTATE = S_SHOCKWAVE1
MISSILESTATE = S_SHOCKWAVE1
DEATHSTATE = S_SPRK1
DEATHSOUND = sfx_pop 
XDEATHSTATE = S_SPRK1
SPEED = 7*FRACUNIT
RADIUS = 30*FRACUNIT
HEIGHT = 2*FRACUNIT
MASS = 0
DAMAGE = 1
ACTIVESOUND = sfx_None
RAISESTATE = S_SHOCKWAVE1
FLAGS = MF_PAIN|MF_NOGRAVITY

Thing MT_NOOVERLORD
MAPTHINGNUM = none
SPAWNSTATE = S_NOOVERLORD_DIE1
SPAWNHEALTH = 1000
SEESTATE = S_NOOVERLORD_DIE1
SEESOUND = 0
REACTIONTIME = -666
ATTACKSOUND = 0
PAINSTATE = S_NOOVERLORD_DIE1
PAINCHANCE = MT_THOK
PAINSOUND = sfx_turhit
MELEESTATE = S_NOOVERLORD_DIE1
MISSILESTATE = S_NULL
DEATHSTATE = S_XPLD_FLICKY
DEATHSOUND = sfx_turhit 
XDEATHSTATE = S_XPLD_FLICKY
RAISESTATE = S_NOOVERLORD_DIE1
SPEED = 0
RADIUS = 25*FRACUNIT
HEIGHT = 60*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY

################# the states ####################################

State S_JETFUMEO1
SpriteName = JETF 
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_JETFUMEO2
Action = none
Var1 = 0
Var2 = 0

State S_JETFUMEO2
SpriteName = JETF
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_JETFUMEO1
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_STND
SpriteName = EOVE
SpriteFrame = A
Duration = 1
Next = S_EGGOVERLORD_STND
Action = A_Look
Var1 = 1
Var2 = 0

State S_EGGOVERLORD_SEE
SpriteName = EOVE
SpriteFrame = A
Duration = 58
Next = S_EGGOVERLORD_ATK1
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_PAIN
SpriteName = EOVE
SpriteFrame = E
Duration = 24
Next = S_EGGOVERLORD_PAIN1
Action = A_Pain
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_PAIN1
SpriteName = EOVE
SpriteFrame = A
Duration = 1
Next = S_EGGOVERLORD_ATK1
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_ATK1
SpriteName = EOVE
SpriteFrame = B
Duration = 20
Next = S_EGGOVERLORD_ATK2
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_ATK2
SpriteName = EOVE
SpriteFrame = A
Duration = 1
Next = S_EGGOVERLORD_STND
Action = A_EetonFire
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_GATHER1
SpriteName = EOVE
SpriteFrame = C
Duration = 2
Next = S_EGGOVERLORD_GATHER2
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_GATHER2
SpriteName = EOVE
SpriteFrame = D
Duration = 2
Next = S_EGGOVERLORD_GATHER1
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_RETRE
SpriteName = EOVE
SpriteFrame = A
Duration = -1
Next = S_EGGOVERLORD_RETRE
Action = A_HomingChase
Var1 = 15*FRACUNIT
Var2 = 1

State S_EGGOVERLORD_LASER1
SpriteName = EOVE
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_EGGOVERLORD_LASER2
Action A_MultiShot
Var1 = MT_SSPKO1*65536+30
Var2 = -60

State S_EGGOVERLORD_LASER2
SpriteName = EOVE
SpriteFrame = A
Duration = 300
Next = S_EGGOVERLORD_ATK1
Action = none
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE1
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE2
Action = A_FALL
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE2
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE3
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE3
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE4
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE4
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE5
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE5
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE6
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE6
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE7
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE7
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE8
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE8
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE9
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE9
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE10
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE10
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE11
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE11
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE12
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE12
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE13
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE13
SpriteName = EOVE
SpriteFrame = F
Duration = 8
Next = S_EGGOVERLORD_DIE14
Action = A_BOSSSCREAM
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_DIE14
SpriteName = EOVE
SpriteFrame = F
Duration = -1
Next = S_NULL
Action = A_BossDeath
Var1 = 0
Var2 = 0

State S_EGGOVERLORD_FLEE1
SpriteName = EGGM
SpriteFrame = V
Duration = 2
Next = S_EGGOVERLORD_FLEE2
Action A_BossScream

State S_EGGOVERLORD_FLEE2
SpriteName = EGGM
SpriteFrame = W
Duration = 2
Next = S_EGGOVERLORD_FLEE1
Action A_BossScream

State S_NOOVERLORD_DIE1
SpriteName = SABH
SpriteFrame = A
Duration = 1
Next = S_NOOVERLORD_DIE2
Action = none
Var1 = 0
Var2 = 0

State S_NOOVERLORD_DIE2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_NOOVERLORD_DIE1
Action = none
Var1 = 0
Var2 = 0

############ lazor effect###########3

State S_SSPKO1
SpriteName = SSPK
SpriteFrame = A
Duration = 1
Next = S_SSPKO2
Action = none
Var1 = 0
Var2 = 0

State S_SSPKO2
SpriteName = SSPK
SpriteFrame = B
Duration = 1
Next = S_SSPKO3
Action = none
Var1 = 0
Var2 = 0

State S_SSPKO3
SpriteName = SSPK
SpriteFrame = C
Duration = 1
Next = S_SSPKO1
Action = none
Var1 = 0
Var2 = 0

######################BATTERY#STATES###############
State S_LEFTOVERLORD_OFF
SpriteName = LOVE
SpriteFrame = C
Duration = 1
Next = S_LEFTOVERLORD_OFF
Action = none
Var1 = 0
Var2 = 0

State S_LEFTOVERLORD_ON2
SpriteName = LOVE
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_LEFTOVERLORD_ON1
Action = none
Var1 = 0
Var2 = 0

State S_LEFTOVERLORD_ON1
SpriteName = LOVE
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_LEFTOVERLORD_ON2
Action = none
Var1 = 0
Var2 = 0

State S_LEFTOVERLORD_HIT1
SpriteName = LOVE
SpriteFrame = C
Duration = 12
Next = S_LEFTOVERLORD_HIT2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_LEFTOVERLORD_HIT2
SpriteName = LOVE
SpriteFrame = C
Duration = 1
Next = S_LEFTOVERLORD_HIT2
Action = A_Look
Var1 = 1
Var2 = 1

State S_LEFTOVERLORD_DIE1
SpriteName = LOVE
SpriteFrame = C
Duration = 1
Next = S_LEFTOVERLORD_DIE2
Action = none
Var1 = 0
Var2 = 0

State S_LEFTOVERLORD_DIE2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_LEFTOVERLORD_DIE1
Action = none
Var1 = 0
Var2 = 0

#####
State S_RIGHTOVERLORD_OFF
SpriteName = ROVE
SpriteFrame = C
Duration = 1
Next = S_RIGHTOVERLORD_OFF
Action = none
Var1 = 0
Var2 = 0

State S_RIGHTOVERLORD_ON2
SpriteName = ROVE
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_RIGHTOVERLORD_ON1
Action = none
Var1 = 0
Var2 = 0

State S_RIGHTOVERLORD_ON1
SpriteName = ROVE
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_RIGHTOVERLORD_ON2
Action = none
Var1 = 0
Var2 = 0

State S_RIGHTOVERLORD_HIT1
SpriteName = ROVE
SpriteFrame = C
Duration = 12
Next = S_RIGHTOVERLORD_HIT2
Action = A_Pain
Var1 = 0
Var2 = 0

State S_RIGHTOVERLORD_HIT2
SpriteName = ROVE
SpriteFrame = C
Duration = 1
Next = S_RIGHTOVERLORD_HIT2
Action = A_Look
Var1 = 1
Var2 = 1

State S_RIGHTOVERLORD_DIE1
SpriteName = ROVE
SpriteFrame = C
Duration = 1
Next = S_RIGHTOVERLORD_DIE2
Action = none
Var1 = 0
Var2 = 0

State S_RIGHTOVERLORD_DIE2
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_RIGHTOVERLORD_DIE1
Action = none
Var1 = 0
Var2 = 0

##

State S_ENERGYOVERLORD_STND1
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_ENERGYOVERLORD_STND2
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND2
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_ENERGYOVERLORD_STND3
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND3
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_ENERGYOVERLORD_STND4
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND4
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|D
Duration = 1
Next = S_ENERGYOVERLORD_STND5
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND5
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|E
Duration = 1
Next = S_ENERGYOVERLORD_STND6
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND6
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|F
Duration = 1
Next = S_ENERGYOVERLORD_STND7
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND7
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|G
Duration = 1
Next = S_ENERGYOVERLORD_STND8
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_STND8
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|H
Duration = 1
Next = S_ENERGYOVERLORD_STND1
Action = none
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_ATK1
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_ENERGYOVERLORD_ATK2
Action A_FaceTarget
Var1 = 0
Var2 = 0

State S_ENERGYOVERLORD_ATK2
SpriteName = ETOR
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_NULL
Action A_MultiShot
Var1 = MT_EEWAVE*65536+30
Var2 = -30

##

State S_TRACEOVERLORD_STND
SpriteName = NULL
SpriteFrame = A
Duration = 1
Next = S_TRACEOVERLORD_STND
Action = A_Boss2Chase 
Var1 = 0
Var2 = 0

##

State S_EETON1
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 10
Next = S_EETON2
Action = A_Thrust
Var1 = 0
Var2 = 1

State S_EETON2
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_EETON3
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_EETON3
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 15
Next = S_EETON4
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_EETON4
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 15
Next = S_EETON5
Action = A_Thrust
Var1 = 20
Var2 = 1

State S_EETON5
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 10
Next = S_EETON6
Action = A_Thrust
Var1 = 0
Var2 = 1

State S_EETON6
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 15
Next = S_EETON7
Action = A_HomingChase
Var1 = 20*FRACUNIT
Var2 = 0

State S_EETON7
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 20
Next = S_EETON8
Action = A_ForceStop
Var1 = 0
Var2 = 0

State S_EETON8
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_EETON9
Action = A_FaceTarget
Var1 = 0
Var2 = 0

State S_EETON9
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 25
Next = S_EETON10
Action = A_Thrust
Var1 = 20
Var2 = 1

State S_EETON10
SpriteName = EETN
SpriteFrame = FF_FULLBRIGHT|A
Duration = 5
Next = S_XPLD1
Action = A_Thrust
Var1 = 0
Var2 = 1

##

State S_ENERGYBUBBLE1
SpriteName = EBUB
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_ENERGYBUBBLE2
Action = A_CapeChase
Var1 = 1
Var2 = 0

State S_ENERGYBUBBLE2
SpriteName = EBUB
SpriteFrame = FF_FULLBRIGHT|A
Duration = 1
Next = S_ENERGYBUBBLE3
Action = A_CapeChase
Var1 = 1
Var2 = 0

State S_ENERGYBUBBLE3
SpriteName = EBUB
SpriteFrame = FF_FULLBRIGHT|B
Duration = 1
Next = S_ENERGYBUBBLE1
Action = A_CapeChase
Var1 = 1
Var2 = 0

State S_ENERGYBUBBLE_DIE
SpriteName = EBUB
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_ENERGYBUBBLE_DIE1
Action = A_CapeChase
Var1 = 1
Var2 = 0

State S_ENERGYBUBBLE_DIE1
SpriteName = EBUB
SpriteFrame = FF_FULLBRIGHT|C
Duration = 1
Next = S_NULL 
Action = A_Repeat
Var1 = 20
Var2 = S_ENERGYBUBBLE_DIE
