actor Colourset3 : RandomSpawner replaces "DoomImp"
{
    DropItem "CommonImp", 255, 630
    DropItem "GreenImp", 255, 360
    DropItem "BlueImp", 255,  180
		Dropitem "BrownImp", 255, 65

	Dropitem "CyanImp", 255, 120
	DropItem "AbyssImp", 255,  75
    DropItem "PurpleImp", 255, 115
	Dropitem "FireBluImp", 255, 75
	DropItem "GrayImp", 255, 65
	DropItem "YellowImp", 255, 100
	DropItem "RedImp", 255, 55
	DropItem "BlackImp", 255, 2
	DropItem "WhiteImp", 255,  1	
}


Actor BrownImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0
First:
TNT1 A 0 A_SpawnitemEx("colourset3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}


Actor BrownImp2
{
    Health 250
    Radius 20
    Height 56
    Speed 9
    PainChance 128
	  Species "Imp"
  BloodColor "red"
  Mass 130
  DamageFactor Melee, 0.5
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  +NOFEAR
  DropItem "HealthBundle", 128
  DropItem "HealthBonus"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "implyingClip"
  DropItem "CH_Berserk", 16
  DropItem "CH_Chainsaw", 32
    SeeSound "imp/sight"
    PainSound "imp/pain"
    DeathSound "imp/death"
    ActiveSound "imp/active"
    Obituary "%o was out smarted by brown imp"
    HitObituary "%o was beaten to death by a brown imp"
	tag "medium evil imp"
    States
    {
    Spawn:
        WARI AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
        WARI AABB 3 a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI A 0 A_jump(32,"MaybeParry")
		WARI CCDD 3 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI A 0 A_jump(64,"MaybeParry2")
        Loop
		MaybeParry:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto see+5
		MaybeParry2:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto see
		
				MaybeParry3:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Parry", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto Missile+4
		
    Melee:
        WARI E 6 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        TNT1 A 0 A_SkelWhoosh
        WARI F 4 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        WARI G 5 A_CustomMeleeAttack(Random(1,8)*7,"skeleton/melee","none")
        Goto See
    Missile:
		TNT1 A 0
		 WARI A 1  A_FaceTarget
		 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI A 0 A_jump(32,"MaybeParry3")
		 WARI A 1  A_FaceTarget
			TNT1 A 0 A_Jump(64,"Scatter")
		FireSpike:
		WARI E 3 
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI L 6 bright a_facetarget
		WARI M 3 bright
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI N 0 bright A_Spawnitemex("FatsoSpikes2",12,8,28,random(20,45),0,random(-1,2),frandom(-5,-2))
		WARI N 0 bright A_Spawnitemex("FatsoSpikes2",12,8,28,random(20,45),0,random(-1,2),frandom(-1,1))
				WARI N 0 bright A_Custommissile("FatsoSpikes2",32,12,0)
		WARI N 3 bright A_Spawnitemex("FatsoSpikes2",12,8,28,random(20,45),0,random(-1,2),frandom(2,5))
	
		WARI G 3
		WARI A 0 A_jump(64,"MaybeParry2")
		Goto see
		
		
		Scatter:
		WARI P 3
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI OOO 6 a_playsound("imp/sight",0)
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WARI O 12 A_Radiusgive("BrownImpCommand",200,RGF_MONSTERS,1)//,"BrownImp2","Imp")
		WARI P 3
		Goto FireSpike
		
    Pain:
        TNT1 A 0 
		WARI H 4 A_Pain
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        WARI H 4 A_Jump(64,"Parry")
		
        Goto See
		
		Parry:
	    WARI I 3 A_FaceTarget
        WARI I 3 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  WARI J 3 A_FaceTarget
	   WARI J 3 A_FaceTarget
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
       WARI K 1 A_FaceTarget 
	    WARI K 3  A_SpawnItemEx ("BrownImpShieldMini", 18,0,24, 1,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)
    WARI K 12 A_RadiusThrust(-420,252,RTF_NOIMPACTDAMAGE|RTF_NOTMISSILE,128)
	WARI K 12
        WARI JJII 3 
        
	Goto See
	
	
	  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("WarlordMace", 0, 0, 32, 4, 0, 0, -90, 128)
        WARI R 8 A_SpawnItemEx("WarlordShield", 0, 0, 32, 5, 0, 0, 90, 128)
        WARI S 8 A_Scream
        WARI T 6
	    WARI U 6 A_Fall
        WARI V -1
        Stop
      
    XDeath:
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO N 5
      TROO O 5 A_XScream
      TROO P 5
	          TNT1 A 0 A_SpawnItemEx("WarlordMace", 0, 0, 32, 4, 0, 0, -90, 128)
        TNT1 A 0  A_SpawnItemEx("WarlordShield", 0, 0, 32, 5, 0, 0, 90, 128)
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO Q 5 A_NoBlocking
      TROO RST 5
	  TROO U 45
      TROO U -1
      Stop
	

    Raise:
        WARI VU 8
        WARI TSR 6
        Goto See
		
		
		
		
    }
}


Actor BrownImpCommand : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("BrownImpCommand")
TNT1 A 0

Stop
}
}


ACTOR BrownImpShieldMini
{
  Game Doom
  Radius 64
  Height 56
  Speed 1
  species "Imp"
  health 100
  monster
  +NOTRIGGER
  +NOTARGET
  +nopain
  +nogravity
  +noicedeath
  +mthruspecies
  +thruspecies
  -countkill
  RenderStyle Add
  Alpha 0.85
  Scale 0.5
  
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    DKNT Z  1 Bright A_SetScale(0.4,0.4)
	DKNT Z  1 Bright A_SetScale(0.6,0.6)
	DKNT Z  1 Bright A_SetScale(0.7,0.5)
	DKNT Z  1 Bright A_SetScale(0.5,0.5)
	TNT1 A 0 a_facetarget
    DKNT Z  1 Bright A_SetScale(0.95,0.75)
	TNT1 A 0 A_playsound("HEALSIEL",0)
	TNT1 A 0 DamageThing(50)
    DKNT Z 0 bright A_skullattack(4)
	  DKNT Z 24 bright
	Goto death
  Death:
   TNT1 A 0 a_stop
    DKNT Z 2 Bright A_NoBlocking
	DKNT Z  2 Bright A_SetScale(0.5,0.6)
   DKNT Z  2 Bright A_SetScale(0.3,0.3)
	DKNT Z 2 Bright A_SetScale(0.3,0.2)
    DKNT Z 2 Bright A_SetScale(0.2,0.1)
	TNT1 A 0 A_die
    Stop
  }
}



Actor WarlordMace
{
    +DOOMBOUNCE
    Speed 4
    States
    {
    Spawn:
        WLI2 ABCDEF 5
        WLI2 G -1
        Stop
    }
}

Actor WarlordShield
{
    +DOOMBOUNCE
    Speed 5
    States
    {
    Spawn:
        WLI1 ABCDEF 5
        WLI1 G -1
        Stop
    }
}


Actor CyanImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0
First:
TNT1 A 0 A_SpawnitemEx("colourset3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}

actor CyanImp2 
{
  Game Doom
  Health 145
  Species "Imp"
  Radius 20
  Height 56
  Mass 500
  Speed 14
  DamageFactor Melee, 1.5
  DamageFactor "Extinguishing", 3.0
  DamageFactor Fire, 1.5
  DamageFactor "Fire", 1.5
  DamageFactor Ice, 0.15
   DamageFactor "Ice", 0.15
    
  DamageFactor "DIMp", 0
    DamageFactor "PLWater", 0.25
  PainChance "PLWater", 2
   PainChance "ice", 2

  
  PainChance "DIMp", 0
  PainChance 84
  
  PainThresHold 12
  Bloodcolor "Blue"
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  +QUICKTORETALIATE
  +noicedeath
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  RenderStyle Add
  Alpha 0.99
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  Obituary "%o slipped from cyan imps bolts"
  HitObituary "%o was made blue rare by cyan imp"
  DropItem "HealthBundle", 128
  DropItem "HealthBonus"
  DropItem "HealthBonus"
 // DropItem "", 12
  DropItem "Chainsaw", 16
  Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"
  tag "Cyanide Imp"
    States
    {
    Spawn:
        CIMP AB 10 A_Look
						  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
	    TNT1 A 0 A_SetScale(1.0,1.0)
        CIMP AABB 3 a_chase
								  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		CIMP CCDD 3 A_Chase
								  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		TNT1 A 0 a_jump(232,"SeeMe")
		
        Loop
		
		SeeMe:
		CIMP E 0
		CIMP E 0 A_JumpIfInTargetLOS("Jumpy", 0, JLOSF_DEADNOJUMP, 650)
		Goto see
		
		
		Jumpy:
		TNT1 A 0 
		CIMP AA 2 A_fastchase
		TNT1 A 0 A_JumpIf(CallACS("CH_CyanBounce") == 1, "See")
								  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		CIMP A 1 thrustthingz(0,42,0,0)
		CIMP B 1 thrustthing(angle-random(160,200),12,0,0)
		CIMP AB 5
		CIMP A 1 thrustthingz(0,24,0,0)
		CIMP B 1 thrustthing(angle,12,0,0)
		Goto see
		
		IceWeave:
		TNT1 A 0
		TNT1 A 0 A_jump(102,"Missile2")
		 CIMP E 6 A_FaceTarget
        CIMP F 3 A_CustomMissile ("FrostLong2", 32, 12, -10)
		  CIMP F 2 A_CustomMissile ("FrostLong2", 32, 12, -8)
		  CIMP F 3 A_CustomMissile ("FrostLong2", 32, 12, -6)
		  CIMP F 2 A_CustomMissile ("FrostLong2", 32, 12, -4)
		  CIMP F 3 A_CustomMissile ("FrostLong2", 32, 12, -2)
		
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, 0)
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, 2)
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, 4)
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, 6)
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, 8)
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, 10)
		
		
		
		CIMP FE 4  A_FaceTarget
		TNT1 A 0 A_jump(128,"OtherB")
		
		CIMP A 1 thrustthingz(0,64,0,0)
		CIMP B 1 thrustthing(angle-180,12,0,0)
		CIMP AB 5
		Goto see
		
    Melee:
		CIMP EF 8 A_FaceTarget
        CIMP G 6 A_Custommeleeattack(random(10,38),"imp/melee","","Ice")
	Missile:
	TNT1 A 0
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jumpifcloser(600,"IceWeave")
	Missile2:
	TNT1 A 0
        CIMP EF 3 A_FaceTarget
        CIMP G 3 
		CIMP G 0 A_CustomMissile ("CyanImpBall", 32, 12, 0)
		CIMP E 4 A_SetScale(-1.0,1.0)
		CIMP EF 3 A_facetarget
		CIMP G 2 a_jump(128,"OtherS")
		CIMP G 0 A_CustomMissile ("CyanImpBall", 32, 12, random(1,15))
		Goto See
		OtherS:
		TNT1 A 0
		CIMP G 0 A_CustomMissile ("CyanImpBall", 32, 12, random(-15,-1))
		Goto see
		
		OtherB:
		CIMP E 2 A_SetScale(-1.0,1.0)
				 CIMP E 4 A_FaceTarget
        CIMP F 2 A_CustomMissile ("FrostLong2", 32, 12, 10)
		  CIMP F 3 A_CustomMissile ("FrostLong2", 32, 12, 8)
		  CIMP F 2 A_CustomMissile ("FrostLong2", 32, 12, 6)
		  CIMP F 3 A_CustomMissile ("FrostLong2", 32, 12, 4)
		  CIMP F 2 A_CustomMissile ("FrostLong2", 32, 12, 2)
		
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, 0)
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, -2)
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, -4)
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, -6)
		CIMP G 3 A_CustomMissile ("FrostLong2", 32, 12, -8)
		CIMP G 2 A_CustomMissile ("FrostLong2", 32, 12, -10)
		CIMP FE 4  A_FaceTarget
		CIMP A 1 thrustthingz(0,64,0,0)
		CIMP B 1 thrustthing(angle-180,12,0,0)
		CIMP AB 5
		Goto see
		
							Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
		
    Pain:
        CIMP H 3 A_Pain
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		CIMP H 3 A_jump(128,"Jumpy")
		CIMP H 2
        Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
        CIMP N 5 a_fall
        CIMP O 5 A_XScream
		TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,254)
		CIMP P 5 A_IceGuyDie
        Stop

    }
}



ACTOR CyanImpBall
{
  Game Doom
  Radius 8
  Height 8
  Speed 28
  scale 0.75
  Damage (random(2,20))
  DamageType "Ice"
  Projectile
  
  +dontharmclass
  SeeSound "imp/attack"
  DeathSound "Ice/Hit2"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    CHCY ABCDFG 3 Bright 
 
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_scream

	TNT1 AAAAAAA 0 A_Custommissile("FrostLong2",0,0,random(0,359),CMF_OFFSETPITCH,random(-25,-5))
    
    Stop
  }
}









Actor AbyssImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 3, "fifty") 
TNT1 A 0
Goto Third
Fifty:

TNT1 A 0
TNT1 A 0 A_jump(128,"Third")
TNT1 A 0
Goto First

First:
TNT1 A 0 A_SpawnitemEx("BlueImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop



}
}

ACTOR AbyssImp2 
{
  Game Doom
  Health 320
  Species "Imp"
  BloodColor "Black"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 130
  Speed 11
  PainChance 120
  Monster
  +FLOORCLIP
   +NOFEAR
  +DONTHARMSPECIES
  +Missilemore
  +CANTSEEK
  +QUICKTORETALIATE
  SeeSound "Roach/Sight"
  PainSound "Roach/Pain"
  DeathSound "Roach/death"
  ActiveSound "Roach/active"
  HitObituary "%o was abyssal handled by the abyss imp"
  Obituary "%o drowned in abyss of abyss imp"
  DropItem "HealthBundle"
    DropItem "HealthBundle"
  DropItem "HealthBonus"
  DropItem "ArmorBundle"
   DropItem "ArmorBundle"
  DropItem "CH_Chainsaw", 16
  Dropitem "CH_Berserk", 32
  DropItem "CH_BlueArmor", 4
  // Translation "32:47=0:0", "168:191=0:0", "80:95=0:0", "3:4=0:0", "96:111=0:0", "64:79=%[0.02,0.02,0.03]:[0.29,0.49,0.65]", "48:63=0:0"
  Meleerange 68
  tag "Abyss Imp"
  States
  {
    Spawn:
      ROAC AB 10 A_Look
	  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop
    See:
	TNT1 A 0
		TNT1 A 0 a_changeflag("NOPAIN",FALSE)
      ROAC AABB 2 A_Chase
	  	  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	  ROAC CCDD 2 A_Chase
	  	  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
      Loop

    Melee:
	  ROAC EF 6
	  ROAC G 5 A_Custommeleeattack(random(16,42),"imp/melee")
	 TNT1 AAAAAAAA 0 A_Custommissile("SplashAbyss2",56,3,random(-15,15),CMF_OFFSETPITCH,random(-25,-5))
    Missile:
		  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 a_changeflag("NOPAIN",FALSE)
	TNT1 A 0 A_jumpifCloser(700,"HM")
	TNT1 A 0
	  ROAC EF 8 A_FaceTarget
      ROAC G 6 A_Custommissile("AbyssBallCH",42,3,random(-1,1))
	  	  ROAC EF 4 A_FaceTarget
      ROAC GG 1 A_Custommissile("AbyssBallCH",42,3,random(-9,9))
      Goto See
	  
	  HM:
	  TNT1 A 0
	  TNT1 A 0 a_jump(64,"HM2")
	  TNT1 A 0
	  Goto Missile+4
	  
	  HM2:
	  ROAC EF 9 bright
	 
	  ROAC G 1 thrustthingz(0,16,0,0)
	   ROAC G 1 thrustthing(angle,42,0,0)
	  ROAC G 6
	  ROAC G 1 
	  ROAC F 5 A_facetarget
	  ROAC G 1
	  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(32,256),random(-252,252),random(6,16),0,0,2,0,  SXF_NOCHECKPOSITION)
	  ROAC G 2
	  ROAC F 5 A_facetarget
	  	  ROAC G 1
	  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-128,328),random(-178,178),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	  ROAC G 2
	  Goto missile
	  
    Pain:
      ROAC H 1 a_changeflag("NOPAIN",TRUE)
	  	  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      ROAC H 1 A_Pain
	  TNT1 AAAAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	  ROAC H 1 a_jump(64,"HM2")
	  Agh:
	  ROAC AA 3 a_fastchase
      Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
      ROAC I 8
      ROAC J 8 A_Scream
      ROAC K 6
      ROAC L 6 A_NoBlocking
      ROAC M -1
      Stop
    XDeath:
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO N 5
      TROO O 5 A_XScream
      TROO P 5
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO Q 5 A_NoBlocking
      TROO RST 5
	  TROO U 45
      TROO U -1
      Stop
    Raise:
      ROAC ML 8
      ROAC KJI 6
      Goto See
  }
}



ACTOR SplashAbyss
{
  Game Doom
  Radius 6
  Height 16
  Speed 16
  FastSpeed 23
  Projectile
  +RANDOMIZE
  +THRUACTORS
  -Nogravity
  Scale 0.3
  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
   BAL1 AB 12
   BAL1 A 2 A_Jump(32,"Death")
   Loop
  Death:
    BAL7 C 1 Bright A_SetScale(0.6)
    BAL7 CDE 4 Bright
    Stop
  }
}



ACTOR SplashAbyss2 : SplashAbyss
{
Height 6
speed 34
Damage (random(1,9))
DamageType Ice
-thruactors
+mthruspecies
+dontharmclass
}

ACTOR AbyssBallCH
{
  Game Doom
  Radius 8
  Height 16
  Speed 21
  Damage (random(5,40))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +dontharmclass
  SeeSound "Roach/Fire"
  DeathSound "imp/shotx"
 // Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    RCHB A 2 Bright 
		    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
    TNT1 AAA 0	A_Spawnitemex("SplashAbyss2",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359))
	RCHB B 2 Bright 
	TNT1 AAA 0	A_Spawnitemex("SplashAbyss2",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359))
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_setscale(1.2,1.2)
	TNT1 AAAAAAA 0 A_Custommissile("SplashAbyss2",6,0,random(-180,180),CMF_OFFSETPITCH,random(-25,-5))
     RCHB CDE 4  Bright A_Explode(random(1,9),56)
    Stop
  }
}


Actor FireBLUImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("PurpleImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR FireBluImp2 : Doomimp
{
  Game Doom
  Health 145
  Species "Imp"
   Bloodcolor "Purple"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "Fire", 0.5
  Radius 20
  Height 56
  Mass 130
  Speed 9
  PainChance 150
  Monster
  +FLOORCLIP
   +NOFEAR
  +DONTHARMSPECIES
  +Missilemore
  +QUICKTORETALIATE
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  Obituary "%o got fireblu imp'd"
  HitObituary "%o was imp scrapped"
  DropItem "HealthBundle", 128
  DropItem "CH_Chainsaw", 12
  Translation  "64:66=198:200", "67:69=179:181", "70:72=201:203", "73:75=176:178", "76:78=201:203", "79:79=176:176", "80:95=193:198", "96:111=172:180", "208:223=174:179", "168:168=202:202" // "64:79=250:254", "59:63=251:251", "172:181=225:230", "80:95=160:166", "96:99=164:167", "4:4=224:224"
  Meleerange 64
  tag "Now THATS ugly"
  States
  {
  Spawn:
    TROO AB 10 A_Look
		  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TROO AABB 3 a_chase
			  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO CCDD 3 A_Chase
			  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    TROO EF 8
	TROO G 6 A_Custommeleeattack(random(10,29),"imp/melee")
	Goto see
  Missile:
    TROO EF 7 A_FaceTarget
			  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO G 7 A_Custommissile("RedBBall",42,3,random(-5,1))
	TROO G 0 A_CheckSight("See")
	TROO EF 7 A_FaceTarget
	TROO G 7 A_Custommissile("BluBBALL",42,3,random(-1,5))
    Goto See

	
						Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    TROO H 2
			  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO H 2 A_Pain
    Goto See
  Pain.fire:
    TROO H 1 Bright
			  						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO H 1 bright A_Pain
	Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    IMPP I 8
    IMPP J 8 A_Scream
    IMPP K 6
    IMPP L 6 A_NoBlocking
    IMPP M -1
    Stop
  XDeath:
  TNT1 A 0
	    ZOMG P 0 Bright A_PlaySound("weapons/rocklx",7,1)
    MISL B 6 Bright A_Explode(random(12,44),84)
    MISL C 6 Bright A_Quake(20,12,0,64,0)
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS AAAAAAAAAA 0 A_SpawnItemEx("FireSGguy2",0,0,3,random(3,9),0,1,random(-359,359))
	ZOMG U 0 A_Custommissile("FireSGguy2",32,7)
	ZOMG U 0 A_Custommissile("FireSGguy2",32,-7)
	MISL D 6 A_NoBlocking
    Stop
  Raise:
    IMPP MLKJI 8
    Goto See
  }
}



Actor GrayImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("PurpleImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

actor GrayImp2
{
  Game Doom
  Health 300
  Species "Imp"
  BloodColor "White"
  Radius 20
  Height 56
  Mass 130
  Speed 8
  DamageFactor Melee, 2
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance 100
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  +NOFEAR
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  Obituary "%o got needle'd by Gray Imp"
  DropItem "HealthBundle", 128
  DropItem "HealthBonus"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "ArmorBundle"
  DropItem "implyingClip"
  DropItem "CH_Berserk", 64
  DropItem "CH_Chainsaw", 64
  Translation "32:47=96:111", "184:184=96:105", "184:191=100:105", "176:183=90:95", "172:175=87:95", "160:167=112:117", "59:63=119:124", "64:79=117:117"
   tag "Stoned Imp"
   States
    {
    Spawn:
        GIMP AB 10 A_Look
				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
        GIMP AABB 3 a_chase
						  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	GIMP	CCDD 3 A_Chase
						  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    Melee:
	Missile:
        GIMP EF 8 A_FaceTarget
						  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        GIMP G 6 
		  
		 GIMP D 0 A_CustomMissile("CGNail",32,0,0)   
	   
       GIMP D 0 A_CustomMissile("CGNail",32,0,45,0)   

       GIMP D 0 A_CustomMissile("CGNail",32,0,135,0)     
  
       GIMP D 0 A_CustomMissile("CGNail",32,0,225,0)      
  
       GIMP D 0 A_CustomMissile("CGNail",32,0,315,0)       
       
	      GIMP EF 6 A_FaceTarget
        GIMP G 5 
	   GIMP D 0 A_CustomMissile("CGNail",32,0,15,0)    
	          GIMP D 0 A_CustomMissile("CGNail",32,0,75,0) 
       GIMP D 0 A_CustomMissile("CGNail",32,0,105,0) 
	          GIMP D 0 A_CustomMissile("CGNail",32,0,165,0)     
       GIMP D 0 A_CustomMissile("CGNail",32,0,195,0) 
	          GIMP D 0 A_CustomMissile("CGNail",32,0,255,0)       
       GIMP D 0 A_CustomMissile("CGNail",32,0,285,0)   
	   GIMP D 0 A_CustomMissile("CGNail",32,0,345,0)
		Goto See
		
					Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
		
		
    Pain:
        GIMP H 3 A_Pain
						  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		GIMP H 2 a_jump(128,"Missile")
        Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0, SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
        GIMP I 5  A_CustomMissile ("CGthing3",32,0)
        GIMP J 5 A_XScream
        GIMP P 5
        GIMP L 2 A_Fall
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("PuffCybieRed",0,0,2,random(3,9),0,random(1,15),random(0,359))
        TROO RSTU 5
        TROO U -1
        Stop
    Raise:
        GIMP LPJI 4
        Goto See
    }
}

ACTOR DoomImpBall2 replaces DoomImpBall
{
  Radius 6
  Height 8
  Speed 10
  FastSpeed 20
  Damage 3
  Damagetype Fire
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    BAL1 AB 4 Bright
    Loop
  Death:
    BAL1 CDE 6 Bright
    Stop
  }
}


Actor CommonImp : Doomimp
{
  Game doom
  Species "Imp"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance fire, 12
  PainChance "fire", 12
  Monster
  +Floorclip
   
  +DONTHARMSPECIES
  tag "Imp"
  States
  {
  
   Spawn:
    TROO AB 10 A_Look
	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TROO AABB 3 a_chase
	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO CCDD 3 A_Chase
	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
  Missile:
    				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO EF 8 A_FaceTarget
    TROO G 6 A_TroopAttack
    Goto See
  Pain:
    TROO H 2
	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO H 2 A_Pain
    Goto See

  
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    TROO I 8
    TROO J 8 A_Scream
    TROO K 6
    TROO L 6 A_NoBlocking
    TROO M -1
    Stop
	xdeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	TROO O 5 a_xscream
	TROO P 5
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	TROO Q 5 a_noblocking
	TROO RSTU 5
	TROO U -1
	stop
	
	
						Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Raise:
	TROO M 1 A_JumpIfInventory("GrowRaisin",1,"Grow")
    TROO MLKJI 8
    Goto See
  Grow:
    TROO MLKJI 5
    TROO A 0 A_Spawnitemex("GreenImp",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}

ACTOR GreenImp : Doomimp
{
  Game Doom
  Health 75
  Species "Imp"
  BloodColor "Green"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 180
  Monster
  +FLOORCLIP
   
  +DONTHARMSPECIES
  SeeSound "imp/sight"
  PainSound "imp/pain"
  DeathSound "imp/death"
  ActiveSound "imp/active"
  Obituary "%o got a new splash of green on them"
  HitObituary "%o faced the green slashies"
  Translation "64:79=115:127", "58:63=117:119"
  tag "Green Imp"
  States
  {
  Spawn:
    TROO AB 10 A_Look
	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TROO AABB 3 a_chase
		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO CCDD 3 A_Chase
		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    TROO EF 8
	TROO G 6 A_Custommeleeattack(random(6,16),"imp/melee")
	Goto see
  Missile:
  	  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO EF 8 A_FaceTarget
    TROO G 6 A_Custommissile("GreenIBall",42,3)
    Goto See
	
						Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    TROO H 2
		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO H 2 A_Pain
    Goto See
  Pain.fire:
    TROO H 1 
		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO H 1 A_Pain
	Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    IMPG I 8
    IMPG J 8 A_Scream
    IMPG K 6
	
    IMPG L 6 A_NoBlocking
    IMPG M -1
    Stop
  XDeath:
   	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    IMPG N 5
    IMPG O 5 A_XScream
    IMPG P 5
	   	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    IMPG Q 5 A_NoBlocking
    IMPG RST 5
    IMPG U -1
    Stop
  Raise:
	IMPG M 1 A_JumpIfInventory("GrowRaisin",1,"Grow")
    IMPG MLKJI 8
    Goto See
  Grow:
    IMPG MLKJI 5
    IMPG A 0 A_Spawnitemex("BlueImp",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}

ACTOR GreenIBall
{
  Game Doom
  Radius 8
  Height 16
  Speed 14
  FastSpeed 26
  Damage (random(5,23))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.85
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "168:191=112:127"
  States
  {
  Spawn:
    BAL1 AB 4 Bright A_Seekermissile(1,1) 
    Loop
  Death:
    BAL1 CDE 6 Bright A_Explode(random(1,7),32)
    Stop
  }
}

ACTOR BlueImp : Doomimp
{
  Game Doom
  Health 92
  Species "Imp"
  BloodColor "blue"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 100
  Speed 9
  PainChance 170
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  DropItem "HealthBundle", 48
  DropItem "CH_Cell", 18
 
  
  Obituary "%o got blue bibididaad"
  HitObituary "%o scratch wound bleed blue? what"
  Translation "64:79=196:207", "58:63=195:198", "168:191=1:1", "0:0=0:0"
  tag "Blue Imp"
  States
  {
  Spawn:
    TROO AB 10 A_Look
		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TROO AABB 3 a_chase
			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO CCDD 3 A_Chase
			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    TROO EF 8
	TROO G 6 A_Custommeleeattack(random(7,19),"imp/melee")
	Goto see
  Missile:
  		  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO EF 8 A_FaceTarget
    TROO G 6 A_Custommissile("BluFier1",42,3,random(-1,1))
    Goto See
	
	
						Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    TROO H 2
			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO H 2 A_Pain
    Goto See
  Pain.fire:
    TROO H 0
	TROO H 0
	Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    IMPB I 8
    IMPB J 8 A_Scream
    IMPB K 6
    IMPB L 6 A_NoBlocking
    IMPB M -1
    Stop
  XDeath:
    	   	TNT1 AAAAA 0 A_SpawnItemEx ("Blutrail1", 0,0,32, VelX,VelY,VelZ, random(-180,180), SXF_NOCHECKPOSITION)
			TNT1 A 0 A_playsound("weapons/plasmax")
    IMPB N 5
    IMPB O 5 A_XScream
    IMPB P 5
		   	TNT1 AAAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    IMPB Q 5 A_NoBlocking
    IMPB RST 5
    IMPB U -1
    Stop
  Raise:
	IMPB M 1 A_JumpIfInventory("GrowRaisin",1,"Grow")
    IMPB MLKJI 8
    Goto See
  Grow:
    IMPB MLKJI 5
    IMPB A 0 A_Spawnitemex("PurpleImp",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}

ACTOR Blufier1
{
  Game Doom
  Radius 17
  Height 15
  Speed 16
  Damage (random(17,38))
  DamageType "Plasma"
  Projectile
  RenderStyle Add
  Alpha 0.95
  Scale 1.3
  SeeSound "imp/attack"
  DeathSound "weapons/plasmax"
  States
  {
  Spawn:
    PLSE BCD 3 Bright A_Spawnitemex("Blutrail1",0,0,3)
    Loop
  Death:
    PLSE CDE 3 Bright
    Stop
  }
}

ACTOR Blutrail1
{
  Game Doom
  Radius 15
  Height 9
  Speed 0
  Projectile
  +NOINTERACTION
  RenderStyle Add
  Alpha 0.55
  Scale 1.2
  Translation "192:194=198:202", "4:4=195:195", "224:225=193:196"
  States
  {
  Spawn:
    PLSE BCD 3 Bright
    Goto death
  Death:
    PLSE DE 3 Bright
    Stop
  }
}


ACTOR PurpleImp : Doomimp
{
  Game Doom
  Health 125
  Species "Imp"
  BloodColor "Purple"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 130
  Speed 10
  PainChance 150
  Monster
  +FLOORCLIP
   +NOFEAR
  +DONTHARMSPECIES
  +Missilemore
  +QUICKTORETALIATE
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  Obituary "%o got purple imp'd"
  HitObituary "%o was imp slapped"
  DropItem "HealthBundle", 128
  DropItem "CH_Chainsaw", 12
  Translation "64:79=250:254", "59:63=251:251", "172:181=225:230", "80:95=160:166", "96:99=164:167", "4:4=224:224"
  Meleerange 64
  tag "pImp"
  States
  {
  Spawn:
    TROO AB 10 A_Look
			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TROO AABB 3 a_chase
				  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO CCDD 3 A_Chase
				  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    TROO EF 8
	TROO G 6 A_Custommeleeattack(random(10,29),"imp/melee")
	Goto see
  Missile:
  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO EF 8 A_FaceTarget
    TROO G 7 A_Custommissile("Bounc11",42,3,random(-1,1))
	TROO G 0 A_CheckSight("See")
	TROO EF 8 A_FaceTarget
	TROO G 7 A_Custommissile("Bounc11",42,3,random(-9,9))
    Goto See
  Missile2:
    TROO EF 6 bright
	TROO G 6 Bright
	TROO GG 2 Bright A_Custommissile("Bounc11",42,3,random(-13,13),CMF_AIMDIRECTION)
	Goto See
	
						Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    TROO H 2
				  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO H 2 A_Pain
    Goto See
  Pain.fire:
    TROO H 2 Bright
				  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TROO H 2 bright A_Pain
	TROO H 0 A_Jump(64,"Missile2")
	Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    IMPP I 8
    IMPP J 8 A_Scream
    IMPP K 6
    IMPP L 6 A_NoBlocking
    IMPP M -1
    Stop
  XDeath:
  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    IMPP N 5
    IMPP O 5 A_XScream
	TNT1 A 0 A_SpawnItemEx ("CHgold_teeth", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION,128)
    IMPP P 5
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    IMPP Q 5 A_NoBlocking
    IMPP RST 5
    IMPP U -1
    Stop
  Raise:
    IMPP MLKJI 8
    Goto See
  }
}

ACTOR Bounc11
{
  Game Doom
  Radius 15
  Height 8
  Speed 18
  Damage (random(5,35))
  DamageType Fire
  Projectile
  +BOUNCEONWALLS
  RenderStyle Add
  Alpha 0.75
  Bouncetype "Hexen"
  WallBounceFactor 0.7
  BounceFactor 0.7
  Bouncecount 4
  Bouncesound "Bomb/bounce"
  SeeSound "imp/attack"
  DeathSound "weapons/plasmax"
  Translation "168:191=250:254", "208:223=250:254"
  States
  {
  Spawn:
    BAL1 AB 3 Bright A_CustomMissile("Bounc22",5,0, CMF_AIMOFFSET,random(0,360), random(0,360)) 
    Loop
  Bounce:
    BAL1 CD 2 Bright A_Explode(15,25)
  Death:
    BAL1 CDE 3 Bright A_Explode(random(2,10),42)
    Stop
  }
}

ACTOR Bounc22
{
  Game Doom
  Radius 2
  Height 2
  Speed 12
  Damage (random(1,3))
  Projectile
  RenderStyle Add
  Alpha 0.75
  Scale 0.2
  Translation "168:191=250:254", "208:223=250:254"
  States
  {
  Spawn:
    BAL1 AB 3 Bright 
    Goto Death
  Death:
    BAL1 CDE 3 Bright 
    Stop
  }
}



ACTOR YellowImp : Doomimp
{
  Game Doom
  Health 165
  Species "Imp"
  BloodColor "Yellow"
  DamageFactor "Extinguishing", 3.0
  DamageFactor "PLWater", 1.5
  DamageFactor "fire", 0.75
  DamageFactor fire, 0.75
    DamageFactor "ice", 0.85
  DamageFactor ice, 0.85
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 130
  Speed 10
  PainChance 120
  Monster
  +FLOORCLIP
   +NOFEAR
  +DONTHARMSPECIES
  +Missilemore
  +QUICKTORETALIATE
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  HitObituary "%o got slashed up by orange imps big hands"
  Obituary "%o was burninated by orange imp"
  DropItem "HealthBundle", 128
  DropItem "HealthBonus"
  Dropitem "CH_RocketAmmo", 8
  DropItem "CH_Chainsaw", 16
  Translation "64:79=212:223", "80:111=171:191", "4:4=169:169", "168:168=172:174"
  Meleerange 68
  tag "Orange Imp"
  States
  {
    Spawn:
      TRO4 AB 10 A_Look
	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop
    See:
      TRO4 AABB 3 a_chase
	  	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TRO4  CCDD 3 A_Chase
	  	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TRO4 A 0 A_Jump(34,"Dodger")
      Loop
	Dodger:
	  TRO4 AABB 3 a_fastchase
	  	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 TRO4 CCDD 3 A_FastChase
	  	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TRO4 A 0 A_Jump(64,"See")
	  Loop
    Melee:
	  TRO4 EF 8
	  TRO4 G 6 A_Custommeleeattack(random(10,32),"imp/melee")
    Missile:
		  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TRO4 EF 8 A_FaceTarget
      TRO4 G 6 A_Custommissile("SpitFireImp",42,3,random(-1,1))
      Goto See
	  
	  					Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	  
    Pain:
      TRO4 H 1 
	  	  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      TRO4 H 2 A_Pain
	  TRO4 H 1 A_Jump(64,"Firey")
      Goto See
	Pain.fire:
	  TRO4 H 0
	  TRO4 H 0
	  Goto Dodger
    Firey:
      TRO4 E 5 Bright
	  TRO4 H 5 A_custommissile("Firespe1",42,0,random(-360,360))
	  TRO4 H 1
	Goto Dodger
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
      TRO4 I 8
      TRO4 J 8 A_Scream
      TRO4 K 6
      TRO4 L 6 A_NoBlocking
      TRO4 M -1
      Stop
    XDeath:
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO N 5
      TROO O 5 A_XScream
      TROO P 5
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      TROO Q 5 A_NoBlocking
      TROO RST 5
	  TROO U 45
	  TNT1 A 0 A_CustomMissile("ArchvileFire", 0, 0, 0,0)
      TROO U -1
      Stop
    Raise:
      TRO4 ML 8
      TRO4 KJI 6
      Goto See
  }
}

Actor SpitFireImp
{
  Game doom
  Radius 6
  Height 6
  Speed 19
  Damage (Random(2,42))
  DamageType "Fire"
  Projectile
  Renderstyle Add
  Seesound "Imp/Attack"
  DeathSound "Fire/fire5"
  Alpha 0.9
  Scale 0.85
  States
  {
  Spawn: 
    FLUM ABCDE 6 Bright 
	Loop
  Death: 
    BBOM ABC  2 Bright A_setScale(0.7)
	BBOM DEFG 3 Bright A_Explode(random(2,13),64)
	Stop
  }
}

actor RedImp : DoomImp
{
  Game Doom
  Health 215
  Species "Imp"
  Radius 20
  Height 56
  Mass 130
  Speed 10
  DamageFactor Melee, 2
  DamageFactor "Extinguishing", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor ice, 1.45
  DamageFactor "ice", 1.45
  PainChance 100
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  +QUICKTORETALIATE
  +NOFEAR
  SeeSound "imp2/see"
  PainSound "imp2/hurt"
  DeathSound "imp2/die"
  ActiveSound "imp2/active"
  Obituary "%o was bloodified by Red Imp"
  HitObituary "%o was made into minced meat by Red Imp"
  DropItem "HealthBundle", 128
  DropItem "HealthBonus"
  DropItem "ArmorBundle", 64
  DropItem "CH_Berserk", 64
  DropItem "CH_Chainsaw", 16
  tag "Red Imp"
    States
    {
    Spawn:
        PRIM AB 10 A_Look
			  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    See:
        PRIM AABB 3 a_chase
					  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		PRIM CCDD 3 A_Chase
					  			  				  				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        Loop
    Melee:
		PRIM EF 8 A_FaceTarget
        PRIM G 6 A_Custommeleeattack(random(10,38),"imp/melee")
	Missile:
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

        PRIM EF 4 A_FaceTarget
        PRIM G 3 
		PRIM G 0 A_CustomMissile ("RedMessImp2", 32, 12, 0)
		PRIM G 0 A_CustomMissile ("RedMessImp2", 32, 4, 0)
		PRIM G 0 A_CustomMissile ("RedMessImp2", 32, 20, 0)
		PRIM G 0 A_CustomMissile ("RedMessImp2", 22, 12, 0)
		PRIM G 0 A_CustomMissile ("RedMessImp2", 42, 12, 0)
		Goto See
		
		
							Pain.AbyssPE:
		TNT1 A 0
	TNT1 A 0 A_setscale(0.8,0.8)
	TNT1 A 0 A_changeflag("Nopain",true)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
		
    Pain:
        PRIM H 3 A_Pain
					  			  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		PRIM H 3 A_ChangeFlag("NOPAIN", True)
		PRIM H 3 A_ChangeFlag("Missileevenmore", True)
		PRIM H 2 A_PlaySound("imp/pain")
		PRIM H 2 //A_SetSpeed(14)
		PRIM H 2
        Goto See
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
        PRIM N 5  A_CustomMissile ("HKRedDeath",32,0)
        PRIM O 5 A_XScream
        PRIM P 5
        PRIM Q 5 A_Fall
        PRIM RST 5
        PRIM U -1
        Stop
		XDeath:
			  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
		PRIM N 5  A_CustomMissile ("HKRedDeath",32,0)
	  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
        PRIM O 5 A_XScream
        PRIM P 5
        PRIM Q 5 A_Fall
        PRIM RST 5 A_CustomMissile ("HKRedDeath",random(12,46),random(-15,15))
			  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,18, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
        PRIM U -1
        Stop
    Raise:
        PRIM UTSRQPON 4
        Goto See
    }
}


Actor RedMessImp2
{
  Radius 6
  Height 8
  Mass 5
  Speed 11
  Projectile
  +SeekerMissile
  Scale 0.55
  Renderstyle Add
  Damage (random(2,19))
  DamageType "Fire"
  Alpha 0.95
  SeeSound "imp/attack"
  DeathSound "weapons/firex4"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 A 1 A_SeekerMissile(3,5)
   BAL1 B 1 A_Custommissile("RedMessImp",2,0,random(-180,180))
   BAL1 A 1 A_Weave(1,1,2,1)
   Loop
  Death:
   BAL1 CDE 1 A_SetTranslucent(0.35)
   Stop
 }
}

Actor RedMessImp
{
  Radius 5
  Height 5
  Mass 7
  Speed 4
  Projectile
  +THRUACTORS
  Scale 0.3
  Renderstyle Add
  Alpha 0.5
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 AB 6
   Goto Death
  Death:
   BAL1 A 1 A_SetTranslucent(0.25)
   Stop
 }
}

Actor Blackimp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:

TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 

TNT1 A 0 A_SpawnitemEx("BlackImp1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackImp1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackImpEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackImpEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackImpEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


}
}



Actor BlackImpEXcharge
{
   Radius 10
   Height 18
speed 1
   Scale 1.45
   RenderStyle Add
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   +noclip
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
     BLVB A 3 bright a_setscale(1.45,1.2)
	 BLVB B 3 Bright a_setscale(1.2,1.45)
	 BLVB A 3 bright a_setscale(1.45,1.2)
	 BLVB B 3 Bright a_setscale(1.2,1.45)
	 BLVB A 3 bright a_setscale(1.45,1.2)
	 BLVB B 3 Bright a_setscale(1.2,1.45)
	 BLVB A 3 bright a_setscale(1.0,1.0)
	 BLVB B 3 Bright a_setscale(0.6,0.6)
	 BLVB A 3 bright a_setscale(0.25,0.25)
	stop
   }
}



Actor BlackImpBeam1
{
    Radius 1
    Height 1
	Scale 1.25
	Projectile
    +NOCLIP
    +NOGRAVITY
	Speed 1
    Renderstyle ADD
	DamageType "Plasma"
	DeathSound "NETHERDE"
    Alpha 1.25
    States
    {
    Spawn:
	TNT1 A 0
	Death:
	TNT1 A 0
	TNT1 A 1 a_scream
        SPIR EDCBA 3 Bright A_Explode(random(2,20),128)
			TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))

        Stop
    }
}

Actor BlackImpBeam2
{
   Radius 10
   Height 18
speed 1
   Scale 1.75
   Damagetype "Fire"
   Damage (random(10,20))
   RenderStyle Add
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   +noclip
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
     BLVB A 3 bright a_setscale(1.75,1.75)
	 BLVB B 3 Bright a_setscale(1.5,1.5)
	 TNT1 A 0 A_explode(random(5,30),64,0)
	      BLVB A 3 bright a_setscale(1.75,1.75)
	 BLVB B 3 Bright a_setscale(1.5,1.5)
	 TNT1 A 0 A_explode(random(5,30),64,0)
	      BLVB A 3 bright a_setscale(1.75,1.75)
	 BLVB B 3 Bright a_setscale(1.5,1.5)
	 TNT1 A 0 A_explode(random(5,30),64,0)
	      BLVB A 3 bright a_setscale(1.75,1.75)
	 BLVB B 3 Bright a_setscale(1.5,1.5)
	 TNT1 A 0 A_explode(random(5,30),64,0)
	 	      BLVB A 3 bright a_setscale(1.15,1.15)
	 BLVB B 3 Bright a_setscale(0.5,0.5)
	 BLVB A 3 bright a_setscale(0.15,0.15)
	TNT1 AA 0 A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(-3,3), random(-359,359))

	stop
   }
}


ACTOR BlackImpSmokeOut
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +NoInteraction
  RenderStyle Stencil
  Stencilcolor "Black"
  SeeSound "Fire/fire3"
  Alpha 0.75
  yScale 0.25
  Xscale 0.5
  
  States
  {
  Spawn:
    RNGG ABCDABCDABCD 1 Bright 
	Fly:
	RNGG ABCDABCDABCD 3 Bright A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))
	RNGG ABCDABCDABCD 2 Bright A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))
	RNGG ABCDABCDABCD 1 Bright A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))
    RNGG ABCD 4 Bright A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))
   Stop
  }
}


Actor BlackImpEXBall1
{
   Radius 10
   Height 10
   Speed 14
   Damage (random(5,40))
   Scale 1.15
   RenderStyle Add
   DamageType Fire
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   WeaveIndexXY 54
   
   States
   {
   Spawn:
   TNT1 A 0 
   Fly:
   TNT1 A 0 A_jump(255,"A1","A2", "A3")
   
   A1:
      BLVB A 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	  BLVB B 1 bright a_weave(3, 0, 2, 0)
      loop
	  
	     A2:
      BLVB A 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	  BLVB B 1 bright a_weave(3, 0, -2, 0)

      loop
	  
	  	     A3:
      BLVB A 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	  BLVB B 1 bright 

      loop
	  
   Death:
      BLVB CDEF 2 Bright A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), random(1,6), 0, 0, random(-359,359))
      stop
   }
}


Actor BlackImpExBigOne
{
    Radius 16
    Height 16
	Speed 9
	Projectile
    +NOGRAVITY
	+seekermissile
    Renderstyle ADD
	Scale 2.35
	Damage (random(50,120))
	damagetype "Plasma"
    Alpha 1.25
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	dropitem "CH_rocketammo"
    States
    {
    Spawn:
	TNT1 A 0
	Fly:
        RED9 B 1 Bright  A_Explode(random(4,10),128)
		RED9 A 1 Bright a_seekermissile(2,2)
	
        Loop
	Death:
	    SPIR AAAAAAAAAAAA 0 Bright A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), random(1,6), 0, 0, random(-359,359))
	   TNT1 A 0 A_setscale(4.0,4.0)
	   SPIR ABCDEDCBA 5 Bright A_Explode(random(5,50),256)
		SPIR E 1 a_noblocking
		Stop
    }
}

Actor BlackImpEX
{
  Obituary "%o was smoked out by the black imp EX"
  Health 8600
  Radius 20
  Height 56
  Mass 5000
  Speed 19
  yScale 1.4
  XScale 1.05
  Species "Imp"
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
 RadiusDamageFactor 0.33
  DamageFactor Melee, 1.5
  Damagefactor "Plasma", 1.1
  DamageFactor "Heroic", 3.0
  DamageFactor "PlayerVoid", 0.6
  PainChance 28
  MONSTER
  +FLOORCLIP
  +DONTHURTSPECIES
  +Dontharmspecies
  +Boss
  +dontmorph 
  -NORADIUSDMG
  +Missilemore
  +Missileevenmore
  +Quicktoretaliate
  +notarget
  +NOFEAR
  SeeSound "agaures/sight"
  PainSound "agaures/pain"
  DeathSound "agaures/death"
  ActiveSound "agaures/active"
  MeleeSound "agaures/scratch"
  DropItem "BackPack"
  DropItem "BackPackBundle"

  DropItem "CH_SoulSphere"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
    DropItem "CH_RocketBox"
	  DropItem "CH_RocketBox"
  DropItem "CH_SuperShotgun"
  DropItem "CH_ShellBox"
  Dropitem "CH_SoulSphere"
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",8
  Dropitem "RLUniqueWeaponSpawner",12
  tag "Smoking Black Imp EX"
  States
  {
  Spawn:
    AGUR A 0
	AGUR A 0
	AGUR A 0
	Goto Scripted
  Scripted:
    AGUR A 0
	AGUR A 0  ACS_NamedExecuteAlways("AnnounceBlackImp")
	AGUR A 0  A_log("A chill runs down your spine")
	Goto Idle
  Idle:
    AGUR AB 10 A_Look
				 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    AGUR AA 4 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		AGUR YYY 0 A_SpawnItemEx("DeathBreathDI",-1, random(-18,18), random(2,32), random(1,5), 0, 1, random(90,270))
	AGUR BB 4 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			AGUR YYY 0 A_SpawnItemEx("DeathBreathDI",-2, random(-18,18), random(2,32), random(1,5), 0, 2, random(90,270))
	AGUR CC 4 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			AGUR YYY 0 A_SpawnItemEx("DeathBreathDI",-3, random(-18,18), random(2,32), random(1,5), 0, 3, random(90,270))
	AGUR DD 4 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			AGUR YYY 0 A_SpawnItemEx("DeathBreathDI",-4, random(-18,18), random(2,32), random(1,5), 0, 4, random(90,270))
    loop
  Melee:
  Missile:
    AGUR AAA 0 A_SpawnItemEx("DeathBreathDI", random(-88,88), random(-88,88), random(-6,27), random(1,9), 0, 1, random(-359,359))
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	AGUR A 0 A_JumpIfCloser(1300,"Choice")
	AGUR A 0 A_Jump(256, "KameHameha","Smokeout")
	Goto See
	
	Choice:
	TNT1 A 0
	TNT1 A 0 A_Jump(256, "KameHameha","Smokeout","OneShot","BigShot","SpamShotRain")
	
	Kamehameha:
	AGUR W 2 a_playsound("agaures/sight",7,2,false,ATTN_NONE)
	AGUR W 2 bright A_FaceTarget
	AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,32, 42)
    AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,-32, 42)
	AGUR W 18 bright
	
    AGUR X 8 A_FaceTarget
    AGUR Y 9 bright A_CustomRailgun(random(20,80),-20,"white","white",RGF_NOPIERCING,0,0,"BlackImpBeam1",0,0,0,0,0.4,1.0,"BlackImpBeam2",1)
	AGUR Y 16
	AGUR YYY 0 A_SpawnItemEx("DeathBreathDI", random(-118,118), random(-118,118), random(-6,32), random(1,9), 0, 1, random(-359,359))

    goto See
	
	SmokeOut:
	 AGUR Y 2
	 AGUR Y 2 A_facetarget
	AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 16,3, 32)
    AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 16,-3, 32)
	AGUR Y 1 A_VileTarget("CHBSTarget")
	AGUR YYY 2 bright A_SpawnItemEx("DeathBreathDI",-4, random(-18,18), random(2,32), random(1,5), 0, 1, random(90,270))
	AGUR YYYYYYYY 1 bright A_SpawnItemEx("DeathBreathDI",-4, random(-18,18), random(2,32), random(1,5), 0, 1, random(90,270))
	AGUR YYYYY 0 bright A_SpawnItemEx("DeathBreathDI",-4, random(-18,18), random(2,32), random(1,5), 0, 1, random(90,270))

	AGUR Y 3 bright a_checksight("See")
	AGUR Y 9 bright A_facetarget
    AGUR Y 4 bright A_VileTarget("BlackImpSmokeout")
	AGUR XW 6 
	Goto see
	
  OneShot:
    AGUR EF 12 A_FaceTarget
    AGUR GGGGGGGGGGGG 1 bright A_CustomMissile("BlackImpExBall1", 42, 0, random(-30,30))
	AGUR G 0 A_FaceTarget
	AGUR GGGGGGGGG 2 bright A_CustomMissile("BlackImpExBall1", 42, 0, random(-15,15))
	AGUR G 0 A_FaceTarget
	AGUR GGGGGG 3 bright A_CustomMissile("BlackImpExBall1", 42, 0, random(-7,7))
	AGUR G 0 A_FaceTarget
    AGUR GGG 4 bright A_CustomMissile("BlackImpExBall1", 42, 0, random(-1,1))
	AGUR GF 6 a_jump(24,"BigShot")
    goto See
  BigShot:
    AGUR E 12 Bright A_FaceTarget
		AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,32, 38)
    AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,-32, 38)
	AGUR F 12 Bright A_FaceTarget
		AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,32, 38)
    AGUR A 0 A_SpawnItemEx("BlackImpExCharge", 1,-32, 38)
	AGUR F 2 Bright A_CustomMissile("EffectHK",28,0)
	AGUR F 2 Bright A_CustomMissile("EffectHK",32,0)
	AGUR F 2 Bright A_CustomMissile("EffectHK",36,0)
	AGUR G 1 Bright A_FaceTarget
    AGUR G 8 Bright A_CustomMissile("BlackImpEXBigone", 64, 0, 0, 0, 0)
	AGUR G 4
	AGUR A 10
	Goto See
  SpamShotRain:
    AGUR EF 8 A_FaceTarget
	AGUR GGGGG 1 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-15,15), 0, 0)
		AGUR GGGGGGG 0 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-15,15), 0, 0)
	AGUR G 1  A_FaceTarget
		AGUR GGGG  2 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-10,10), 0, 0)
		AGUR GGGGGGGGGGG 0 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-15,15), 0, 0)
	
		AGUR G 1  A_FaceTarget
		AGUR GGG  3 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-5,5), 0, 0)
		AGUR GGGGGGGGGGGGGG 0 A_CustomMissile("BlackImpExBall2", random(70,90), 0, random(-15,15), 0, 0)
	AGUR GF 6 a_jump(24,"BigShot")
	
	goto see
  Pain:
    AGUR H 2 
					 	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    AGUR YYYYYYYYY 0 A_SpawnItemEx("DeathBreathDI",0, random(-18,18), random(2,32), random(3,8), 0, 1, random(-359,359))
	
    AGUR H 2 A_Pain
	TNT1 A 0 A_jump(64,"Warp")
    goto See
	
	Warp:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))

	TNT1 A 0 a_changeflag("NOPAIN",TRUE)
		TNT1 A 0 //A_setspeed(99)
	TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 3 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 3 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 AAAA 0 A_WANDER
	TNT1 A 1 A_WANDER
	TNT1 A 0 //A_setspeed(19)
	TNT1 A 0 a_changeflag("NOPAIN",FALSE)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))
Goto see
	
  Death:
    AGUR I 12
    AGUR J 12 A_Scream
    AGUR KL 12
    AGUR M 12 A_NoBlocking
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("DeathBreathDI", 0, 0, random(1,6), random(3,15), 0, random(1,12), random(-359,359))

    AGUR N -1
    stop
  }
}

Actor BlackImpExBall2
{
   Radius 8
   Height 8
   Speed 19
   Damage (random(1,10))
   RenderStyle Add
   Alpha 0.67
   DamageType Fire
   PROJECTILE
   gravity 0.02
   -nogravity
   +usebouncestate
   +seekermissile
   bouncetype "Hexen"
   Bouncefactor 1.25
   BounceCount 4
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
      BLVB A 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	  BLVB B 1 bright A_seekermissile(random(2,8),random(2,10))
      loop
	  
	  Bounce:
	  TNT1 A 0 thrustthingz(0,9,0,0)
	  Goto fly
   Death:
      BLVB C 0 Bright A_SetScale(2,2)
      BLVB CDEF 4 Bright A_Explode(random(1,8),32)
      stop
   }
}



Actor BlackImp1
{
  Obituary "%o wasn't good enough at dodging black imps spam shots"
  HitObituary "%o was gut'd out by the black imp"
  Health 3800
  Radius 20
  Height 56
  Mass 500
  Speed 12
  Scale 1.2
  Species "Imp"
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  RadiusDamageFactor 0.45
  DamageFactor Melee, 1.75
  Damagefactor "Plasma", 1.1
  DamageFactor "Heroic", 3.0
  PainChance 28
  MONSTER
  +FLOORCLIP
  +DONTHURTSPECIES
  +Dontharmspecies
  +Boss
  -NORADIUSDMG
  +Missilemore
  +Missileevenmore
  +dontmorph 
  +Quicktoretaliate
  +notarget
  +NOFEAR
  SeeSound "agaures/sight"
  PainSound "agaures/pain"
  DeathSound "agaures/death"
  ActiveSound "agaures/active"
  MeleeSound "agaures/scratch"
  DropItem "BackPack"
  DropItem "BackPackBundle"

  DropItem "CH_SoulSphere"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_SuperShotgun"
  DropItem "CH_ShellBox"
    Dropitem "RareArmorPool", 64
  Dropitem "RLDemonicWeaponSpawner",8
  Dropitem "RLUniqueWeaponSpawner",12
  tag "Smoking Black Imp"
  States
  {
  Spawn:
    AGUR A 0
	AGUR A 0
	AGUR A 0
	Goto Scripted
  Scripted:
    AGUR A 0
	AGUR A 0  ACS_NamedExecuteAlways("AnnounceBlackImp")
	AGUR A 0
	Goto Idle
  Idle:
    AGUR AB 10 A_Look
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    AGUR AABB 3 a_chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    AGUR CCDD 3 A_Chase
				 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  Melee:
    AGUR W 6 A_FaceTarget
    AGUR X 6 A_FaceTarget
    AGUR Y 6 A_CustomMeleeAttack(random(20,65),"agaures/swing","none")
	AGUR YYY 0 A_SpawnItemEx("DeathBreathDI", random(-118,118), random(-118,118), random(-6,32), 0, 0, 0, 0, 128, 0)
	AGUR Y 0 A_Jump(88,"Missile")
    goto See
  Missile:
    AGUR AAA 0 A_SpawnItemEx("DeathBreathDI", random(-88,88), random(-88,88), random(-6,27), 0, 0, 0, 0, 128, 0)
   				 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    AGUR A 0 A_SetTranslucent(1)
	AGUR A 0 A_Jump(256, "OneShot","SpamShots","BigShot")
	Goto See
  OneShot:
    AGUR EF 12 A_FaceTarget
    AGUR G 6 A_CustomMissile("AgauresBall1", 37, 0, 0, 0, 0)
	AGUR G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-15,15), 0, 0)
	AGUR G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-25,25), 0, 0)
    AGUR G 0 A_CustomMissile("AgauresBall1", 37, 0, random(-15,15), 0, 0)
	AGUR G 0 A_Jump(128,"OneShot")
	AGUR G 0 A_Jump(128,"SpamShots")
    goto See
  BigShot:
    AGUR E 12 Bright A_FaceTarget
	AGUR F 12 Bright A_FaceTarget
	AGUR F 2 Bright A_CustomMissile("EffectHK",28,0)
	AGUR F 2 Bright A_CustomMissile("EffectHK",32,0)
	AGUR F 2 Bright A_CustomMissile("EffectHK",36,0)
    AGUR G 8 Bright A_CustomMissile("DIBigone", 38, 0, 0, 0, 0)
	AGUR G 4
	AGUR A 10
	Goto See
  SpamShots:
    AGUR EF 8 A_FaceTarget
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, -5, 0, 0)
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
    AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, 5, 0, 0)
	AGUR G 0 A_Checksight("See")
	AGUR EF 5 A_FaceTarget
    AGUR G 4 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	AGUR G 0 A_Checksight("See")
    AGUR EF 4 A_FaceTarget
    AGUR G 3 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	AGUR G 0 A_Checksight("See")
	AGUR EF 2 A_FaceTarget
    AGUR G 1 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
	AGUR G 0 A_Checksight("See")
	AGUR EF 6 A_FaceTarget
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, -10, 0, 0)
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
    AGUR G 0 A_CustomMissile("AgauresBall2",37,0,10,0,0)
	AGUR G 0 A_Checksight("See")
	AGUR EF 5 A_FaceTarget
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, -15, 0, 0)
	AGUR G 0 A_CustomMissile("AgauresBall2", 37, 0, 0, 0, 0)
    AGUR G 6 A_CustomMissile("AgauresBall2", 37, 0, 15, 0, 0)
	goto see
  Pain:
    AGUR H 2 A_SetTranslucent(1)
    				 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	AGUR H 2 A_Pain
    goto See
  Pain.DIMp:
    AGUR A 0 A_SetTranslucent(0.5)
	Goto See
  Death:
    AGUR I 12
    AGUR J 12 A_Scream
    AGUR KL 12
    AGUR M 12 A_NoBlocking
    AGUR N -1
    stop
  }
}

Actor DIBigOne
{
    Radius 12
    Height 24
	Speed 7
	Projectile
    +NOGRAVITY
    Renderstyle ADD
	Scale 2
	Damage (random(40,125))
	damagetype "Plasma"
    Alpha 0.75
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	dropitem "rocketammo"
    States
    {
    Spawn:
        RED9 B 1 Bright 
		RED9 AA 1 Bright A_SpawnItemEx("SpiralSaw5", 0, 0, 0, 0, 0, 0, 0, 128)
		RED9 A 0 Bright A_CustomMissile("GroundRedCyb", 0, 0)
		RED9 A 0 Bright A_CustomMissile("AgauresBall1",7,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		RED9 A 0 Bright A_Explode(random(4,10),128)
        Loop
	Death:
	    SPIR AAAA 0 Bright A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), 0, 0, 0, 0, 128, 0)
	    SPIR ABCDEDCBA 5 Bright A_Explode(random(5,30),178)
		SPIR E 1 a_noblocking
		Stop
    }
}

Actor AgauresBall1
{
   Radius 10
   Height 18
   Speed 9
   Damage (random(5,40))
   Scale 1.45
   RenderStyle Add
   DamageType Fire
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
      BLVB AAABBB 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
	  BLVB A 0 Bright A_Jump(24,"Death")
      loop
   Death:
      BLVB CDEF 2 Bright A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), 0, 0, 0, 0, 128, 0)
      stop
   }
}

Actor AgauresBall2
{
   Radius 8
   Height 16
   Speed 19
   Damage (random(5,25))
   RenderStyle Add
   Alpha 0.67
   DamageType Fire
   PROJECTILE
   +THRUGHOST
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
      BLVB AAABBB 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
      loop
   Death:
      BLVB C 0 Bright A_SetScale(2,2)
      BLVB CDEF 4 Bright A_Explode(random(1,10),64)
      stop
   }
}

Actor AgauresBallTrail
{   
   Radius 0
   Height 1
   PROJECTILE
   RenderStyle Add
   Alpha 0.75
   States
   {
   Spawn:
      NULL A 1 Bright
      BLTR ABCDEFG 2 Bright
      Stop 
   }
}

Actor DeathBreathDI
{ 
    Radius 24 
    Height 6 
    Speed 1 
    Damage 1 
	DamageType "DIMp"
	Scale 0.95
    PROJECTILE 
	+FloatBob
    RenderStyle Translucent 
    Alpha 0.67 
    States 
    { 
    Spawn: 
        AGAS ABCDE 4 A_Explode(random(0,2),42)
		AGAS E 0 A_RadiusGive("Health",64, RGF_MONSTERS,3)
		AGAS FGDEF 4 A_Explode(random(1,2),42)
		AGAS F 0 A_RadiusGive("Health",64, RGF_MONSTERS,5)
		AGAS GDEFGD 4 A_Explode(random(0,1),42)
		AGAS E 0 A_RadiusGive("Health",64, RGF_MONSTERS,3)
		AGAS EFGDEF 4 A_Explode(random(1,2),42)
		AGAS F 0 A_RadiusGive("Health",64, RGF_MONSTERS,5)
		AGAS GDCBA 4 A_Explode(random(0,1),42)
        Goto Death 
    Death: 
        AGAS DC 1 A_SetScale(0.65)
		AGAS BA 3 A_Explode(random(1,2),32)
        Stop 
    } 
}

actor SpecialImp2 : RandomSpawner
{
 DropItem "SpecialImp4", 255, 100
 DropItem "SpecialImp3", 255, 80
 DropItem "SpecialImp5", 255, 60
 DropItem "SpecialImp6", 255, 40
 DropItem "SpecialImp7", 255, 20
}

ACTOR SpecialImp7 : RedImp
{
  Game Doom
  Species "Imp"
  RenderStyle "Add"
  Alpha 0.95
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Dontharmclass
  +Missilemore
  +NOCLIP
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
  +notrigger
  health 80
  DropItem "HealthBundle", 42
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  Obituary "%o met revenge of Red Imps"
  tag "Ghost Red Imp"
  States
	{
	See:
    PRIM ABBCC 3 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PRIM DEEFF 3 A_Chase
	PRIM A 0 A_JumpIfMasterCloser(800,"See")
    PRIM A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	PRIM A 1
	Loop
	}
}

ACTOR SpecialImp6 : YellowImp
{
  Game Doom
  Species "Imp"
  RenderStyle "Add"
  Alpha 0.95
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Dontharmclass
  +Missilemore
  +NOCLIP
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
    +notrigger
  health 80
  DropItem "HealthBundle", 42
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  Obituary "%o met revenge of Yellow Imps"
  tag "Ghost Yellow Imp"
  States
	{
	See:
    TRO4 ABBCC 3 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TRO4 DEEFF 3 A_Chase
	TRO4 A 0 A_JumpIfMasterCloser(800,"See")
    TRO4 A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	TRO4 A 1
	Loop
	}
}

ACTOR SpecialImp5 : PurpleImp
{
  Game Doom
  Species "Imp"
  RenderStyle "Add"
  Alpha 0.95
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Dontharmclass
  +Missilemore
  +NOCLIP
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
    +notrigger
  health 80
  DropItem "HealthBundle", 42
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  Obituary "%o met revenge of Purple Imps"
  tag "Ghost Purple Imp"
  States
	{
	See:
    TROO ABBCC 3 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO DEEFF 3 A_Chase
	TROO A 0 A_JumpIfMasterCloser(800,"See")
    TROO A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	TROO A 1
	Loop
	}
}

ACTOR SpecialImp4 : GreenImp
{
  Game Doom
  Species "Imp"
  RenderStyle "Add"
  Alpha 0.95
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Dontharmclass
  +Missilemore
  +NOCLIP
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
    +notrigger
  health 80
  DropItem "HealthBundle", 42
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  Obituary "%o met revenge of Green Imps"
  tag "Ghost Green Imp"
  States
	{
	See:
    TROO ABBCC 3 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO DEEFF 3 A_Chase
	TROO A 0 A_JumpIfMasterCloser(800,"See")
    TROO A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	TROO A 1
	Loop
	}
}

ACTOR SpecialImp3 : BlueImp
{
  Game Doom
  Species "Imp"
  RenderStyle "Add"
  Alpha 0.95
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Dontharmclass
  +Missilemore
  +NOCLIP
  +NOTARGETSWITCH
  -COUNTKILL
  -ACTIVATEMCROSS
    +notrigger
  health 80
  DropItem "HealthBundle", 42
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  Obituary "%o met revenge of Blue Imps"
  tag "Ghost Blue Imp"
  States
	{
	See:
    TROO ABBCC 3 A_Chase
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TROO DEEFF 3 A_Chase
	TROO A 0 A_JumpIfMasterCloser(800,"See")
    TROO A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
	TROO A 1
	Loop
	}
}

Actor WhiteImp
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhiteImp2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackImp",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor WhiteImp2
{
  Obituary "Look, %o , it's the revenge of the imps!"
  Health 6666
  Radius 20
  Height 56
  Mass 120
  Speed 18
  Species "Imp"
  PainChance 24
  PainChance "DIMp", 0
  PainChance fire, 0
  PainChance "fire", 0
  SeeSound "monster/hlnsit"
  PainSound "monster/hlnpai"
  DeathSound "monster/hlndth"
  ActiveSound "monster/hlnact"
  Monster
  +FLOORCLIP
  +DONTHURTSPECIES
  +Dontharmspecies
  +dontharmclass
  +Boss
  -NORADIUSDMG
  +Missilemore
  +missileevenmore
  +dontmorph 
  +notarget
  +Quicktoretaliate
  Scale 1.25
 RadiusDamageFactor 0.33
 
  DamageFactor Melee, 3.3
  Damagefactor "Plasma", 1.1
  DamageFactor "Heroic", 3.0
  DropItem "BackPack"
   DropItem "BackPackBundle"

  DropItem "CH_MegaSphere"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox",128
  DropItem "CH_RocketBox",64
  DropItem "CH_chainsaw"
  DropItem "CH_ShellBox"
  DropItem "CH_CellPack"
    DropItem "CH_chainsaw"
  DropItem "CH_ShellBox",128
  DropItem "CH_CellPack",64
  DropItem "RLJackhammerPickup", 24
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLLegendaryWeaponSpawner", 6
  Dropitem "RLUniqueWeaponSpawner",12
  Translation "208:223=87:95", "232:235=96:100", "32:47=102:108", "42:47=105:109", "187:191=104:110", "164:167=99:102", "185:188=104:107","170:191=[144,144,144]:[55,55,55]"
  Tag "Imp Master"
  States
  {
  Spawn:
    HELN A 0
	HELN A 0 Bright A_Spawnitemex("SpecialImp3",0,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 1 Bright A_Spawnitemex("SpecialImp3",0,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 0 Bright A_Spawnitemex("SpecialImp4",5,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 1 Bright A_Spawnitemex("SpecialImp4",-5,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 0 Bright A_Spawnitemex("SpecialImp5",0,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 1 Bright A_Spawnitemex("SpecialImp5",0,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 0 Bright A_Spawnitemex("SpecialImp6",5,-5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 1 Bright A_Spawnitemex("SpecialImp7",-5,5,6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN A 0
	HELN A 0
	Goto Scripted
  Scripted:
    HELN A 0
	HELN A 0  ACS_NamedExecuteAlways("AnnounceWhiteImp")
	HELN A 0 
	Goto Idle
  Idle:
    HELN AB 10 A_Look
					 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    HELN AABBCC 2 A_Chase
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HELN C 0 A_Jump(42, "See2")

	HELN DDEEFF 2 A_Chase
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HELN F 0 A_Jump(64, "See2")
	HELN F 0 A_Jump(8,"Summon")
	HELN F 0
    Loop
  See2:
    HELN AABBCC 2 A_FastChase
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HELN C 0 A_Jump(84, "See")
	HELN DDEEFF 2 A_FastChase
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HELN F 0 A_Jump(128, "See")
    Loop
  Missile:
    HELN G 0 Bright
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HELN G 0 Bright A_Jump(255,"ColorBs","megaball","summon")
	
	ColorBs:
	HELN JIG 8 Bright A_FaceTarget
	HELN H 7 Bright  A_Playsound("monster/hlnsit")
	HELN HJ 5 Bright A_FaceTarget
	HELN K 1 Bright A_CustomMissile("WimpBall1",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 2 Bright A_CustomMissile("WimpBall2",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 1 Bright A_CustomMissile("WimpBall3",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 2 Bright A_CustomMissile("WimpBall4",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 1 Bright A_CustomMissile("WimpBall5",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 2 Bright A_CustomMissile("WimpBall1",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 1 Bright A_CustomMissile("WimpBall2",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 1 Bright A_CustomMissile("WimpBall3",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 2 Bright A_CustomMissile("WimpBall4",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 1 Bright A_CustomMissile("WimpBall5",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 2 Bright A_CustomMissile("WimpBall1",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 2 Bright A_CustomMissile("WimpBall2",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 1 Bright A_CustomMissile("WimpBall3",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN K 2 Bright A_CustomMissile("WimpBall4",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 1 Bright A_CustomMissile("WimpBall5",random(15,40),random(-12,12),random(-12,12),0,random(-4,9)) 
	HELN L 9 A_Jump(84,"nopenopeno2")
	HELN L 0
	Goto See
	Megaball:
    HELN G 0 A_FaceTarget
    HELN GGG 1 Bright A_CustomMissile("SparkPuff1",74,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HELN HHH 1 A_CustomMissile("SparkPuff1",74,random(-2,2), CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN GGG 1 Bright A_CustomMissile("SparkPuff1",64,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HELN HHH 1 A_CustomMissile("SparkPuff1",74,random(-2,2), CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN GGG 1 Bright A_CustomMissile("SparkPuff1",74,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HELN HHH 1 A_CustomMissile("SparkPuff1",74,random(-2,2), CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN GGG 1 Bright A_CustomMissile("SparkPuff1",74,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HELN HHH 1 A_CustomMissile("SparkPuff1",74,random(-2,2), CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN III 2 Bright A_CustomMissile("SparkPuff1",54,0, CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN JJJ 2 Bright A_CustomMissile("SparkPuff1",42,0, CMF_AIMOFFSET,random(0,360), random(0,360)) 
	HELN JK 5 Bright A_FaceTarget
    HELN L 6 Bright A_CustomMissile("HellionBall",38,0,5,0,2)
	HELN L 0 Bright A_CustomMissile("Hel2",40,0,2,0,5)
    HELN L 2 A_Jump(84,"nopenopeno2")
	HELN L 0
    Goto See
	Summon:
	HELN H 11 Bright A_Custommissile("BaronRing",64,0)
	HELN K 9 Bright A_Pain
	HELN H 10 Bright A_Pain
	HELN K 8 Bright A_Custommissile("BaronRing",64,0)
	HELN J 6 Bright  A_Pain
	HELN I 5 Bright A_Pain
	HELN G 3 Bright A_Spawnitemex("SpecialImp3",random(-88,88),random(-88,88),6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN G 3 Bright A_Spawnitemex("SpecialImp4",random(-88,88),random(-88,88),6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN G 3 Bright A_Spawnitemex("SpecialImp5",random(-88,88),random(-88,88),6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN G 3 Bright A_Spawnitemex("SpecialImp6",random(-88,88),random(-88,88),6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
	HELN G 3 Bright A_Spawnitemex("SpecialImp7",random(-88,88),random(-88,88),6,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
    HELN H 12 Bright A_Jump(84,"nopenopeno2")
	HELN H 0
	Goto See
	nopenopeno:
	HELN GGGGGGGGG 1 Bright A_CustomMissile("SparkPuff1",74,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN HHHHHHHHH 1 Bright A_CustomMissile("Hel2",64,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	Goto See
    nopenopeno2:
	HELN GGGGGGGGG 1 Bright A_CustomMissile("SparkPuff1",74,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 1 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall1",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall2",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall3",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall4",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	HELN H 0 Bright A_CustomMissile("WimpBall5",54,0,random(0,360), CMF_AIMOFFSET, random(0,360))
	Goto See
  Pain:
    HELN M 2
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HELN M 2 A_Pain
	HELN M 0 A_Jump(84,"nopenopeno")
	HELN M 0 
    Goto See
  Death:
    HELN N 6
    HELN O 6 A_Scream
    HELN PQR 6
    HELN S 6 A_NoBlocking
    HELN T -1
    Stop
  XDeath:
    HELN U 5
    HELN V 5 A_XScream
    HELN W 5
    HELN X 5 A_NoBlocking
    HELN YZ 5
    HEL2 "AB" 5
    HEL2 C -1
    Stop

  }
}

ACTOR WimpBall1
{
  Game Doom
  Radius 7
  Height 14
  Speed 14
  FastSpeed 26
  Damage (random(5,25))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Scale 0.8
  Alpha 0.85
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "168:191=112:127"
  States
  {
  Spawn:
    BAL1 AB 4 Bright 
    Loop
  Death:
    BAL1 CDE 6 Bright A_Explode(random(1,7),32)
    Stop
  }
}

ACTOR WimpBall2 : WimpBall1

{
Speed 16
Damage (random(4,32))
Translation "168:191=192:207", "208:223=193:200", "231:231=4:4"
States
{
  Death:
    PLSE C 0 Bright A_setScale(1.1)
    PLSE CDE 4 Bright
    Stop
}
}

ACTOR WimpBall3 : WimpBall1
 
{
Speed 15
Damage (random(2,24))
Translation "0:0=0:0"
States
 {
    Spawn:
    BAL1 A 2 Bright A_setscale(1.2,0.5)
	BAL1 A 2 Bright A_setscale(1,0.65)
	BAL1 B 2 Bright A_Setscale(0.8,0.8)
	BAL1 B 2 Bright A_setscale(1,0.65)
    Loop
	Death:
	BAL1 C 0 Bright A_setScale(1.1,1.1)
    BAL1 CDE 6 Bright A_Explode(random(1,12),64)
    Stop
	}
}

ACTOR WimpBall4 : WimpBall1

{
Speed 15
Damage (random(3,31))
+seekermissile
Translation "168:191=208:223"
States
 {
    Spawn:
    BAL1 A 3 Bright a_seekermissile(1,1)
	BAL1 B 3 Bright a_weave(1,1,1,1)
    Loop
	}
}

Actor WimpBall5 : Bounc11
{
scale 0.8
Bouncecount 1
states
{
    Spawn:
    BAL1 A 3 Bright 
	BAL1 B 3 Bright 
	loop
}
}



Actor HellionBall
{
  Game Doom
  Radius 12
  Height 16
  Damage (random(10,60))
  Speed 19
  Alpha 0.80
  Scale 1.3
  DamageType Fire
  Projectile
  +ThruGhost
  +ForceXYBillboard
  +Seekermissile
  RenderStyle Add
  SeeSound "Monster/hlnatk"
  DeathSound "Monster/hlnexp"
  Decal DoomImpScorch
  states
  {
  Spawn:
    HLBL A 1 bright A_seekermissile(7,5)
	HLBL B 1 Bright A_SpawnItemEx("HellionPuff",0,0,0,0,0,0,0,128)
	HLBL A 1 Bright A_weave(1.0,1.0,1.0,10)
	HLBL B 1 Bright A_SpawnItemEx("HellionPuff",0,0,0,0,0,0,0,128)
    Loop
  Death:
    HLBL JKLMN 3 Bright
    Stop
  }
}

Actor Hel2 : HellionBall
{
States
  {
  Spawn:
    HLBL A 1 bright A_seekermissile(5,7)
	HLBL B 1 Bright A_SpawnItemEx("HellionPuff",0,0,0,0,0,0,0,128)
	HLBL A 1 Bright A_weave(1.0,1.0,1.0,1.0)
	HLBL B 1 Bright A_SpawnItemEx("HellionPuff",0,0,0,0,0,0,0,128)
    Loop
  }
}

Actor HellionPuff
{   
  Radius 3
  Height 3
  RenderStyle Add
  Alpha 0.67
  +NoGravity
  +NoBlockMap
  +DontSplash
  +ForceXYBillboard
  States
  {
  Spawn:
    TNT1 A 3 Bright
    HLBL CDEFGHI 3 Bright
    Stop 
  }
}
//End of Hellion