actor Colourset1 : RandomSpawner replaces "Revenant"
{

    DropItem "CommonRevenant", 255, 500
    DropItem "GreenRevenant", 255, 360
	DropItem "CyanRevenant", 255,  120
    DropItem "BlueRevenant", 255,  120
	DropItem "BrownRevenant", 255,  100 //
    DropItem "PurpleRevenant", 255,  55
	DropItem "YellowRevenant", 255, 40
	DropItem "RedRevenant", 255, 21
	DropItem "AbyssRevenant",255, 30
	DropItem "BlackRevenant", 255, 4
	DropItem "FireBluRevenant", 255, 50
	DropItem "GrayRevenant", 255, 100
	
//	DropItem "BlackRevenantEX", 255, 2
	DropItem "WhiteRevenant", 255,  1
}


Actor BrownRevenant
{
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("Colourset1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


Actor RevSpeedBuff : CustomInventory
{

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

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

Stop
}
}




ACTOR BrownRevenant2
{

 Health 666
 gibhealth -85
  Radius 20
  Height 56
  Mass 800
  Speed 12
  PainChance 120
  Species "Revenant"
  
  Monster
  MeleeThreshold 106
  MeleeRange 102
  +MISSILEMORE 
  +MISSILEEVENMORE
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
    DamageFactor "Scrapper", 3.0
    DamageFactor "fire", 1.25
  DamageFactor fire, 1.25
  Meleerange 88
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
      DamageFactor "PLWater", 2.0
  PainChance "PLWater", 128
  
  PainThresHold 25
  Bloodcolor "blue"

Obituary "%o was blown out by brown revenant"
HitObituary "%o got their butt whooped by brownh revenant."
SeeSound "monster/incsit"
PainSound "skeleton/pain"
DeathSound "monster/incdth"
ActiveSound "monster/incact"
AttackSound "monster/incatk"
MeleeSound "monster/inchit"
  Tag "Mummy mummy"
  
    DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
 
	 DropItem "CH_RocketAmmo"
	  DropItem "CH_RocketAmmo"

States
   {
   Spawn:
       INCA 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:
      INCA AAB 2 A_Chase
	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_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
      INCA BCC 2 A_Chase
	  	RNGG A 0 A_Radiusgive("RevSpeedBuff",256,RGF_MONSTERS,1)
	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_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
	  INCA DDE 2 A_Chase
	  		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_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)
	  INCA EFF 2 A_Chase
	  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  RNGG A 0 A_Radiusgive("RevSpeedBuff",256,RGF_MONSTERS,1)
	   	 TNT1 A 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),0,0,0,0,SXF_NOCHECKPOSITION)

       Loop
   Melee:
       INCA G 0 
       INCA G 0 A_FaceTarget
       INCA G 5 A_SkelWhoosh
       INCA H 5 A_FaceTarget
       INCA I 5 A_SkelFist
       Goto See
   Missile:
       INCA J 5 A_FaceTarget
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       INCA J 5
       INCA U 10 Bright
	    INCA K 0 bright A_CustomMissile ("BrownRevBall",62,12,12)
	    INCA K 0 bright A_CustomMissile ("BrownRevBall",62,-12,-12)
       INCA K 10
       Goto See
   Pain:
       INCA L 5
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       INCA L 5 A_Pain
       Goto See
   Death:
       INCA L 0 
       INCA LM 7
       INCA N 7 A_Scream
       INCA O 7 A_NoBlocking
       INCA P 7
       INCA Q -1
       Stop
 
   XDeath:
       TNT1 A 0
	   TNT1 A 0 A_scream
       INCX A 10 Bright a_playsound("BASSFFAT",0)
       INCX BC 5 Bright
       INCX D 5 Bright A_NoBlocking
       INCX D 0 Bright 
	   TNT1 AAAAAAAAAAAAAAAAAAAA 0  A_SpawnItemEX("BrownVileGas",random(-2,2),random(-2,2),random(8,32),random(1,11),0,random(0,4),random(0,360),SXF_NOCHECKPOSITION)
       TNT1 AA 0 a_radiusgive("health",1200,RGF_MONSTERS,500)
       TNT1 A 0 A_Radiusgive("RevSpeedBuff",1200,RGF_MONSTERS,1)
       INCX EFGHIJ 5 Bright
       INCX K -1
   Raise:
       INCA Q 0 
       INCA QPONML 5
       Goto See
   }
}



ACTOR BrownRevBall
{
  Game Doom
  Radius 8
  Height 8
  Speed 20
  Damage (random(5,40))
  DamageType "Plasma"
  Projectile
    projectilekickback 500
  +RANDOMIZE
  +dontharmclass
  +seekermissile
  SeeSound "imp/attack"
  DeathSound "Crack/death"
  Translation "0:255=[128,255,255]:[0,128,255]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    RCHB AA 2 Bright 
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
	RCHB BB 2 Bright 
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
    RCHB ABAB 2 bright
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
    RCHB B 2 bright A_Seekermissile(45,45,SMF_PRECISE)
	
	Goto Fly2
	  Fly2:
    RCHB A 2 Bright 
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
	RCHB B 2 Bright 
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
    RCHB AB 2 bright
	TNT1 AA 0	A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(1,3),0,0,1,random(-359,359), SXF_TRANSFERTRANSLATION)
    RCHB B 2 bright A_jump(64,"Turn")
	
	Turn:
	TNT1 A 0
	RCHB A 1 bright A_Seekermissile(45,45,SMF_PRECISE)
	Goto fly2
  Death:
	TNT1 A 0
	TNT1 A 0 A_setscale(1.6,1.6)
	 TNT1 A 0 A_RadiusGive("GrellSlowdown", 64, RGF_PLAYERS | RGF_CUBE, 1)
	TNT1 AAAAAAA 0 A_Spawnitemex("ZapFFAT",random(-3,3),random(-3,3),random(-1,1),random(1,6),0,random(-15,15),random(-359,359), SXF_TRANSFERTRANSLATION)
     RCHB CDE 4  Bright A_Explode(random(6,9),64)
    Stop
  }
}





ACTOR AbyssShotIdentifier
{
  Game Doom
  Radius 6
  Height 6
  Speed 1
  Projectile
  +RANDOMIZE
  +Nointeraction
  RenderStyle Add
  Scale 1.0
  Alpha 0.9
  States
  {
  Spawn:
  
  TNT1 A 0
  Fly:
  TNT1 A 0
  TNT1 A 0 A_JumpIf(CallACS("CH_AbyssMark") == 1, "Show") 
  TNT1 A 0
  Stop
  Show:
  TNT1 A 0
    A8Y5 S 6 bright
    Goto Death
  Death:
     A8Y5 S 6 bright a_setscale(0.8,0.8)
	 A8Y5 S 6 bright a_setscale(0.6,0.6)
	 A8Y5 S 6 bright a_setscale(0.4,0.4)
	 A8Y5 S 6 bright a_setscale(0.2,0.2)
	 A8Y5 S 6 bright a_setscale(0.05,0.05)
    Stop
  }
}




Actor CyanRevenant
{
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("Colourset1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



ACTOR CyanRevenant2 
{
  
  Health 480
  Radius 20
  Height 56
  Mass 800
  Speed 14
  PainChance 120
  Species "Revenant"
  
  Monster
  MeleeThreshold 106
  MeleeRange 102
  +MISSILEMORE 
  +MISSILEEVENMORE
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  +Noicedeath
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  
    DamageFactor "Scrapper", 3.0
  DamageFactor "Ice", 0.15
  DamageFactor Ice, 0.15

    DamageFactor "Melee", 1.5
  DamageFactor Melee, 1.5
    DamageFactor "fire", 1.5
  DamageFactor fire, 1.5
  Meleerange 88
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
      DamageFactor "PLWater", 0.25
  PainChance "PLWater", 2
   PainChance "ice", 2
  PainChance "Fire", 92
  PainChance "Melee", 24
  
  PainThresHold 25
  SeeSound "skeleton/sight"
  PainSound "skeleton/active"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/sight"
  MeleeSound "skeleton/melee"
  HitObituary "%o got fisted ice cold"
  Obituary  "%o froze from cyan revenant's agiation"
  Bloodcolor "blue"
  Tag "Cyan Revenant chains"
  
    DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
 
	 DropItem "CH_RocketAmmo"
	  DropItem "CH_RocketAmmo"
  
  States
  {
  Spawn:
    SREV 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:
    SREV AABBCC 2 A_Chase
	
TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
SREV DDEEFF 2 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","See2")
	
    Loop
	
  See2:
    SREV AABBCCDDEEFF 1 A_FastChase
	
    Goto see
	
		SeeMe:
		  SREV A 0
		   SREV A 0 A_JumpIfInTargetLOS("Jumpy", 0, JLOSF_DEADNOJUMP, 750)
		Goto see
	
		Jumpy:
		TNT1 A 0 
		  SREV A 2 A_JumpIf(CallACS("CH_CyanBounce") == 1, "See2")
		  SREV A 1 thrustthingz(0,64,0,0)
		  SREV A 1 thrustthing(angle * 256 / 360 + random(64,192),12,0,0)
		  SREV AA 1
		 SREV A 1 thrustthingz(0,52,0,0)
		  SREV A  1 thrustthing(angle+frandom(1,120),18,0,0)
		Goto see
	
	
	
	
  Melee:
    SREV G 1 A_FaceTarget
    SREV G 3 A_SkelWhoosh
    SREV H 3 A_FaceTarget
    SREV I 0 A_CustomMeleeAttack((random(15,55)),"skeleton/melee","none")
	SREV I 3 A_CustomMissile ("ChainWhipRev",64,10,0,0)
	TNT1 A 0 a_jump(232,"SeeMe","See2")
    Goto See
  Missile:
    SREV G 1 Bright 
TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SREV G 1 Bright A_FaceTarget
	SREV G 1 Bright A_Jump(128, "IceBomb")
    SREV J 8 Bright A_FaceTarget
	SREV K 0 bright A_CustomMissile ("IceORBCyanRev",62,12,0)
	SREV K 4 bright A_CustomMissile ("IceORBCyanRev",62,-12,0)
		SREV J 8 Bright A_FaceTarget
	SREV K 0 bright A_CustomMissile ("IceORBCyanRev",62,12,random(-1,5),0,random(-1,1))
	SREV K 4 bright A_CustomMissile ("IceORBCyanRev",62,-12,random(-1,5),0,random(-1,1))
	
	SREV J 8 Bright A_FaceTarget
	SREV K 0 bright A_CustomMissile ("IceORBCyanRev",62,12,random(-10,5),0,random(-1,1))
	SREV K 4 bright A_CustomMissile ("IceORBCyanRev",62,-12,random(-10,5),0,random(-1,1))

    SREV K 12 A_FaceTarget
	SREV  L 2 A_jump(64,"Bon")
	Goto See 
  Icebomb:
    SREV J 1 Bright A_FaceTarget
    SREV J 9 Bright A_FaceTarget
	SREV J 0 Bright 
    SREV K 6 bright A_CustomMissile ("BigBallCrev",62,12,5)
	SREV K 6 bright A_CustomMissile ("BigBallCrev",62,-12,-5)
    SREV K 12 A_FaceTarget
	SREV  L 2 A_jump(64,"Bon")
    Goto See
  Pain:
    SREV  L 5
    SREV  L 5 A_Pain
	SREV  L 2 A_jump(128,"Bon")
    Goto See
	Bon:
	SREV G 2
	SREV G 1 thrustthingz(0,72,0,0)
	SREV G 1 thrustthing(angle-180,18,0,0)
	SREV G 3
	Goto see
	
  Death:
    SREV LM 7
    SREV N 7 A_Scream
    SREV O 7 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,253)

    SREV P 7 a_iceguydie
    SREV Q 7
    Stop
  }
}


ACTOR BigBallCrev
{
  Game Doom
  Radius 10
  Height 10
  Speed 38
  xscale 1.25
  yscale 0.75 
  Renderstyle "Add"
  Alpha 0.95
  Damage (random(3,30))
  DamageType "Ice"
  Projectile
  +seekermissile
  +dontharmclass
  SeeSound "imp/attack"
  DeathSound "Ice/Hit2"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    CHCY ABC 2 Bright a_spawnitemex("BigBallCrev2",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
     CHCY C 1 BRIGHT A_Seekermissile(18,18,SMF_PRECISE)
	  CHCY DFG 2 Bright a_spawnitemex("BigBallCrev2",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	   CHCY G 1 BRIGHT A_Seekermissile(18,18,SMF_PRECISE)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_scream
    TNT1 AAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(0,90))
	TNT1 AAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(89,180))
	TNT1 AAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(181,270))
	TNT1 AAAAAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,40),0,random(5,25),random(271,359))
	PUFI ABCD 1 Bright  A_SetTranslucent(0.4)
	PUFI EFGH 1 Bright 
	
    
    Stop
  }
}

ACTOR SpikeCyanRev
{
   Radius 2
   Height 2
   Speed 9
   Mass 500
   Damage (random(1,3))
   PROJECTILE
   DamageType Ice
   -NOGRAVITY
 
   +THRUGHOST
   gravity 1.5
   scale 0.25
   renderstyle "Add"
   alpha 0.80
   DeathSound ""
   Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
   States
   {
   Spawn:
      RIP1 ABC 8 Bright	
	  RIP1 ABC 8 Bright	
	  Death:
	  RIP1 A 0
	   RIP1 CBA 6 a_explode(random(0,1),6)
	   stop
	   }
}





ACTOR IceORBCyanRev
{
  Game Doom
  Radius 5
  Height 5
  Speed 20
  Damage (random(5,21))
  DamageType Ice
  Projectile

  
  Scale 0.75
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"
     Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
  States
  {
  Spawn:
    ICEY A 3 Bright 
	ICEY B 3 Bright A_ScaleVelocity(1.25)
	ICEY C 3 Bright 
    Loop
  Death:
    ICEY ABC 1 bright
	ICEY A 1 bright a_stop
	ICEY BCA 1 bright 
	ICEY BCABC 1 bright
	TNT1 A 0 A_setscale(4,4)
	 ICEY F 3 Bright A_Explode(random(10,80),128)
    ICEY GHI 2 Bright 
    Stop
  }
}


ACTOR ChainWhipRev
{
   Radius 2
   Height 2
   Speed 29
   Mass 500
   Damage (random(11,33))
   PROJECTILE
   DamageType Melee
   +NOGRAVITY
 
   +THRUGHOST
   gravity 1.25
   scale 0.25
   DeathSound "weapons/boom1"
   translation "144:151=90:95", "64:79=96:109", "236:239=104:111", "1:2=111:111"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
   TNT1 A 0
         RIP1 ABCB 2 Bright	   a_spawnitemex("ChainWhipRev2",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
TNT1 A 0 a_changeflag("NOGRAVITY",FALSE)
      RIP1 ABC 1 Bright	   a_spawnitemex("ChainWhipRev2",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)

      loop
	  Death:
	  RIP1 A 0
	   RIP1 ABCA 2 a_explode(random(1,4),8)
	   RIP1 BCAB 2 a_explode(random(1,4),8)
	   RIP1 CBA 3 a_explode(random(1,4),8)
	   stop
	   }
}

ACTOR ChainWhipRev2
{
   Radius 2
   Height 2
   Speed 9
   Mass 500
   Damage (random(1,9))
   PROJECTILE
   DamageType Melee
   -NOGRAVITY
 
   +THRUGHOST
   gravity 1.0
   scale 0.25
   DeathSound ""
   translation "144:151=90:95", "64:79=96:109", "236:239=104:111", "1:2=111:111"
   States
   {
   Spawn:
      RIP1 ABC 2 Bright	  
	  Death:
	  RIP1 A 0
	   RIP1 CBA 2 a_explode(random(1,4),8)
	   stop
	   }
}


Actor AbyssRevenant
{
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("YellowRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR AbyssRevenant2
{
  Game Doom
  Health 1000
  Species "revenant"
  BloodColor "Black"
  Radius 20
  Height 56
  Mass 550
  Speed 11
  PainChance 76
  Monster
  MeleeThreshold 100
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  DamageFactor "Scrapper", 3.0
  DamageFactor "Ice", 0.45
  DamageFactor Ice, 0.45
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
  
    PainChance "PLWater", 24
   PainChance "ice", 2
  PainChance "Fire", 88
  PainChance "Melee", 128
  
  SeeSound "skeleton/sight"
  PainSound "skeleton/active"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/sight"
  MeleeSound "skeleton/melee"
  HitObituary "%o felt the dark fist of abyss revenant"
  Obituary "%o was abyss drenched by abyss revenant"
  Meleerange 88
  DropItem "HealthBundle"
  DropItem "ArmorBundle"
  DropItem "HealthBonus"
  DropItem "ArmorBonus"
  DropItem "CH_Cell"
   DropItem "CH_Cell"
  Dropitem "CH_GreenArmor",64
  DropItem "CH_RocketAmmo"
   DropItem "CH_RocketAmmo"
	 DropItem "CH_RocketAmmo"
	  DropItem "CH_RocketAmmo"
  Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  tag "Abyss Revenant"
 States
  {
  Spawn:
    SKEL 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:
    SKEL AAB 1 A_Chase 
		  TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	SKEL BCC 1 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))
	SKEL DDE 1 A_Chase 
		  TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	SKEL EFF 1 A_Chase 
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop

  Melee:
    SKEL G 2 A_FaceTarget
    SKEL G 3 A_SkelWhoosh
    SKEL H 2 A_FaceTarget
    SKEL I 4 A_SkelFist
    TNT1 AAAAAAAA 0 A_Custommissile("SplashAbyss2",56,3,random(-15,15),CMF_OFFSETPITCH,random(-25,-5))
    TNT1 A 0 A_jump(86,"Missile")
    Goto See
  Missile:
    SKEL G 2 A_FaceTarget
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL G 0 a_jumpifCloser(900,"StepDance")
	MissileIt:
	SKEL G 0 
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
	SKEL J 1 A_Custommissile("CrackedAbyssRev",50,8,random(-10,1))
    SKEL J 5 A_Custommissile("CrackedAbyssRev",50,-8,random(-1,10))
	SKEL K 8 
	SKEL K 0 
    Goto See
	
	StepDance:
	SKEL G 1
	SKEL G 1 A_jump(162,"MissileIt")
	SKEL G 1 thrustthingz(0,64,0,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-328,328),random(-328,328),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
    SKEL J 1 Bright A_FaceTarget
	SKEL JJJJKK 2 A_Custommissile("IceOrbAbyssRev",42,0,random(-50,50),CMF_OFFSETPITCH,random(-35,15))

    SKEL K 8
	Goto see
	
	Phase:
	SKEL A 1
	SKEL A 1 a_changeflag("NOPAIN",TRUE)
	SKEL A 1 //a_setspeed(99)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-128,128),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	SKEL AAAAAAAA 0 a_wander
	SKEL A 1 a_wander
	SKEL BBBBBBBB 0 a_wander
	SKEL B 1 a_wander
	SKEL CCCCCCCC 0 a_wander
	SKEL C 1 a_wander
	SKEL DDDDDDDD 0 a_wander
	SKEL D 1 a_wander
	SKEL EEEEEEEE 0 a_wander
	SKEL E 1 a_wander
	SKEL FFFFFFFF 0 a_wander
	SKEL F 1 a_wander
	SKEL AAAAAAAA 0 a_wander
	SKEL A 1 a_wander
	SKEL BBBBBBBB 0 a_wander
	SKEL B 1 a_wander
	SKEL CCCCCCCC 0 a_wander
	SKEL C 1 a_wander
	SKEL DDDDDDDD 0 a_wander
	SKEL D 1 a_wander
	SKEL EEEEEEEE 0 a_wander
	SKEL E 1 a_wander
	SKEL FFFFFFFF 0 a_wander
	SKEL F 1 a_wander
	SKEL AAAAAAAA 0 a_wander
	SKEL A 1 a_wander
	SKEL BBBBBBBB 0 a_wander
	SKEL B 1 a_wander
	SKEL CCCCCCCC 0 a_wander
	SKEL C 1 a_wander
	SKEL DDDDDDDD 0 a_wander
	SKEL D 1 a_wander
	SKEL EEEEEEEE 0 a_wander
	SKEL E 1 a_wander
	SKEL FFFFFFFF 0 a_wander
	SKEL F 1 a_wander
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-128,128),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	SKEL A 1 //a_setspeed(11)
    SKEL A 1 a_changeflag("NOPAIN",False)
    Goto See
  Pain:
    SKEL L 5
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL L 5 A_Pain
	SKEL L 1 A_jump(76,"Phase")
    Goto See
	
	Pain.ice:
	SKEL A 1
	SKEL A 2 a_playsound("RESISTCH")
	SKEL A 1
	Goto see
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7 
	 TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-128,128),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
    SKEL Q -1
	stop
  Raise:
    SKEL Q 5 
    SKEL PONML 5 
    Goto See
  }
}

Actor CrackedAbyssRev
{
    Radius 4
	Species "Revenant"
    Height 4
    Speed 18
    Damage (random(5,55))
	DamageType "Plasma"
    PROJECTILE
	+seekermissile
	Scale 0.85
	RenderStyle ADD
	Alpha 1.95
	SeeSound "Crack/see"
	DeathSound "Crack/death"
    Translation  "Ice"
	States
	{
	Spawn:
	   BLL9 AA 1 BRIGHT A_SpawnItemEx("CrackoBallTrail", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	   	 	  TNT1 A 0 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	   BLL9 AA 1 BRIGHT A_Seekermissile(6,9,SMF_PRECISE)
	 	  TNT1 A 0 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	 	  TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", random(-12,12), random(-12,12), random(-12,12), random(1,5), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)



	 BLL9 BB 1 BRIGHT A_SpawnItemEx("CrackoBallTrail", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	  	 	  TNT1 A 0 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	 	  TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", random(-12,12), random(-12,12), random(-12,12), random(1,5), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	  BLL9 BB 1 BRIGHT A_Seekermissile(9,6,SMF_PRECISE)
	  	 	  TNT1 A 0 BRIGHT A_SpawnItemEx("ZAP88", random(-12,12), random(-12,12), random(-12,12), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	 Loop
	Death:
	 TNT1 A 0
	  TNT1 AAAA 0 BRIGHT A_SpawnItemEx("ZAP88", random(-32,32), random(-32,32), random(-32,32), 0, 0, 0, 0,SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
		TNT1 A 0 A_explode(random(5,55),64,0)
	   BLL9 CDE 6 BRIGHT
	   Stop
	}
}



ACTOR IceORbAbyssRev
{
  Game Doom
  Radius 12
  Height 12
  Speed 15
  Vspeed 1.1
  Damage (random(6,55))
  DamageType Ice
  Projectile
  +SeekerMissile
  -nogravity
    +BOUNCEONFLOORS
  BounceType Doom
  BounceCount 2
  BounceFactor 1.5
  WallBounceFactor 1.5
  Scale 2
  SeeSound "ice/Cast"
  DeathSound "Ice/Hit2"
  Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY A 3 Bright A_SeekerMissile(6,6)
    TNT1 AA 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	ICEY B 3 Bright A_ScaleVelocity(1.5)
	ICEY C 3 Bright A_Weave(0,3,0,4)
    Loop
  Death:
    ICEY ABC 1 bright
	ICEY A 1 bright a_stop
	ICEY BCA 6 bright 
	ICEY BCABC 6 bright
	TNT1 A 0 A_setscale(4,4)
	 ICEY F 3 Bright A_Explode(random(40,130),128)
    ICEY GHI 2 Bright 
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-24,24),random(-528,528),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-528,528),random(-24,24),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

    Stop
  }
}


Actor FireBLURevenant
{
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("PurpleRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR FireBluRevenant2
{
  Game Doom
  Health 720
  Species "revenant"
  BloodColor "blue"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "Ice", 0.9
DamageFactor Ice, 0.9
DamageFactor "fire", 0.75
DamageFactor Fire, 0.75
painchance 12
  Radius 20
  Height 56
  Mass 550
  Speed 6
  Monster
  MeleeThreshold 255
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  +dontharmclass
  +Missileevenmore
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  Obituary "%o was fire blue revenants victim"
  DropItem "HealthBundle", 64
  Meleerange 42
  Translation "40:45=205:207", "70:74=206:207", "130:143=178:191", "128:129=201:203", "164:167=240:243", "144:151=182:191", "236:239=204:207", "64:79=202:207", "80:82=176:178", "83:95=200:207", "4:4=198:198", "152:159=180:189", "5:15=241:245", "99:110=184:191", "96:98=199:203"
  Tag "Skeleton on fire!"
  States
  {
  Spawn:
    SKEL 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:
    SKEL AABBCC 2 a_chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL DDEEFF 2 A_Chase 
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	Loop
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_jumpifcloser(500,"Spread")
	
	   SKEL J 0 Bright A_FaceTarget
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL J 9 Bright A_FaceTarget
	SKEL J 7
    SKEL K 0 A_Custommissile("FBSkelCH03",56,7,1)
	SKEL K 0 A_Custommissile("FBSkelCH04",56,-7,-1)
    SKEL K 14 bright A_FaceTarget
	SKEL K 0 A_Custommissile("FBSkelCH03",56,9,random(1,5))
	SKEL K 0 A_Custommissile("FBSkelCH04",56,-9,random(-5,-1))
    SKEL K 14 bright A_FaceTarget
	SKEL K 0 A_Custommissile("FBSkelCH03",56,9,random(2,8))
	SKEL K 0 A_Custommissile("FBSkelCH04",56,-9,random(-8,-2))
    SKEL K 14 bright A_FaceTarget
    SKEL K 0 A_Custommissile("FBSkelCH03",56,9,random(3,11))
	SKEL K 0 A_Custommissile("FBSkelCH04",56,-9,random(-11,-3))
    SKEL K 20 A_FaceTarget
    Goto see
	
	Spread:
	   SKEL G 10
	   SKEL L 10 bright
	   SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,5,0)  
	   SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,15,0)    
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,45,0)   
       SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,75,0) 
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,105,0)    
       SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,135,0)     
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,165,0)     
       SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,195,0)     
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,225,0)      
       SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,255,0)       
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,285,0)     
       SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,315,0)       
       SKEL F 0 A_CustomMissile("FBSkelCH02",42,0,345,0)
	   SKEL F 0 A_CustomMissile("FBSkelCH01",42,0,355,0)       
       SKEL L 20
    Goto See
  Melee:
    SKEL G 6 A_FaceTarget
    SKEL G 1 A_SkelWhoosh
    SKEL H 1 A_FaceTarget
	SKEL H 0 A_Playsound("weapons/rocklx")
    SKEL I 1 bright
	SKEL I 0 A_custommissile("BoomSkel1",42)
    Goto See
	
	
	Pain.AbyssPE:
	
	AYPB A 3 bright
	AYPB B 3 bright a_playsound("AbyssForm",0)
	AYPB CDE 3 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("AbyssRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 3 bright a_setscale(1,0.75)
	AYPB H 3 bright a_setscale(1,0.5)
	AYPB I 3 bright a_setscale(1,0.25)
	AYPB H 3 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto spread
	  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,  SXF_NOCHECKPOSITION)
    Goto Death+1
	
	Pain.fire:
	Pain.ice:
	SKEL L 4 a_playsound("ResistCH",7)
	SKEL L 2
	SKEL L 2 A_pain
	Goto see
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
  Raise:
    SKEL Q 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SKEL PONML 5 
    Goto See
   Grow:
    SKEL PONML 5
    SKEL A 0 A_Spawnitemex("purplerevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0  A_Die
	stop
  }
}


ACTOR FBSkelCH01
{
  Game Doom
 
  Radius 8
  Height 8
  Speed 20
  Damage 3
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +mthruspecies
  +nogravity
  renderstyle "add"
  alpha 0.95
  SeeSound "fire/fire3"
  DeathSound "weapons/plasmax"
  translation "0:255=%[0.35,0.00,0.00]:[2.00,0.50,0.50]"
  
  States
  {
  Spawn:
    PLSS AB 6 Bright 
	Goto fly
	Fly:
	TNT1 A 0 A_changeflag("nogravity",FALSE)
	PLSS AB 6 Bright 
    Loop
	Xdeath:
	TNT1 A 0
	MISL BCD 6 Bright a_explode(random(7,18),64,0)
	Stop
  Death:
    MISL BCD 6 Bright a_explode(random(7,18),64,0)
    Stop
  }
}

ACTOR FBSkelCH02
{
  Game Doom

  Radius 8
  Height 8
  Speed 20
  Damage 3
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +mthruspecies
  +nogravity
  renderstyle "add"
  alpha 0.95
  SeeSound "fire/fire3"
  DeathSound "weapons/plasmax"
  Translation "0:255=%[0.00,0.00,0.94]:[0.80,0.80,2.00]"
  States
  {
  Spawn:
    PLSS AB 6 Bright 
	Goto fly
	Fly:
	TNT1 A 0 A_changeflag("nogravity",FALSE)
	PLSS AB 6 Bright 
    Loop
	Xdeath:
	TNT1 A 0
	MISL BCD 6 Bright a_explode(random(7,18),64,0)
	Stop
  Death:
    MISL BCD 6 Bright a_explode(random(7,18),64,0)
    Stop
  }
}


ACTOR FBSkelCH03
{
  Game Doom
 
  Radius 8
  Height 8
  Speed 17
  Damage 3
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +mthruspecies
  SeeSound "fire/fire3"
  DeathSound "weapons/plasmax"
  translation "0:255=%[0.35,0.00,0.00]:[2.00,0.50,0.50]"
    renderstyle "add"
	  WeaveIndexXY 10
  WeaveIndexZ  1
  alpha 0.95
  States
  {
  Spawn:
    TNT1 A 0
	Fly:
       PLSS A 3 Bright A_Weave(6, 0, -1.5, 0.0)
	TNT1 A 0 A_spawnitemex("FBSkelTrailer2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	PLSS B 3 Bright A_Weave(6, 0, -1.5, 0.0)
	TNT1 A 0 A_spawnitemex("FBSkelTrailer2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)

    Loop
	death:
	TNT1 A 0
	MISL BCD 6 Bright a_explode(random(5,15),64,0)
	Stop

  }
}




ACTOR FBSkelCH04
{
  Game Doom

  Radius 8
  Height 8
  Speed 17
  Damage 3
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +mthruspecies
    renderstyle "add"
  alpha 0.95
  SeeSound "fire/fire3"
  DeathSound "weapons/plasmax"
  Translation "0:255=%[0.00,0.00,0.94]:[0.80,0.80,2.00]"
  WeaveIndexXY 10
  WeaveIndexZ  1
  States
  {
  Spawn:
    TNT1 A 0
	Fly:
    PLSS A 3 Bright A_Weave(6, 0, 1.5, 0.0)
	TNT1 A 0 A_spawnitemex("FBSkelTrailer",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	PLSS B 3 Bright A_Weave(6, 0, 1.5, 0.0)
	TNT1 A 0 A_spawnitemex("FBSkelTrailer",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)

    Loop
	death:
	TNT1 A 0
	MISL BCD 6 Bright a_explode(random(5,15),64,0)
	Stop
  Stop
  }
}

Actor FBSkelTrailer
{
  Radius 2
  Height 2
  Speed 0
   +noclip
   +nogravity
    renderstyle "add"
  alpha 0.45
  translation "0:255=%[0.35,0.00,0.00]:[2.00,0.50,0.50]"
  
states
{
  Spawn:
    PLSS AB 4 Bright 
	Death:
	TNT1 A 0
    Stop
}
}


Actor FBSkelTrailer2 : FBSkelTrailer
{
Translation "0:255=%[0.00,0.00,0.94]:[0.80,0.80,2.00]"
}

ACTOR BoomSkel1
{
  Game Doom
  Radius 2
  Height 2
  Speed 10
  Damage 4
  Damagetype "Fire"
  Projectile
  +RANDOMIZE
  +mthruspecies
  
  RenderStyle "Add"
  Alpha 0.75
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  TNT1 A 0
    goto death
  Death:
  TNT1 A 0
    MISL B 2 bright a_explode(random(20,50),64,0)
    MISL CD 2 Bright
    Stop
  }
}

Actor GrayRevenant
{
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("BlueRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



ACTOR GrayRevenant2
{
  Game Doom
  Health 660
  Species "revenant"
  BloodColor "white"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 550
  Speed 18
  Monster
  MeleeThreshold 255
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  +nopain
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o was oraoraoraora'd by GrayRevenant"
  DropItem "HealthBundle", 64
  Meleerange 72
  Translation "32:47=99:111", "24:31=89:95", "184:191=95:95", "164:167=100:105", "232:235=104:107", "64:68=96:99", "221:223=101:104", "63:63=96:96"
  Tag "Punchout master"
  States
  {
  Spawn:
    ZKEL 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:
	TNT1 A 0 A_SetScale(1.0,1.0)

    ZKEL AABBCC 2 a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ZKEL DDEEFF 2 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:
    ZKEL G 1 A_FaceTarget
    ZKEL G 1 A_SkelWhoosh
    ZKEL H 1 A_FaceTarget
    ZKEL I 1 A_custommeleeattack(random(2,8))
    ZKEL G 1 A_SetScale(-1.0,1.0)
    ZKEL G 1 A_SkelWhoosh
    ZKEL H 1 A_FaceTarget
    ZKEL I 1 A_custommeleeattack(random(2,8))
	
    Goto See
  Missile:
	ZKEL G 0
    ZKEL G 0 a_jumpifcloser(1000,"Closer")
	BoneIt:
	TNT1 A 0
	ZKEL G 8 a_facetarget 
	ZKEL H 2 A_Custommissile("BoneToPickGrey",42,3,0)
	ZKEL I 2 
		ZKEL G 6 a_facetarget 
	ZKEL H 2 A_Custommissile("BoneToPickGrey",42,3,random(-1,1))
	ZKEL I 2 
		ZKEL G 4 a_facetarget 
	ZKEL H 2 A_Custommissile("BoneToPickGrey",42,3,random(-3,3))
	ZKEL I 2 
	
	Goto See
	Closer:
	TNT1 A 0
	TNT1 A 0 A_jump(32,"BoneIt")
    ZKEL G 2 Bright A_SkullAttack(45)
	Goto Melee
	
		Pain.AbyssPE:
	
	AYPB A 3 bright
	AYPB B 3 bright a_playsound("AbyssForm",0)
	AYPB CDE 3 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("AbyssRevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 3 bright a_setscale(1,0.75)
	AYPB H 3 bright a_setscale(1,0.5)
	AYPB I 3 bright a_setscale(1,0.25)
	AYPB H 3 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    ZKEL L 5
    ZKEL L 5 A_Pain
    Goto See
	  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,  SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    ZKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    ZKEL LM 7
    ZKEL N 7 A_Scream
    ZKEL O 7 A_NoBlocking
    ZKEL P 7
    ZKEL Q -1
    Stop
  Raise:
    ZKEL Q 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    ZKEL PONML 5 
    Goto See
   Grow:
    ZKEL PONML 5
    SKEL A 0 A_Spawnitemex("purplerevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0  A_Die
	stop
  }
}

Actor BoneToPickGrey
{
  Game Doom
  Radius 4
  Height 4
  Damage (random(4,16))
  Speed 36
  DamageType Melee
  Projectile
  +BLOODLESSIMPACT
  +SKYEXPLODE
  +FORCEPAIN
  Scale 0.75
  translation "0:255=[129,129,129]:[255,255,255]"
  SeeSound "skelatt"
  Deathsound "swordhit"
  States
  {
  Spawn:
	BBBN ABCD 4
    Loop
  Death:
    MISL B 0 A_SetScale(0.3,0.3)
    MISL BCD 3
    Stop
	xdeath:
     TNT1 A 1 a_playsound("COCONUTT",0)
	 TNT1 A 1 a_spawnitemex("BoneToPickGray2",0,0,42,random(1,3),0,random(1,6),random(0,360),SXF_NOCHECKPOSITION)
     Stop
 }
}



Actor BoneToPickGray2
{
  Projectile
  Radius 2
  Height 2
  Speed 10

  -nogravity
    +thruactors
  scale 0.75
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
   BBBN ABCD 1 bright
	Loop
  Death:
	BBBN "#" 20
	Stop
  }
}


ACTOR CommonRevenant : Revenant
{
  Game Doom
  Species "revenant"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Health 300
  gibhealth -80
  Radius 20
  Height 56
  Mass 500
  Speed 10
  PainChance 100
  Monster
  MeleeThreshold 196
  +MISSILEMORE 
  +FLOORCLIP
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o was agitated by a revenant."
  Obituary "%o cursed the missiles of the revenant"
  Meleerange 88
  tag "Revenant"
  States
  {
  Spawn:
    SKEL 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:
    SKEL AABBCC 2 a_chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL DDEEFF 2 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:
    SKEL G 1 A_FaceTarget
    SKEL G 6 A_SkelWhoosh
    SKEL H 6 A_FaceTarget
    SKEL I 6 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL J 10 Bright A_FaceTarget
	SKEL J 9
    SKEL K 0 A_Custommissile("RevenantTracer2",50, 7,1)
	SKEL K 0 A_Custommissile("RevenantTracer2",50,-7,-1)
    SKEL K 10 A_FaceTarget
    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("AbyssRevenant2",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:
    SKEL L 5
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL L 5 A_Pain
    Goto See
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7 
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
	Xdeath:
	
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-12,12), random(-12,12), random(20,52), 0, 0, 0, 0,0)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("HomingRocketTrailFatso", random(-32,32), random(-32,32), random(10,64), 0, 0, 0, 0,0)
		TNT1 AAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-2,2), random(-2,2), random(26,34), 0, 0, 0, 0,0)
	TNT1 A 0 A_SetTranslucent(0.1)
	REVB A 1 thrustthingz(0,45,0,0)
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_Scream
	REVB A 5 A_SetTranslucent(0.35)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_NoBlocking
	REVB A 5 A_SetTranslucent(0.7)
	REVB A 8 A_SetTranslucent(1)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A -1
	stop
  Raise:
    SKEL Q 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SKEL PONML 5 
    Goto See
   Grow:
    SKEL PONML 5
    SKEL A 0 A_Spawnitemex("Greenrevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)//|SXF_SETTARGET)
	TNT1 A 0  A_Die
	Stop
  }
}

ACTOR RevenantTracer2 : RevenantTracer
{
DamageType "fire"
}


ACTOR GreenRevenant
{
  Game Doom
  Health 360
  gibhealth -90
  Species "revenant"
  BloodColor "Green"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 550
  Speed 11
  PainChance 88
  Monster
  MeleeThreshold 255
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o was punching bagged by uncommon revenant"
  Obituary "%o took a taste of homing acid"
  DropItem "HealthBundle", 64
  Meleerange 88
  Translation "16:47=112:127", "232:235=123:127", "128:143=115:127", "144:151=121:127", "64:79=152:159", "160:167=112:127", "208:223=112:127"
 tag "Green Revenant"
  States
  {
  Spawn:
    SKEL 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:
    SKEL AABBCC 2 a_chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL DDEEFF 2 A_Chase 
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL AA 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
    Loop
  Melee:
    SKEL G 3 A_FaceTarget
	SKEL GG 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
    SKEL G 6 A_SkelWhoosh
    SKEL H 6 A_FaceTarget
    SKEL I 6 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL J 9 Bright A_FaceTarget
	SKEL JJ 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
	SKEL J 7
    SKEL K 0 A_Custommissile("AcidBlast1",50,7,1)
	SKEL K 0 A_Custommissile("AcidBlast1",50,-7,-1)
    SKEL K 8 A_FaceTarget
    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("AbyssRevenant2",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:
    SKEL L 5
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL LL 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
    SKEL L 5 A_Pain
    Goto See
	  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7
    SKEL N 7 A_Scream
	SKEL N 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
    SKEL O 7 A_NoBlocking
    SKEL P 7
	SKEL P 0 A_Spawnitemex("Splash11",random(-5,5),random(-5,5),random(5,56))
    SKEL Q -1
    Stop
		Xdeath:
	
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-12,12), random(-12,12), random(20,52), 0, 0, 0, 0,0)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("HomingRocketTrailFatso", random(-32,32), random(-32,32), random(10,64), 0, 0, 0, 0,0)
		TNT1 AAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-2,2), random(-2,2), random(26,34), 0, 0, 0, 0,0)
	TNT1 A 0 A_SetTranslucent(0.1)
	REVB A 1 thrustthingz(0,45,0,0)
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_Scream
	REVB A 5 A_SetTranslucent(0.35)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_NoBlocking
	REVB A 5 A_SetTranslucent(0.7)
	REVB A 8 A_SetTranslucent(1)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A -1
	stop
  Raise:
    SKEL Q 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SKEL PONML 5 
    Goto See
   Grow:
    SKEL PONML 5
    SKEL A 0 A_Spawnitemex("Bluerevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)//|SXF_SETTARGET)
	TNT1 A 0  A_Die
	stop
  }
}


ACTOR AcidBlast1
{
  Game Doom
  Radius 6
  Height 16
  Speed 15
  FastSpeed 25
  Damage (random(5,42))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    BAL7 A 2 Bright A_Seekermissile(10,10,SMF_PRECISE)
	BAL7 B 2 Bright A_Spawnitemex("Trail11",0,3,0)
    Loop
  Death:
    BAL7 CDE 6 Bright
    Stop
  }
}

ACTOR Trail11
{
  Game Doom
  Radius 6
  Height 16
  Speed 16
  FastSpeed 23
  Projectile
  +RANDOMIZE
  +Nointeraction
  RenderStyle Add
  Scale 0.5
  Alpha 0.6
  Translation "168:255=112:127"
  States
  {
  Spawn:
    BAL1 CDE 6 Bright
    Goto Death
  Death:
    BAL1 CDE 6 Bright
    Stop
  }
}

ACTOR Splash11
{
  Game Doom
  Radius 6
  Height 16
  Speed 16
  FastSpeed 23
  Projectile
  +RANDOMIZE
  +THRUACTORS
  -Nogravity
  RenderStyle Add
  Scale 0.3
  Alpha 0.5
  Translation "168:191=112:127"
  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 Trail12
{
  Game Doom
  Radius 6
  Height 16
  Speed 16
  FastSpeed 23
  Projectile
  +Nointeraction
  RenderStyle Add
  Scale 0.5
  Alpha 0.5
  States
  {
  Spawn:
    BAL7 CDE 6 Bright 
   stop
  }
}



ACTOR BlueRevenant 
{
  Game Doom
  Health 420
  Species "revenant"
  BloodColor "Blue"
  Radius 20
  Height 56
  gibhealth -80
  Mass 550
  Speed 12
  PainChance 77
  Monster
  MeleeThreshold 300
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o felt tyson of the rare blue revenant"
  Obituary "%o is feeling bit blue from that blast"
  Meleerange 88
  DropItem "HealthBundle"
  DropItem "HealthBundle", 128

  DropItem "ArmorBundle"
  DropItem "ArmorBonus", 128
  DropItem "CH_Cell", 64
  Renderstyle SoulTrans
  Alpha 0.95
  Translation "128:143=192:207", "144:151=197:207", "64:79=195:207", "13:15=205:207", "32:47=200:207", "63:63=205:205", "232:235=200:205", "163:167=200:204", "208:223=198:206", "26:31=199:205"
  Var Int User_nodash1; 
  tag "Blue Revenant"
 States
  {
  Spawn:
    SKEL 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:
    SKEL AABBCC 2 A_chase
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

   SKEL	DDEEFF 2 A_Chase 
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Jumper:
    SKEL AABBCCDDEEFF 2 A_FastChase 
	SKEL A 0 A_jump(158,"See")
	Loop
  Melee:
    SKEL G 3 A_FaceTarget
    SKEL G 5 A_SkelWhoosh
    SKEL H 5 A_FaceTarget
    SKEL I 4 A_SkelFist
    Goto See
  Missile:
    SKEL G 4 A_FaceTarget
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL G 0 A_JumpIfcloser(300,"Falcon")
	SKEL G 0 A_Jump(255, "Blastings")
	Goto See
  Falcon:
    SKEL G 0
    SKEL G 0 A_JumpIf(User_nodash1>=11,"Blastings")
	SKEL G 0 A_SetUserVar("User_nodash1",User_nodash1+5)
    SKEL G 2 Bright A_SkullAttack(30)
	Goto Melee
  Blastings:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
	SKEL J 5
    SKEL K 0 A_CustomMissile("Zap7",50,7,random(0,2))
	SKEL K 0 A_CustomMissile("Zap7",50,-7,random(-2,0))
	SKEL J 12 Bright A_FaceTarget
	SKEL K 0 A_CustomMissile("Zap8",50,-7,Random(4,7))
	SKEL K 0 A_CustomMissile("Zap8",50,7,Random(-7,-4))
	SKEL K 0 A_CustomMissile("Zap8",50,7)
	SKEL K 0 A_CustomMissile("Zap8",50,-7)
	SKEL K 0 A_CustomMissile("Zap8",50,-7,Random(4,7))
	SKEL K 0 A_CustomMissile("Zap8",50,7,Random(-7,-4))
	SKEL K 0 A_CustomMissile("Zap8",50,-7,Random(-7,7))
	SKEL G 0 A_SetUserVar("User_nodash1",User_nodash1-2)
    SKEL K 8 A_FaceTarget
    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("AbyssRevenant2",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:
    SKEL L 5
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL L 5 A_Pain
    Goto Jumper
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
	stop
		Xdeath:
	
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-12,12), random(-12,12), random(20,52), 0, 0, 0, 0,0)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("HomingRocketTrailFatso", random(-32,32), random(-32,32), random(10,64), 0, 0, 0, 0,0)
		TNT1 AAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-2,2), random(-2,2), random(26,34), 0, 0, 0, 0,0)
	TNT1 A 0 A_SetTranslucent(0.1)
	REVB A 1 thrustthingz(0,45,0,0)
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_Scream
	REVB A 5 A_SetTranslucent(0.35)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_NoBlocking
	REVB A 5 A_SetTranslucent(0.7)
	REVB A 8 A_SetTranslucent(1)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A -1
	stop
  Raise:
    SKEL Q 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SKEL PONML 5 
    Goto See
   Grow:
    SKEL PONML 5
    SKEL A 0 A_Spawnitemex("Purplerevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)//|SXF_SETTARGET)
	TNT1 A 0  A_Die
	Stop
  }
}


ACTOR zap7
{
  Game Doom
  Radius 6
  Height 16
  Speed 15
  FastSpeed 32
  Damage (random(20,50))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  States
  {
  Spawn:
    PLSE A 2 Bright A_ScaleVelocity(1.15)
    Loop
  Death:
    PLSE CDE 6 Bright
    Stop
  }
}

ACTOR zap8
{
  Game Doom
  Radius 3
  Height 8
  Speed 15
  FastSpeed 38
  Damage (random(10,25))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Scale 0.5
  Alpha 0.75
  SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  States
  {
  Spawn:
    PLSE A 2 Bright A_ScaleVelocity(1.15)
    Loop
  Death:
    PLSE CDE 6 Bright
    Stop
  }
}

Actor PurpleRevenant
{
  Game Doom
  Health 515
  gibhealth -80
  Species "revenant"
  BloodColor "Purple"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Mass 550
  Speed 13
  PainChance 66
  Monster
  MeleeThreshold 200
  +MISSILEMORE 
  +MISSILEEVENMORE
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o felt the touch of the purple revenant's revenanting revenant fist"
  Obituary "%o got purple powered"
  DropItem "HealthBundle", 164
  DropItem "HealthBonus"
  DropItem "ArmorBundle", 72
  DropItem "CH_GreenArmor", 42
  DropItem "CH_CellPack", 24
  Meleerange 88
  Renderstyle soultrans
  Alpha 0.92
  Translation "128:143=[241,48,241]:[54,7,53]", "64:79=[209,102,213]:[83,21,89]", "144:151=[145,38,145]:[112,29,139]", "163:167=[118,37,96]:[84,35,103]", "16:31=[190,54,205]:[83,23,98]", "32:47=[187,41,207]:[56,15,60]", "13:15=[101,35,101]:[55,19,54]", "232:235=[74,26,73]:[100,58,112]", "48:63=[173,43,191]:[67,27,103]", "96:111=[123,28,30]:[64,19,20]", "80:95=[192,48,51]:[141,35,38]", "152:159=[142,43,45]:[65,20,41]", "4:4=[196,45,234]:[230,21,27]" //"128:143=251:254", "144:151=251:254", "13:15=240:242", "74:79=240:247", "64:73=250:253", "232:235=252:254", "164:167=253:254", "32:38=250:254", "39:47=253:254", "104:111=240:247", "96:103=252:254", "80:95=251:254", "4:4=250:250" //"16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  Var int User_nodash2;
  tag "Purple Revenant"
  States
  {
  Spawn:
    SKEL AB 10 A_Look
						TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SKEL AABB 3 A_Chase 
	SKEL B 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL CCDD 3 A_Chase 
	SKEL D 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL EEFF 3 A_Chase 
	SKEL F 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Jumper2:
    SKEL AABB 3 A_FastChase 
	SKEL B 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
	SKEL CCDD 3 A_FastChase 
	SKEL D 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
	SKEL EEFF 3 A_FastChase 
	SKEL F 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15)) 
	SKEL A 0 A_jump(158,"See")
	Loop
  Melee:
    SKEL G 3 A_FaceTarget
    SKEL G 4 A_SkelWhoosh
	SKEL G 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15)) 
    SKEL H 4 A_FaceTarget
    SKEL I 4 A_SkelFist
    Goto See
  Missile:
    SKEL G 4 A_FaceTarget
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKEL G 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
	SKEL G 0 A_JumpIfcloser(300,"Falcon2")
	SKEL G 0 A_JumpIfcloser(1800,"Fireing2")
	SKEL G 0 A_Jump(255, "Fireing1")
	Goto See
  Falcon2:
    SKEL G 0
    SKEL G 0 A_JumpIf(User_nodash2>=11,"Fireing2")
	SKEL G 0 A_SetUserVar("User_nodash2",User_nodash2+5)
    SKEL G 2 Bright A_SkullAttack(40)
	Goto Melee
  Fireing2:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 9 Bright A_FaceTarget
	SKEL J 5 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
    SKEL K 0 A_CustomMissile("Purp1",50,7,random(0,2))
	SKEL K 0 A_CustomMissile("Purp1",50,-7,random(-2,0))
	SKEL J 8 Bright A_FaceTarget
	SKEL J 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
	SKEL G 0 A_SetUserVar("User_nodash2", User_nodash2-2)
    SKEL K 8 A_FaceTarget
    Goto See
   Fireing1:
    
    SKEL J 0 Bright A_FaceTarget
	SKEL G 15 bright 
    SKEL J 15 Bright A_FaceTarget
	SKEL J 5 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
	TNT1 A 0 A_checksight("See")
    SKEL K 0 A_Customrailgun(random(2,20),7,"purple","white",RGF_FULLBRIGHT,1,0,"FatsoPuff3",0,0,10000,0,1,1,"none",20)
    SKEL K 0 A_Customrailgun(random(2,20),-7,"purple","white",RGF_FULLBRIGHT,1,0,"FatsoPuff3",0,0,10000,0,1,1,"none",20)
	SKEL J 10 Bright A_FaceTarget
	SKEL JJJ 0 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
    SKEL K 8 A_Monsterrefire(120,"See")
    Goto Missile
	
			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("AbyssRevenant2",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:
    SKEL L 5 Bright A_Custommissile("Zap99",random(20,64),random(-15,15))
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKEL L 5 A_Pain
    Goto Jumper2
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    SKEL L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
		Xdeath:
	
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	TNT1 AAAAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-12,12), random(-12,12), random(20,52), 0, 0, 0, 0,0)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("HomingRocketTrailFatso", random(-32,32), random(-32,32), random(10,64), 0, 0, 0, 0,0)
		TNT1 AAA 1 A_SpawnItemEx("HomingRocketTrailFatso", random(-2,2), random(-2,2), random(26,34), 0, 0, 0, 0,0)
	TNT1 A 0 A_SetTranslucent(0.1)
	REVB A 1 thrustthingz(0,45,0,0)
	TNT1 AAAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_Scream
	REVB A 5 A_SetTranslucent(0.35)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A 5 A_NoBlocking
	REVB A 5 A_SetTranslucent(0.7)
	REVB A 8 A_SetTranslucent(1)
	TNT1 AAA 0  A_Custommissile("CH_BoneGib",0,12,random(-180,180),0,random(0,90))
	REVB A -1
	stop
	
  Raise:
    SKEL Q 5
    SKEL PONML 5
    Goto See
  }
}

ACTOR Zap99
{
  Game Doom
  Speed 1
  Projectile
  RenderStyle Add
  Alpha 0.65
  Scale 0.65
  States
  {
  Spawn:
    LITN ABCDEFGFEDB 1 Bright 
	LITN A 0 A_CustomMissile("Bounc34",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LITN A 0 A_CustomMissile("Bounc34",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	LITN A 0 A_CustomMissile("Bounc34",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    STOP
  }
}

ACTOR Bounc34
{
  Game Doom
  Radius 2
  Height 2
  Speed 12
  Projectile
  +NOINTERACTION
  RenderStyle Add
  Alpha 0.75
  Scale 0.15
  Translation "168:191=250:254", "208:223=250:254"
  States
  {
  Spawn:
    BAL1 AB 1 Bright 
    Goto Death
  Death:
    BAL1 CDE 1 Bright 
    Stop
  }
}

ACTOR Purp1
{
  Game Doom
  Radius 6
  Height 16
  Speed 11
  FastSpeed 14
  Damage (random(10,30))
  DamageType Plasma
  Projectile
  +RANDOMIZE
  +THRUACTORS
  +SEEKERMISSILE
  RenderStyle Add
  Alpha 0.85
  SeeSound "baron/attack"
  DeathSound "weapons/plasmax"
  Translation "16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  States
  {
  Spawn:
    BAL1 A 2 Bright A_explode(random(8,18),45)
	BAL1 B 2 Bright A_Spawnitemex("Trail22",0,3,0)
	BAL1 A 0 Bright A_Seekermissile(4,5)
    Loop
  Death:
    BAL1 CDE 6 Bright A_explode(random(35,45),64)
    Stop
  }
}

ACTOR Trail22
{
  Game Doom
  Radius 6
  Height 16
  Speed 16
  FastSpeed 23
  Projectile
  +RANDOMIZE
  +Nointeraction
  RenderStyle Add
  Scale 0.75
  Alpha 0.4
  Translation "16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  States
  {
  Spawn:
    BAL1 CDE 6 Bright
    Goto Death
  Death:
    BAL1 CDE 6 Bright
    Stop
  }
}


//ACTOR YellowRevenant //This is an egg
//{
//  Game Doom
//  Health 999
//  Radius 0
 // Height 0
  //Mass 0
  //Speed 0
  //Renderstyle "Add"
  //Alpha 0.01
  //Monster
  //-COUNTKILL
  //States
 // {
  //Spawn:
   // SKUL K 5
    //Goto Death
 // Death:
//	SKUL A 5 Bright A_Spawnitemex("YellowRevenant2",0,0,6,0,0,0,0, SXF_NOPOINTERS| SXF_NOCHECKPOSITION)
//	SKUL A 0 Bright A_Spawnitemex("SpecialSoul",0,-5,6,0,0,0,0, SXF_NOPOINTERS| SXF_NOCHECKPOSITION)
//	SKUL A 4 Bright A_Spawnitemex("SpecialSoul",0,5,6,0,0,0,0, SXF_NOPOINTERS| SXF_NOCHECKPOSITION)
//	SKUL A 4 Bright A_Spawnitemex("SpecialSoul",5,-5,6,0,0,0,0, SXF_NOPOINTERS| SXF_NOCHECKPOSITION)
//	SKUL A 4 Bright A_Spawnitemex("SpecialSoul",-5,5,6,0,0,0,0, SXF_NOPOINTERS| SXF_NOCHECKPOSITION)
 //   Stop
 // }
//}

ACTOR SpecialSoul 
{
  Game Doom
  Species "Revenant"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance fire, 0
  PainChance "fire", 0
  Health 75
  Radius 16
  Height 56
  Mass 50
  Speed 7
  PainChance 256
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  +Thruspecies
  +noclip
  +NOINFIGHTING
  +NOTARGET
  +NOFEAR
  +dontblast
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle "Add"
  DropItem "HealthBonus"
  DropItem "HealthBonus", 200
  DropItem "HealthBonus", 88
  DropItem "HealthBonus", 64
  Alpha 0.95
  Scale 0.85
  Obituary "%o got hit by Legendary Revenant's assistant soul"
  tag "Soul soother"
  States
  {
  Spawn:
    SKUL AB 10 Bright A_Look
    Loop
  See:
    SKUL AB 6 Bright A_Chase
    SKUL A 0 A_JumpIfMasterCloser(720,"See")
    SKUL A 1 A_Warp(AAptr_MASTER, 5,1,6,0,WARPF_NOCHECKPOSITION)
    Loop
  Missile:
    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_Custombulletattack(8,8,random(1,6),1,"PsychPuff")
    SKUL CD 4 Bright
    Goto See
  Pain:
    SKUL E 3 Bright
    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
    Stop
  }
}

ACTOR PsychPuff
{
  Game Doom
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  Scale 0.3
  States
  {
  Spawn:
    PLSE A 4 Bright
    PLSE B 4
    // Intentional fall-through
  Melee:
    PLSE CDE 4
    Stop
  }
}
 
 actor archvilefire2 : archvilefire
{
speed 5
damage 0
projectile
+noclip
+thruactors
}
 
Actor YellowRevenant
{
  Game Doom
  Health 666
  gibhealth -100
  Species "revenant"
  BloodColor "Yellow"
  Radius 20
  Height 56
  Mass 750
  Speed 7
  PainChance 30
  DamageFactor Fire, 0.3
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance "fire", 8
  PainChance fire, 8
  DamageFactor "PLWater", 2.0
    PainChance "PLWater", 128
   PainChance "ice", 2
  
  Monster
  MeleeThreshold 200
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
 
  -NORADIUSDMG
  +DONTHARMCLASS
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  DropItem "CH_BlueArmor", 102
  DropItem "HealthBundle"
  DropItem "CH_RocketBox", 64
  DropItem "CH_RocketAmmo", 176
   DropItem "CH_RocketAmmo", 176
    DropItem "CH_RocketAmmo", 176
	 DropItem "CH_RocketAmmo", 176
  SeeSound "skeleton/sight"
  PainSound "skeleton/sight"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "%o found no escape from the horrible legendary revenant"
  Obituary "%o was left as charred bones"
  Meleerange 94
  Renderstyle Add
  Alpha 0.85
  Translation "128:143=208:223", "64:79=214:223", "144:151=164:167", "32:47=163:167", "80:95=215:219", "4:4=225:225"
  tag "Terrifying Orange (NoClip?) Revenant"
  States
  {
  Spawn:
    REVN A 0
	REVN A 0
	Goto Scripted
	Scripted:
	REVN A 0
	REVN A 0  A_JumpIf(CallACS("CH_YellowRev") == 1, "Script1") 
	REVN A 0  A_JumpIf(CallACS("CH_YellowRev") == 2, "Script2")
	Script3:
	TNT1 A 0
	REVN A 0 a_changeflag("noclip",true)
	SKUL A 0 Bright A_Spawnitemex("SpecialSoul",0,-5,6,0,0,0,0, SXF_Setmaster| SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
	SKUL A 0 Bright A_Spawnitemex("SpecialSoul",0,5,6,0,0,0,0,  SXF_Setmaster| SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
	SKUL A 0 Bright A_Spawnitemex("SpecialSoul",5,-5,6,0,0,0,0,  SXF_Setmaster| SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
	SKUL A 0 Bright A_Spawnitemex("SpecialSoul",-5,5,6,0,0,0,0,  SXF_Setmaster| SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)
	REVN A 0
	Goto Idle
	
			Script1:
	REVN A 0
	
	TNT1 A 0 //a_setspeed(24)
	TNT1 A 0 A_settranslucent(1.0)
	TNT1 A 0 //A_settranslation("YellowRev01")
	REVN A 0 a_Giveinventory("ZandronumToken",1)
	Goto Idle
	
		Script2:
	REVN A 0
	REVN A 0 a_jump(128,"Script1")
	REVN A 0
	Goto Script3

	
	
  idle:
    REVN 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)

	REVN A 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  See:
    REVN AABBCC 5 a_chase
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	REVN DDEEFF 5 A_Chase 
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	REVN A 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Loop
  Melee:
    REVN G 6 A_FaceTarget
	REVN G 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN G 4 A_SkelWhoosh
    REVN H 4 A_FaceTarget
	REVN H 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN I 4 A_SkelFist
    Goto See
  Missile:
    REVN G 4 A_FaceTarget
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    	REVN G 0 A_JumpIfcloser(600,"NewMove")

	REVN G 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	REVN G 0 A_JumpIfcloser(1500,"Projeor")
	REVN G 0 A_Jump(255, "HellFlame")
	Goto See
	
	Newmove:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("ZandronumToken",1,"SpitIt")
	TNT1 A 0
	Goto missile+4
	
	SpitIt:
	REVN L 8 bright
	REVN K 8 Bright A_FaceTarget
	REVN JJJJ 3 bright A_CustomMissile("FireSpeNewYel",46,0, random(-6,6), CMF_AIMOFFSET|CMF_Offsetpitch,random(-5,-1))
	REVN J 5 a_checksight("see")
	Goto Missile
	
  Projeor:
    REVN G 0 A_Jump(78,"Proje")
	REVN G 0 A_Jump(255, "Proje","HellFlame")
	Goto See
  Proje:
    REVN J 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN J 0 Bright A_FaceTarget
    REVN J 9 Bright A_FaceTarget
	REVN J 5 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN K 0 A_CustomMissile("Homer1",50,9,random(0,5))
	REVN K 0 A_CustomMissile("Homer1",50,-9,random(-5,0))
	REVN J 8 Bright A_FaceTarget
	REVN J 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN K 8 A_FaceTarget
    Goto See
   HellFlame:
    REVN G 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN G 14 Bright A_Custommissile("FireHand1",32,20)
	REVN H 10 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	REVN I 8 Bright A_VileTarget("BigBadFire1")
	REVN I 9 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    Goto See
   FlameSplit:
    REVN L 0 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    REVN L 5 Bright
	REVN K 5 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	REVN K 0 A_custommissile("Firespe1",42,0,random(-360,360))
	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("AbyssRevenant2",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:
    REVN L 5 A_CustomMissile("SparkPuff1",34,0, CMF_AIMOFFSET,random(0,360), random(0,360))
   							TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

   REVN L 5 A_Pain
	REVN L 0 A_Jump(76,"Flamesplit")
    Goto See
  Pain.Fire:
    REVN L 0
	REVN L 0 A_Jump(42,"whatthe")
	REVN L 0
	Goto See
  Whatthe:
    REVN K 1
    REVN H 1 A_Playsound("skeleton/sight")
	SKEL L 1
	Goto See
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    REVN L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    REVN LM 7
    REVN N 7 A_Scream
    REVN O 7 A_NoBlocking
    REVN P 7
    REVN Q -1
    Stop
	XDeath:
	TNT1 A 5 A_SpawnItemEx("ArcRing1",0,0,6,0,0,0,0, SXF_NOCHECKPOSITION)
	TNT1 A 1 A_Scream
	TNT1 A 1 A_NoBlocking
		  	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 0)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 45)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 90)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 135)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 180)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 225)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 270)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 305)
        	 RIP1 H 0 A_CustomMissile("ArchvileFire2", 0, 0, 340)
			 TNT1 A 24
	REVB A 12 A_SetTranslucent(0.15)
	REVB A 12 A_SetTranslucent(0.3)
	REVB A 12 A_SetTranslucent(0.45)
	REVB A 12 A_SetTranslucent(0.6)
	REVB A 12 A_SetTranslucent(0.8)
	REVB A -1
	stop
  Raise:
    REVN Q 5
    REVN PONML 5
    Goto See
  }
}


Actor ZandronumToken : Inventory { Inventory.MaxAmount 99999 }


ACTOR Homer1
{
  Game Doom
  Radius 6
  Height 16
  Speed 11
  FastSpeed 22
  Damage (random(8,42))
  DamageType Fire
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.75
  SeeSound "fire/fire1"
  DeathSound "fire/fire5"
  States
  {
  Spawn:
    SBSI A 0 Bright A_Playsound("Fire/fire3")
    SBS1 AB 2 Bright A_Seekermissile(18,18,SMF_PRECISE)
	SBS1 CD 2 Bright A_Spawnitemex("SparkPuff1",0,2,10)
    Loop
  Death:
    MISL BCD 6 Bright A_explode(random(5,35),64)
    Stop
  }
}

Actor Firehand1
{
  Game doom
  Radius 2
  Height 2
  Speed 0
  +NOINTERACTION
  Renderstyle Add
  Seesound "fire/fire4"
  Alpha 0.9
  Scale 1.2
  States
  {
  Spawn: 
    FLUM ABCDE 6 Bright 
	Goto Death
  Death: 
    MISL BCD 6 Bright A_setScale(0.6)
	Stop
  }
}


Actor BigBadFire1
{
  Game doom
  Radius 1
  Height 1
  Speed 0
  Mass 2
  Renderstyle Add
  Alpha 0.8
  Deathsound "Fire/fire5"
  DamageType Fire
  Scale 1.5
  States
  {
  Spawn: 
    FLUM AB 3 Bright A_Explode(5,25)
    FLUM CD 3 Bright A_Explode(5,25)
	FLUM E 3 Bright a_jump(104, "death")
	Loop
  Death:
    MISL B 5 Bright
    MISL C 5 Bright A_explode(random(4,10),64)
    MISL D 5 Bright A_spawnitemex("FireSpe1",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe1",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe1",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe1",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe1",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	stop
  }
}

Actor Firespe1
{
  Game doom
  Radius 1
  Height 1
  Speed 20
  Mass 2
  Gravity 0.4
  Bouncetype Heretic
  +touchy
  Renderstyle Add
  Seesound "Fire/fire1"
  DamageType Fire
  Alpha 0.8
  States
  {
  Spawn: 
    FLUM ABCDE 4 Bright a_jump(84, "death")
	Loop
  Death:
    MISL B 5 Bright
    MISL C 5 Bright A_explode(7,64)
    MISL D 4 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	MISL D 0 Bright A_spawnitemex("FireSpe2",random(-32,32),random(-32,32),2,0,0,0,0,SXF_NOCHECKPOSITION)
	stop
  }
}


Actor FirespeNewYel
{
  Game doom
  Radius 4
  Height 4
  Speed  24
  Mass 2
  Projectile
  Damage(random(8,24))
  Damagetype Fire
  Renderstyle Add
  Seesound "Fire/fire1"
  DamageType Fire
  Alpha 0.8
  States
  {
  Spawn: 
    FLUM ABCDE 3 Bright 
	TNT1 A 0 ThrustThingZ(0,random(6,18), 0, 0)
	FLUM ABCDE 3 Bright 
	Goto death
  Death:
    MISL B 5 Bright
    MISL C 5 Bright A_explode(7,64)
      MISL D 5 Bright A_spawnitemex("FireSpe2",0,0,0,random(3,9),0,0,random(0,359),SXF_NOCHECKPOSITION)

	stop
  }
}

Actor Firespe2
{
  Game doom
  Radius 4
  Height 8
  Mass 24
  Gravity 1.5
  +SLIDESONWALLS
  Renderstyle Add
  Damagetype Fire
  Scale 0.7
  Alpha 0.8
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    FLUM FGHIJK 3 Bright A_Explode(random(1,2),41)
	FLUM F 0 A_jump(32, "A1")
	FLUM F 0 A_jump(14, "death")
	loop
	A1:
	FLUM FG 3 Bright A_Explode(random(1,2),41)
	TNT1 A 0 ThrustThing(random(0,255), random(1,2), 0, 0)
	FLUM HI 3 Bright A_Explode(random(1,2),41)
	TNT1 A 0 ThrustThing(random(0,255), random(1,3), 0, 0)
	FLUM JK 3 Bright A_Explode(random(1,2),41)
    TNT1 A 0 ThrustThing(random(0,255), random(2,3), 0, 0)
	FLUM F 0 A_jump(20, "death")
	Goto fly
	
  Death:
    FLUM D 0 Bright
	stop
  }
}

ACTOR RedRevenant
{
  Game Doom
  Health 830
  gibhealth -150
  Species "revenant"
  DamageFactor "Scrapper", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  PainChance "fire", 4
  PainChance fire, 4
  DamageFactor ice, 1.45
  DamageFactor "ice", 1.45
  Radius 20
  Height 56
  Mass 750
  Speed 14
  PainChance 22
  Monster
  MeleeThreshold 200
  +MISSILEMORE 
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +NOFEAR
  -NORADIUSDMG
  +DONTHARMCLASS
  DropItem "CH_BlueArmor", 128
  DropItem "CH_Berserk", 128
  DropItem "ArmorBundle", 128
  DropItem "HealthBundle"
  DropItem "CH_RocketBox", 108
  DropItem "CH_RocketBox", 64
  DropItem "CH_RocketAmmo", 200
  DropItem "CH_RocketAmmo", 200
  DropItem "CH_RocketAmmo", 200
  DropItem "RLRevenantsLauncherPickup", 12
  SeeSound "skeleton/sight"
  PainSound "skeleton/sight"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/sight"
  MeleeSound "skeleton/melee"
  Meleerange 94
  Renderstyle SoulTrans
  Alpha 0.95
  HitObituary "%o was Close Combated by Red Revenant"
  Obituary "%o got some bloody agitation on them"
  Var Int User_TTT;
  tag "a Bloody Red Revenant"
  States
  {
  Spawn:
    RASK 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:
    RASK AAABBBCCC 2 A_chase
									TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	RASK DDDEEEFFF 2 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:
    RASK G 1 A_FaceTarget
    RASK G 6 A_SkelWhoosh
    RASK H 5 A_FaceTarget
    RASK I 3 A_SkelFist
	RASK I 3 A_SkelFist
    Goto See
  Missile:
    RASK J 1 Bright A_FaceTarget
									TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	RASK J 1 Bright A_JumpIf(User_TTT >= 4, "MegaShot")
    RASK J 9 Bright A_FaceTarget
    RASK K 10 A_CustomMissile("RedDeathRev", 60, 9, random(-4,4))
	RASK K 0 A_SetUserVar("User_TTT", User_TTT+1)
    RASK K 10 A_FaceTarget
	RASK K 2
    Goto See
  MegaShot:
    RASK J 5 Bright A_PlaySound("Skeleton/Sight")
	RASK J 5 Bright A_FaceTarget
	RASK J 5 Bright A_FaceTarget
	RASK J 5 Bright A_FaceTarget
	RASK J 10 Bright A_CustomMissile("RedRevLoad", 60, 9,0)
	RASK J 15 Bright A_FaceTarget
	RASK K 7 Bright A_CustomMissile("MegaRedRev", 60, 9, random(-4,4))
	RASK K 5 A_FaceTarget
	RASK K 1 A_SetUserVar("User_TTT", User_TTT-4)
	RASK K 1
	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("AbyssRevenant2",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:
    RASK L 5
    RASK L 5 A_Pain
									TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	RASK L 5 A_Pain
	RASK L 5 A_ChangeFlag("NOPAIN",TRUE)
	RASK L 5 A_changeFlag("MissileEvenMore",TRUE)
	RASK L 5
    Goto See
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    RASK L 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    RASK LM 7
    RASK N 7 A_Scream
    RASK O 7 A_NoBlocking
    RASK P 7
    RASK Q -1
    Stop
	XDeath:
	TNT1 A 1 A_scream
	TNT1 A 0 A_noblocking
	TNT1 A 1 A_CustomMissile("RedRevLoad", 42,0,0)
	TNT1 A 7
	TNT1 AAAAAAAAA 1 A_CustomMissile ("HKRedDeath",random(12,64),random(-16,16))
	TNT1 A 24
	RASK Q  12 A_SetTranslucent(0.2)
	RASK Q  12 A_SetTranslucent(0.3)
	RASK Q  12 A_SetTranslucent(0.4)
	RASK Q  12 A_SetTranslucent(0.5)
	RASK Q  12 A_SetTranslucent(0.6)
	RASK Q  12 A_SetTranslucent(0.7)
	RASK Q  12 A_SetTranslucent(0.8)
	RASK Q  12 A_SetTranslucent(0.95)
	RASK Q -1
  Raise:
    RASK Q 5
    RASK PONML 5
    Goto See
  }
}

Actor MegaRedRev
{
    Radius 11
    Height 9
    Speed 90
    Damage (random(35,95))
	DamageType "Plasma"
    PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.8
	Scale 1.5
	SeeSound "Crack/see"
	DeathSound "Litn/litn3"
	Translation "192:207=171:191", "240:247=191:191"
	States
	{
	Spawn:
	   BLL9 AAAABBBB 1 BRIGHT A_SpawnItemEx("RedRevLoad2", 0, 0, 4, 0, 0, 0, 0, 128)
	   Loop
	Death:
	   BLL9 CDE 6 BRIGHT A_Explode(random(15,55),64)
	   Stop
	}
}

Actor RedRevLoad2
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
    Renderstyle ADD
    Alpha 0.75
	SeeSound "Weapons/BFGF"
    States
    {
    Spawn:
        SPIR ABCDE 3 Bright A_SpawnItemEx("RedRevLoad", 0, 0, 4, 0, 0, 0, 0, 128)
        Stop
    }
}

Actor RedRevLoad
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
    Renderstyle ADD
    Alpha 0.75
	SeeSound "Weapons/BFGF"
    States
    {
    Spawn:
        SPIR ABCDE 4 Bright
        Stop
    }
}

ACTOR RedDeathRev
{
  Game Doom
  Radius 5
  Height 7
  Speed 24
  FastSpeed 38
  Damage (random(25,85))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  +SEEKERMISSILE
  RenderStyle Add
  Alpha 0.75
  Scale 0.65
  SeeSound "Forgotten/Attack"
  DeathSound "spell/Impact1"
   Translation "76:79=44:47", "136:143=184:191", "128:136=175:183", "64:79=176:191", "208:223=171:181", "161:161=170:170", "144:151=180:191"
  States
  {
  Spawn:
    FRGO C 1 Bright A_SeekerMissile(7,12)
    FRGO D 1 Bright A_SpawnItemEx("CrackoBallTrail", 0, 0, 4, 0, 0, 0, 0, 128)
    FRGO C 1 Bright A_SeekerMissile(7,12)
	FRGO D 1 Bright A_SpawnItemEx("CrackoBallTrail", 0, 0, 4, 0, 0, 0, 0, 128)
    Loop
  Death:
    MISL B 3 Bright A_SetScale(1.4)
	MISL C 3 A_SetTranslucent(0.65)
    MISL D 3 Bright A_explode(random(5,20),128)
    MISL E 5 Bright A_explode(random(5,35),128)
   Stop
  }
}

////// AnnounceBlackRev

Actor BlackRevenant
{
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("BlackRevenant3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackRevenant3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

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

Third:
TNT1 A 0 A_SpawnitemEx("RedRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR BlackRevenant3
{ 
Health 4500
Radius 20
Height 56
Mass 700 
Speed 10
PainChance 64
MeleeRange 92
species "MontyP"
RadiusDamageFactor 0.33
DamageFactor Melee, 0.6
DamageFactor Fire, 1.75
DamageFactor "Fire", 1.75
DamageFactor "Ice", 0.80
DamageFactor Ice, 0.80
DamageFactor "Heroic", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0


  PainChance "PLWater", 28
   PainChance "ice", 42
  PainChance "Fire", 42
  PainChance "Melee", 2

MONSTER
+FLOORCLIP 
+NOTARGET 
+BOSS
-NORADIUSDMG
+MISSILEMORE
+NOFEAR
+dontmorph 
+noicedeath
+thruspecies
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
Obituary "No, %o , we wont call it a draw"
HitObituary "oh c'mon now, %o , its just a flesh wound" 
MeleeSound "monster/dknhit" 
SeeSound "BK/Pass" 
PainSound "monster/dknpai" 
DeathSound "monster/dkdie" 
ActiveSound "monster/dknact" 
Translation "160:167=102:111", "208:223=240:247", "229:231=207:207", "144:151=102:111", "69:79=5:8", "128:133=96:102"
DropItem "CH_Berserk"
DropItem "BackPack"
DropItem "BackPack"

DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
tag "The Black Knight"
States 
   { 
   Spawn: 
       DKNT A 1
	   Goto Scripted
   Scripted:
       DNKT A 1
	   DNKT A 1 ACS_NamedExecuteAlways("AnnounceBlackRev")
	   DNKT A 1
	   Goto Idle
   Idle:
       DKNT 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:
       TNT1 A 0
	   TNT1 A 0 a_killchildren(extreme)
       DKNT 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)

	  DKNT  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
	ShieldSee: 
	   TNT1 A 0
	   TNT1 A 0 A_SpawnItemEx("RevShieldWalk",0,4,64,0,0,0,0,SXF_SETMASTER)
       DKNT PPQQRRSS 3 A_Chase
       Goto see
   Melee:
       DKNT E 6 A_FaceTarget
       DKNT F 1 A_Playsound ("monster/dknswg")
       DKNT F 6 A_FaceTarget
       DKNT G 6 A_CustomMeleeAttack(random(20,120))
       Goto See
   Missile:
       TNT1 A 0
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   TNT1 A 0  a_killchildren(extreme)
       DKNT A 0 A_PlaySound("BK/invi",0,4)
       DKNT A 0 A_Jump(255,"Dartcleave","Mines","dash")
	   Goto See
	   DartCleave:
       DKNT E 9 Bright A_FaceTarget
       DKNT F 8 Bright A_Playsound ("monster/kntswg")
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-6,-2),0)
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-12,-7),0)
	   DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,0,0)    
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(7,12),0)
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(2,6),0) 
	   DKNT G 5 Bright
       Goto See
	   Mines:
       DKNT T 8 Bright A_FaceTarget
       DKNT U 2 Bright A_FaceTarget
       DKNT U 0 Bright A_CustomMissile("MinesRev",44,-4,-12,0)      
       DKNT U 6 Bright A_CustomMissile("MinesRev",44,-4,12,0)
       DKNT U 0 Bright A_UnSetReflectiveInvulnerable       
	   DKNT U 0 bright A_Jump(64,"Mines")
       Goto See
	   Dash:
	   DKNT E 8 Bright A_UnSetReflectiveInvulnerable
	   DKNT FFFFF 8 Bright A_SkullAttack(38)
	   DKNT G 4 Bright A_Stop
       Goto Melee
	   Shield:
	   TNT1 A 0 
	   TNT1 A 0 a_changeflag(NOPAIN,TRUE)
	   TNT1 A 0 A_SpawnItemEx("RevShieldWalk",0,4,64,0,0,0,0,SXF_SETMASTER)
	   DKNT P 60 
	   DKNT T 10 bright a_killchildren(extreme)
	   DKNT U 10 Bright A_CustomMissile("ShieldBlastRev",44,0,0,0)
	   TNT1 A 0 a_changeflag(NOPAIN,FALSE)
	   TNT1 A 0 
	   Goto see
   Pain:
       DKNT H 2 
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       DKNT H 2 A_Pain
       DKNT P 0 A_Jump (178,"SHIELD")
       Goto See
   Pain.melee:
   Pain.ice:
	   DKNT H 1 
	   DKNT H 1 A_playsound("ResistCH",7)
	   DKNT PT 1
	   Goto ShieldSee
    Pain.Fire:
	  DKNT H 1 
	  DKNT H 2  A_pain
	  DKNT H 2  A_pain
	  DKNT P 1 
	  Goto ShieldSee
   Death:
   TNT1 A 0
       DKNT I 12 Bright  a_killchildren(extreme)
       DKNT I 0 Bright A_CustomMissile("DKSword",44,32,-90,0)
       DKNT I 8 Bright A_CustomMissile("DKShield",44,-32,90,0)
	   DKNT J 8 Bright
       DKNT J 8 Bright A_Scream 
	   DKNT J 8 Bright A_NoBlocking 
       DKNT K 8 Bright A_SpawnItemEx("BlackRev2",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)
       DKNT L 8 Bright 
       DKNT MN 8 Bright 
       DKNT O -1 
       Stop 
 //  Raise: 
  //     DKNT ONMLKJI 8 Bright
   //    Goto See 
   } 
}

Actor ShieldBlastRev
{
  Game Doom
  Radius 6
  Height 8
  Speed 20
  Damage (random(10,65))
  DamageType "Fire"
  Projectile
  +Seekermissile
   +mthruspecies
  RenderStyle Add
  Alpha 0.75
  yScale 1.45
  xScale 1.0
  SeeSound  "fire/fire3"
  DeathSound "spell/Impact1"
  Translation "76:79=44:47", "136:143=184:191", "128:136=175:183", "64:79=176:191", "208:223=171:181", "161:161=170:170", "144:151=180:191"

  States
  {
  Spawn:
    FRGO CC 2 Bright A_Seekermissile(12,18)
	Fly:
	FRGO DD 2 Bright //a_setspeed(16)
   	Fly2:
	FRGO CC 2 Bright A_Seekermissile(12,18)
		Fly3:
	FRGO DD 2 Bright //a_setspeed(20)
   	Fly4:
	FRGO CC 2 Bright A_Seekermissile(12,18)
		Fly5:
	FRGO DD 2 Bright //a_setspeed(24)
   	Fly6:
	FRGO CC 2 Bright A_Seekermissile(12,18)
		Fly7:
	FRGO DD 2 Bright //a_setspeed(30)
   	Fly8:
	FRGO CC 2 Bright A_Seekermissile(12,18)
	FRGO DD 2 Bright A_Seekermissile(12,18)
	Loop
  Death:
    BBOM A 2 Bright A_SetScale(1.5)
	BBOM B 2 A_SetTranslucent(0.65)
    BBOM CD 3 Bright A_explode(random(5,25),148)
    BBOM EFG 6 Bright A_explode(random(5,20),148)
   Stop
  }
}



ACTOR RevShieldWalk
{
  Game Doom
  Radius 64
  Height 56
  Speed 0
  species "MontyP"
  health 999
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +invulnerable
  +REFLECTIVE
  +deflect
  +shieldreflect
  +thruspecies
  -countkill
  RenderStyle Add
  Alpha 1.75
  Scale 1.25
  States
  {
  Spawn:
    DKNT Z 1 bright A_Warp(AAPTR_MASTER, 24,0, 42,0,WARPF_INTERPOLATE)
    DKNT Z 1 bright A_Warp(AAPTR_MASTER, 24,0, 42,0,WARPF_INTERPOLATE)
    DKNT Z 1 bright A_Warp(AAPTR_MASTER, 24,0, 42,0,WARPF_INTERPOLATE)
    loop
  Death:
   TNT1 A 0
    DKNT Z 2 Bright A_NoBlocking
   DKNT Z  2 Bright A_SetScale(1)
	DKNT Z 2 Bright A_SetScale(0.7)
    DKNT Z 2 Bright A_SetScale(0.4)
	TNT1 A 0 A_die
    Stop
  }
}

ACTOR MinesRev
{
   Radius 12
   Height 12
   Speed 24
   Damage (random(10,40))
   RENDERSTYLE soultrans
   ALPHA 0.95
   PROJECTILE
   DamageType Fire
   -NOGRAVITY
   +BounceOnWalls
    +mthruspecies
   +THRUGHOST
   Gravity 0.9
   BounceType Doom
   BounceCount 999
   BounceFactor 0.85
   WallBounceFactor 1.3
   Seesound "monster/dknmsl"
   Bouncesound "fire/fire3"
   DeathSound "weapons/boom1"
   DropItem "CH_RocketAmmo", 64
   DropItem "CH_Shell", 128
   DropItem "ImplyingClip", 174
   DropItem "CH_Cell", 32
   States
   {
   Spawn:
      RIP1 ABC 4 Bright	  
	  RIP1 C 0 Bright A_Jump(12,"Death")
	  RIP1 C 0 Bright A_Jump(32,"Bounce")
	  RIP1 C 0 Bright
      loop
   Bounce:
      RIP1 A 2  Bright ThrustThing(angle*256/(random(1,360)), 12, 0, 0)
	  Goto Spawn
   Death:
      RIP1 D 0 A_NoBlocking 
      RIP1 DEFGH 5 Bright A_Explode(random(5,15),88)
	  		 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 0)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 10)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 20)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 30)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 40)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 50)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 60)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 70)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 80)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 90)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 100)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 110)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 120)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 130)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 140)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 150)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 160)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 180)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 190)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 200)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 210)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 220)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 230)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 240)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 250)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 260)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 270)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 280)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 290)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 300)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 310)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 320)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 330)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 340)
        	 RIP1 H 0 A_CustomMissile("RevNail", 0, 0, 350)
      stop
   }
}

actor RevNail
{
radius 2
height 4
damage (random(5,15))
Damagetype Melee
speed 55
Scale 0.7
Decal BulletChip
attacksound "moloch/nailhitbleed"
Deathsound "weapons/firex4"
PROJECTILE
+SPAWNSOUNDSOURCE
 +mthruspecies
+EXTREMEDEATH
+BLOODSPLATTER
states
{
Spawn:
BLAD A 1 bright
loop
Death:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 1 bright A_Explode(random(2,5),64)
FBL1 EFG 1 bright A_Explode(random(2,8),64)
FBL1 G 1 bright A_SpawnItemEx("PuffCybieRed",0,0,2)
Stop
}
}

ACTOR DKDart
{
   Radius 3
   Height 12
   Speed 28
   Damage 5
   RENDERSTYLE ADD
   Damagetype "Fire"
   ALPHA 1.00
   PROJECTILE
   +THRUGHOST
    +mthruspecies
   Seesound "monster/dkndrt"
   DeathSound "weapons/firex2"
   States
   {
   Spawn:
      DKAT ABC 3 Bright
      loop
   Death:
      DKAT D 0 Bright A_SetTranslucent (0.85,1)
      DKAT D 3 Bright
      DKAT E 3 Bright A_Explode(random(5,55),64)
      DKAT FG 3 Bright
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,45,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,90,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,135,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,180,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,225,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,270,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,315,2)
      DKAT H 3 Bright A_CustomMissile("DKFire",0,0,0,2)
      DKAT IJKLM 3 Bright
      stop
   }
}

ACTOR DKFire
{
   Radius 2
   Height 6
   Speed 6
   Damage 0
   ExplosionDamage 4
   ExplosionRadius 8
   RENDERSTYLE ADD
   ALPHA 0.95
   PROJECTILE
   +THRUGHOST
    +mthruspecies
   DeathSound "weapons/scorch"
   States
   {
   Spawn:
      DKAT NOPQRSTNOPQRSTNOPQRST 3 Bright A_Explode
      goto death
   Death:
      DKAT UVW 3 Bright A_Explode
      stop
   }
}

ACTOR DKSword
{   
   Radius 8
   Height 8
   Speed 1
   PROJECTILE
   RENDERSTYLE Normal
   -NOGRAVITY
   +LOWGRAVITY
   States
   {
   Spawn:
      SWRD KLMNOPQ 3 BRIGHT
      goto Death 
   Death:
      SWRD RS 4 BRIGHT
      SWRD T 4 BRIGHT
      SWRD U 4
      SWRD T 4 BRIGHT
      SWRD U 8
      SWRD T 4 BRIGHT
      SWRD U 16
      SWRD T 4 BRIGHT
      SWRD U -1
   }
}

ACTOR DKShield
{   
   Radius 8
   Height 8
   Speed 1
   PROJECTILE
   RENDERSTYLE Normal
   -NOGRAVITY
   +LOWGRAVITY
   States
   {
   Spawn:
      SHLD ABCDEFGHI 3
      goto death 
   Death:
      SHLD H -1
   }
}


ACTOR BlackRev2
{
  Game Doom
  Health 2800
  BloodColor "black"
  Radius 24
  Height 56
  Mass 400
  Speed 16
  RadiusDamageFactor 0.33
  DamageFactor Fire, 1.1
  DamageFactor Melee, 0.4
  DamageFactor "Plasma", 2.0
  DamageFactor "DIMp", 0
  DamageFactor "Heroic", 3.0
  PainChance "DIMp", 0
  
    PainChance "PLWater", 2
   PainChance "ice", 2
  PainChance "Fire", 8
  PainChance "Melee", 2
  
  Floatspeed 19
  PainChance 12
  Monster
  +FLOAT
  +NOGRAVITY
  +NOTARGET 
  +BOSS
  -NORADIUSDMG
  +dontmorph 
  +MISSILEMORE
  +MissileEvenMore
  +NOFEAR
  +NOCLIP
  +dontblast
  +nodamagethrust
  RenderStyle Add
  Alpha 1.05
  SeeSound "BK/Phase2" 
  PainSound "monster/dknpai" 
  DeathSound "BK/Die" 
  ActiveSound "monster/dknact" 
  Obituary "%o found out that the black knight doesnt give up"
  Translation "64:79=96:111", "236:239=5:8", "128:143=199:203", "144:151=240:247"
  DropItem "BackPack"
  Dropitem "BackPackBundle"
  DropItem "CH_SoulSphere"
  DropItem "CH_RocketBox"
  DropItem "CH_RocketBox"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_BlueArmor"
  Dropitem "RLDemonicWeaponSpawner", 12
  tag "Just a flesh wound"
  States
  {
  Spawn:
    WRTH 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:
    WRTH A 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
  Missile:
    WRTH E 5 A_FaceTarget
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WRTH E 0 A_Jump(255,"Seekers","AoE","Shots")
  Shots:
    WRTH F 5 A_FaceTarget
	WRTH G 5 Bright 
	WRTH G 0 Bright A_Custommissile("RevSol",32,0,random(-9,9))
	WRTH G 0 Bright A_Custommissile("RevSol",32,0,random(-1,1))
	WRTH G 0 Bright A_Custommissile("RevSol",32,0,random(-9,9))
    Goto See
  AoE:
    WRTH FG 5 A_FaceTarget
	WRTH IJ 5 Bright A_Playsound("Spell/SpellCast1",0,3)
     WRTH I 0 Bright A_CustomMissile("DKFire2",0,0,45,2)
     WRTH I 0 Bright A_CustomMissile("DKFire2",0,0,90,2)
     WRTH I 0 Bright A_CustomMissile("DKFire2",0,0,135,2)
     WRTH I 0 Bright A_CustomMissile("DKFire2",0,0,180,2)
     WRTH J 0 Bright A_CustomMissile("DKFire2",0,0,225,2)
     WRTH J 0 Bright A_CustomMissile("DKFire2",0,0,270,2)
     WRTH J 0 Bright A_CustomMissile("DKFire2",0,0,315,2)
     WRTH J 0 Bright A_CustomMissile("DKFire2",0,0,0,2)
	 WRTH IF 5
    Goto See
	Seekers:
    WRTH F 6 A_FaceTarget
	WRTH G 6 Bright 
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(-19,-9))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(9,19))
	WRTH F 6 A_FaceTarget
	WRTH G 6 Bright 
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(-19,-9))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(9,19))
	WRTH F 6 A_FaceTarget
	WRTH G 6 Bright 
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(-19,-9))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRev",32,0,random(9,19))
	WRTH F 2 Bright A_MonsterRefire(64,"See")
	Goto Seekers
  Pain:
    WRTH E 3
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WRTH E 3 A_Pain
    WRTH F 6 A_Jump(128,"AoE")
    Goto See
  Death:
    WRTH I 8
    WRTH J 8 A_Scream
    WRTH KL 8
    WRTH M 8 A_NoBlocking
	WRTH NOPQ 6
		 TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,232)
    WRTH R -1 A_SetFloorClip
    Stop
  }
}



ACTOR SoulSeekerRev
{
   Radius 4
   Height 8
   Speed 22
   Damage (random(5,20))
   RENDERSTYLE ADD
   DamageType Melee
   ALPHA 0.85
   Scale 0.45
   PROJECTILE
   +THRUGHOST
    +mthruspecies
   +SeekerMissile
   Seesound "skull/melee"
   DeathSound "weapons/firex2"
   Translation "175:191=193:207", "32:47=240:246"
   States
   {
   Spawn:
      UNHE AB 4 Bright A_SeekerMissile(12,24, SMF_PRECISE)
      loop
   Death:
      DKAT D 0 Bright A_SetTranslucent (0.85,1)
      DKAT D 3 Bright A_SetScale(1)
      DKAT E 3 Bright A_Explode(random(5,20),64)
      DKAT FGH 3 Bright
      DKAT IJKLM 3 Bright
      stop
   }
}

ACTOR RevSol
{
   Radius 3
   Height 12
   Speed 32
   Damage (random(10,50))
   RENDERSTYLE ADD
   DamageType "Fire"
   ALPHA 0.85
   PROJECTILE
   +THRUGHOST
   Seesound "monster/dkndrt"
   DeathSound "weapons/firex2"
   Translation "175:191=160:167"
   States
   {
   Spawn:
      DKAT ABC 3 Bright
      loop
   Death:
      DKAT D 0 Bright A_SetTranslucent (0.85,1)
      DKAT D 3 Bright A_SetScale(1.5)
      DKAT E 3 Bright A_Explode(random(5,30),128)
      DKAT FGH 3 Bright
      DKAT IJKLM 3 Bright
      stop
   }
}


ACTOR DKFire2
{
   Radius 2
   Height 6
   Speed 8
   Damage 0
   RENDERSTYLE ADD
   ALPHA 0.95
   PROJECTILE
   +THRUGHOST
    +mthruspecies
   DeathSound "weapons/scorch"
   Translation "168:191=192:208", "32:47=201:207"
   States
   {
   Spawn:
      DKAT NOPQRSTNOPQRSTNOPQRST 3 Bright A_Explode(random(5,15),12)
	  DKAT N 4 A_Jump(12,"Death")
      Loop
   Death:
      DKAT UVW 3 Bright  A_Explode(random(5,20),20)
	  DKAT H 0 Bright A_CustomMissile("DKFire",0,0,45,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,90,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,135,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,180,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,225,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,270,2)
      DKAT H 0 Bright A_CustomMissile("DKFire",0,0,315,2)
      DKAT H 3 Bright A_CustomMissile("DKFire",0,0,0,2)
      stop
   }
}


//// ############ EX


ACTOR BlackRevenantEX
{ 
Health 7500
Radius 20
Height 56
Mass 3000 
Speed 14
PainChance 32
MeleeRange 92
scale 1.2
species "MontyP"
RadiusDamageFactor 0.33
DamageFactor Fire, 1.8
DamageFactor "Fire", 1.8
 DamageFactor "Poison", 0.25
DamageFactor "Ice", 0.6
DamageFactor Ice, 0.6
DamageFactor "Heroic", 3.0
  DamageFactor "PlayerVoid", 0.6
DamageFactor "DIMp", 0
PainChance "DIMp", 0
MONSTER
+FLOORCLIP 
+NOTARGET 
+BOSS
+dontmorph 
-NORADIUSDMG
+MISSILEMORE
+NOFEAR
+noicedeath
+thruspecies
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
Obituary "None shall pass, %o "
HitObituary "oh c'mon now, %o , its just a flesh wound" 
MeleeSound "monster/dknhit" 
SeeSound "BK/Pass" 
PainSound "monster/dknpai" 
DeathSound "monster/dkdie" 
ActiveSound "monster/dknact" 
Translation "160:167=102:111", "208:223=240:247", "229:231=207:207", "144:151=102:111", "69:79=5:8", "128:133=96:102"
DropItem "CH_Berserk"
DropItem "CH_Berserk"
DropItem "BackPack"
DropItem "BackPackBundle"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_Cell"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"
DropItem "CH_RocketAmmo"

tag "The Black Knight unleashed"
States 
   { 
   Spawn: 
       DKNT A 1
	   Goto Scripted
   Scripted:
       DNKT A 1
	   DNKT A 1 ACS_NamedExecuteAlways("AnnounceBlackRev")
	   DNKT A 1 A_log("A chill runs down your spine")
	   Goto Idle
   Idle:
       DKNT 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:
       TNT1 A 0
	   TNT1 A 0 
       DKNT AA 3 A_Chase
	   TNT1 A 0 A_SpawnItemEx("BlackRevShade",-2,0,12,1,0,-0.5,0,SXF_NOCHECKPOSITION)
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   DKNT BB 3 A_Chase
	   TNT1 A 0 A_SpawnItemEx("BlackRevShade",-2,0,12,1,0,-0.5,0,SXF_NOCHECKPOSITION)
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		DKNT CC 3 A_Chase
TNT1 A 0 A_SpawnItemEx("BlackRevShade",-2,0,12,0,0,-0.5,0,SXF_NOCHECKPOSITION)
	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		DKNT DD 3 A_Chase
	   TNT1 A 0 A_SpawnItemEx("BlackRevShade",-2,0,12,1,0,-0.5,0,SXF_NOCHECKPOSITION)
	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       loop
	ShieldSee: 
	   TNT1 A 0
	   TNT1 A 0 A_SpawnItemEx("RevShieldWalk2",0,4,64,0,0,0,0,SXF_SETMASTER)
	   TNT1 A 0 A_SpawnItemEx("RevShieldWalk",0,4,64,0,0,0,0,SXF_SETMASTER)
       DKNT PPQQRRSS 3 A_Chase
       Goto see
   Melee:
       DKNT E 3 A_FaceTarget
       DKNT F 1 A_Playsound ("monster/dknswg")
       DKNT F 4 A_FaceTarget
       DKNT G 4 A_CustomMeleeAttack(random(50,140))
	   TNT1 A 0 A_PlaySound("BKFuKINV",0,4)
	   DKNT G 4
	   DKNT U 0 bright A_Jump(128,"Grap2")
       Goto See
   Missile:
       TNT1 A 0
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   TNT1 A 0  a_killchildren(extreme)
       DKNT A 0 A_PlaySound("BK/invi",0,4)
	   TNT1 A 0 A_jumpifcloser(1000,"Choice2")
       DKNT A 0 A_Jump(255,"Dartcleave","ShieldBlast","dash")
	   Goto See
	   
	   Choice2:
	   TNT1 A 0
	   TNT1 A 0 
	          DKNT A 0 A_Jump(255,"Dartcleave","Mines","dash","Grap")
Goto see
	   
	   
	   	   ShieldBlast:
	   TNT1 A 0 
	   DKNT P 10 bright a_facetarget
	   DKNT T 10 bright a_facetarget
	   DKNT U 2 Bright 
	   TNT1 AAAAAAAA 0 A_CustomMissile("ShieldBombRev",random(32,56),0,random(-7,7),0)
	   DKNT UUUUUUUU 1 A_CustomMissile("ShieldBombRev",random(32,56),0,random(-7,7),0)
	   TNT1 AAAAAAAA 0 A_CustomMissile("ShieldBombRev",random(32,56),0,random(-7,7),0)
	   DKNT UUUUUUUU 1 A_CustomMissile("ShieldBombRev",random(32,56),0,random(-7,7),0)
	   DKNT U 8 Bright A_CustomMissile("ShieldBlastRev",44,0,0,0)
	   TNT1 A 0 
	   TNT1 A 0 
	   Goto see
	   
	   	   	   Grap:
	   TNT1 A 0 
	   DKNT P 3 bright a_facetarget
	   DKNT T 3 bright a_facetarget
	   DKNT U 3 Bright a_facetarget
	   DKNT U 3 Bright A_CustomMissile("BlackRevHook",44,0,0,0)
	   DKNT T 3 
	   DKNT P 2
	   Goto see
	   
	   
	   	   	   	   Grap2:
	   TNT1 A 0 
	   DKNT P 3 bright a_facetarget
	   DKNT T 3 bright a_facetarget
	   DKNT U 3 Bright a_facetarget
	   DKNT U 3 Bright A_CustomMissile("BlackRevHook",44,0,random(-13,13),0)
	   DKNT T 3 
	   DKNT P 2
	   Goto see
	   
	   DartCleave:
       DKNT E 9 Bright A_FaceTarget
       DKNT F 8 Bright A_Playsound ("monster/kntswg")
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-6,-2),0)
	    DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-3,-1),0)
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-12,-7),0)
	   DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(-18,9),0)
	   DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,0,0)    
	   DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(9,18),0)
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(7,12),0)
	    DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(1,3),0) 
       DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,random(2,6),0) 
	   DKNT G 5 Bright
	   TNT1 A 0 A_PlaySound("BKFuKINV",0,4)
       Goto See
	   Mines:
       DKNT T 8 Bright A_FaceTarget
       DKNT U 2 Bright A_FaceTarget
       DKNT U 0 Bright A_CustomMissile("MinesRev",44,-4,-12,0)  
	   DKNT U 0 Bright A_CustomMissile("MinesRev",44,-4,-24,0)
	   DKNT U 0 Bright A_CustomMissile("MinesRev",44,-4,24,0)
       DKNT U 6 Bright A_CustomMissile("MinesRev",44,-4,12,0)
       DKNT U 0 Bright A_UnSetReflectiveInvulnerable       
	   DKNT U 0 bright A_Jump(64,"Mines")
	   DKNT U 0 bright A_Jump(106,"Grap2")
	   
       Goto See
	   Dash:
	   DKNT E 8 Bright A_UnSetReflectiveInvulnerable
	   DKNT FFFFF 8 Bright A_SkullAttack(42)
	   DKNT G 4 Bright A_Stop
	   DKNT U 0 bright A_Jump(64,"Grap","Grap2")
	   TNT1 A 0 A_PlaySound("BKFuKINV",0,4)
	   
       Goto Melee
	   Shield:
	   TNT1 A 0 
	   TNT1 A 0 a_changeflag(NOPAIN,TRUE)
	   TNT1 A 0 A_SpawnItemEx("RevShieldWalk",0,4,64,0,0,0,0,SXF_SETMASTER)
	   
	   DKNT P 50 
	   DKNT T 10 bright a_killchildren(extreme)
	   DKNT U 10 Bright A_CustomMissile("ShieldBlastRev",44,0,0,0)
	   DKNT UUU 9 Bright A_SpawnItemEx("RevShieldWalk2",0,4,64,0,0,0,0,SXF_SETMASTER)
	   TNT1 A 0 a_changeflag(NOPAIN,FALSE)
	   TNT1 A 0 A_PlaySound("BKFuKINV",0,4)
	   TNT1 A 0
	   Goto see
   Pain:
       DKNT H 2 
	   	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       DKNT H 2 A_Pain
       DKNT P 0 A_Jump (178,"SHIELD")
       Goto See
   Pain.ice:
	   DKNT H 1 
	   DKNT H 1 A_playsound("ResistCH",7)
	   DKNT PT 1
	   Goto ShieldSee
    Pain.Fire:
	  DKNT H 1 
	  DKNT H 2  A_pain
	  DKNT H 2  A_pain
	  DKNT P 1 
	  Goto ShieldSee
   Death:
   TNT1 A 0
       DKNT I 12 Bright a_killchildren(extreme)
       DKNT I 0 Bright A_CustomMissile("DKSword",44,32,-90,0)
       DKNT I 8 Bright A_CustomMissile("DKShield",44,-32,90,0)
	   DKNT J 8 Bright
       DKNT J 8 Bright A_Scream 
	   DKNT J 8 Bright A_NoBlocking 
       DKNT K 8 Bright A_SpawnItemEx("BlackRevEx2",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)
       DKNT L 8 Bright 
       DKNT MN 8 Bright 
       DKNT O 240
	   DKNT OOOO 10 A_SpawnItemEx("BlackRevShade",0,0,12,0,0,0,0,SXF_NOCHECKPOSITION)
	   //DKNT O 1 A_SpawnItemEx("BlackRevEx3",0,0,12,0,0,0,0,SXF_NOCHECKPOSITION)
	   DKNT O -1
       Stop 
}
}	   



Actor BlackRevShade
{
  Radius 6
  Height 6
  Speed 1
  Projectile
  +noclip
  +nointeraction
  Renderstyle Stencil
  Stencilcolor "black"
  Seesound "Imp/Attack"
  DeathSound "Fire/fire5"
  Alpha 0.55
  yScale 3.25
  xScale 1.95
  States
  {
  Spawn: 
    FLUM ACDBE 3 Bright 
	Stop
	}
}

ACTOR BlackRevHook : Loreshot
{
   Radius 6
   Height 6
   Speed 42
   Damage (random(5,30))
   PROJECTILE
   DamageType Melee
 
   +THRUGHOST
   +mthruspecies
   Seesound "monster/dknmsl"
   DeathSound "weapons/firex4"
   States
   {
   Spawn:
      BLAD A  1 Bright	 A_Spawnitemex("FatsoSpikes2",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION) 

      loop
	  Death:
	  BLAD  A 10
	  BLAD  A 10 
	  BLAD  AAA 10 a_fadeout(0.33)
	   stop
	   }
}



ACTOR RevShieldWalk2
{
  Game Doom
  Radius 64
  Height 56
  Speed 16
  species "MontyP"
  health 999
  monster
  +NOTRIGGER
  +NOTARGET
  +nogravity
  +invulnerable
  +mthruspecies
  +REFLECTIVE
  +deflect
  +shieldreflect
  +thruspecies
  -countkill
  RenderStyle Add
  Alpha 1.75
  Scale 1.25
  
  var int user_angle;
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
    DKNT Z 1 bright A_Warp(AAPTR_MASTER, 64,0, 64,user_angle + 8, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_jump(2,"Death")
	loop
  Death:
   TNT1 A 0
    DKNT Z 2 Bright A_NoBlocking
   DKNT Z  2 Bright A_SetScale(1)
	DKNT Z 2 Bright A_SetScale(0.7)
    DKNT Z 2 Bright A_SetScale(0.4)
	
    Stop
  }
}


Actor ShieldBombRev
{
  Radius 4
  Height 6
  Mass 5
  Speed 34
  Projectile
  Scale 0.55
  Damage (random(2,25))
  DamageType "Fire"
  SeeSound "imp/attack"
  DeathSound "weapons/firex4"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 A 1 
   BAL1 B 1 
   BAL1 A 1 
   Loop
  Death:
   BAL1 CDE 1 A_SetTranslucent(0.35)
   Stop
 }
}	   


ACTOR BRevEye
{
	Radius 40
	Height 70
	Speed 1
	RenderStyle add
	Alpha 1.25
	scale 0.08
	monster
	+nointeraction
	+noclip
	-countkill
	translation "112:127=174:183"
	states
	{
	Spawn:
	TNT1 A 0
	Goto Live
	Live:
         BFE1 C 1 bright A_Warp(AAPTR_MASTER, 9, 4, 40, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)       
	
		 BFE1 B 1 bright A_Warp(AAPTR_MASTER, 9, 4, 40, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	

		loop
		Death:
		 TNT1 A 0
		Stop
	}
}

ACTOR BRevEye2
{
	Radius 40
	Height 70
	Speed 1
	RenderStyle add
	Alpha 1.25
	scale 0.08
	monster
	+nointeraction
	+noclip
	-countkill
	translation "112:127=174:183"
	states
	{
	Spawn:
	TNT1 A 0
	Goto Live
	Live:
         BFE1 C 1 bright A_Warp(AAPTR_MASTER, 9, -4, 40, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)       
		
		 BFE1 B 1 bright A_Warp(AAPTR_MASTER, 9, -4, 40, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		loop
		Death:
		 TNT1 A 0
		Stop
	}
}

Actor BlackRevShade2
{
  Radius 6
  Height 6
  Speed 1
  Projectile
  +noclip
  +nointeraction
  Renderstyle Stencil
  Stencilcolor "black"
  Seesound "Imp/Attack"
  DeathSound "Fire/fire5"
  Alpha 0.85
  yScale 1.05
  xScale 1.05
  States
  {
  Spawn: 
    WRTH AB 3 Bright 
	Fly:
	WRTH A 2 bright a_setscale(1.25,1.25)
	WRTH B 2 bright a_setscale(1.33,1.33)
	Stop
	}
}


ACTOR SoulSeekerRevex
{
   Radius 3
   Height 6
   Speed 19
   Damage (random(10,30))
   RENDERSTYLE ADD
   DamageType Melee
   ALPHA 0.85
   Scale 0.35
   PROJECTILE
   +THRUGHOST
    +mthruspecies
   +SeekerMissile
   Seesound "skull/melee"
   DeathSound "weapons/firex2"
   Translation "177:191=192:200", "44:47=198:203", "176:176=192:192", "175:175=247:247", "32:43=202:207"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
     UNHE A 2 Bright  a_spawnitemex("SoulSeekerRevTrail",0,0,1,0,0,0,0)
      UNHE B 2 Bright A_SeekerMissile(5,10)
      loop
   Death:
      DKAT D 0 Bright A_SetTranslucent (0.85,1)
      DKAT D 3 Bright A_SetScale(2.4,0.75)
      DKAT E 3 Bright A_Explode(random(10,30),128)
      DKAT FGH 3 Bright
      DKAT IJKLM 3 Bright
      stop
   }
}


Actor SoulSeekerRevTrail
{
  Radius 6
  Height 6
  Speed 1
  Projectile
  +noclip
  +nointeraction
  Renderstyle Stencil
  Stencilcolor "cyan"
   ALPHA 0.85
   Scale 0.35
  States
  {
  Spawn: 
    UNHE AB 6 Bright 
	Fly:
	UNHE AB 2 bright a_setscale(0.25,0.25)
	UNHE AB 2 bright a_setscale(0.1,0.1)
	Stop
	}
}

ACTOR RevSolex
{
   Radius 8
   Height 8
   Speed 34
   Damage (random(10,50))
   RENDERSTYLE ADD
   DamageType "Fire"
   ALPHA 0.85
   PROJECTILE
   +THRUGHOST
   +bounceonwalls
   bouncetype "hexen"
   bouncecount 2
   bouncefactor 1.5
   Seesound "monster/dkndrt"
   DeathSound "weapons/firex2"
   Translation "175:191=160:167"
   States
   {
   Spawn:
      DKAT ABC 3 Bright
      loop
   Death:
      DKAT D 0 Bright A_SetTranslucent (0.85,1)
      DKAT D 3 Bright A_SetScale(1.5)
      DKAT E 3 Bright A_Explode(random(5,30),128)
      DKAT FGH 3 Bright
      DKAT IJKLM 3 Bright
      stop
   }
}

ACTOR RainFireRevEX
{
   Radius 3
   Height 3
   Speed 15
   Damage (random(5,12))
   RENDERSTYLE ADD
   ALPHA 0.95
   PROJECTILE
   +THRUGHOST
   +dontharmclass
    +mthruspecies
   DeathSound "weapons/scorch"
   States
   {
   Spawn:
      DKAT NOPQRSTNOPQRSTNOPQRST 1 Bright a_spawnitemex("RainFireRevEXTrail",0,0,0,random(-10,10),0,random(-10,10),random(-359,359),SXF_NOCHECKPOSITION)
      loop
   Death:
      DKAT UVW 3 Bright A_Explode(random(2,8),32,0)
      stop
   }
}

ACTOR RainFireRevEXTrail
{
   Radius 3
   Height 3
   Speed 10
   RENDERSTYLE ADD
   Damage (random(1,3))
   ALPHA 0.55
   mass 10
   gravity 0.05
   PROJECTILE
   +THRUGHOST
   -nogravity
   +dontharmclass
    +mthruspecies
	scale 0.85
   DeathSound "weapons/scorch"
   States
   {
   Spawn:
      DKAT NOPQRSTNOPQRSTNOPQRST 1 Bright a_explode(random(1,3),16,0)
      Goto death
   Death:
      DKAT UVW 3 Bright a_explode(random(1,3),16,0)
      stop
   }
}


ACTOR BlackRevEx3
{ 
Health 20000
Radius 20
Height 56
Mass 700 
Speed 5
PainChance 12
MeleeRange 92
species "MontyP"
DamageFactor "DIMp", 0
PainChance "DIMp", 0

  Renderstyle Stencil
  Stencilcolor "black"

MONSTER
+FLOORCLIP 
+NOTARGET 
+BOSS
-NORADIUSDMG
+MISSILEMORE
+noclip
+dontmorph 
+NOFEAR
+noblood
+noinfighting
+noicedeath
+nointeraction
+thruspecies
  +dontblast
  +nodamagethrust
hitObituary "%o found shade of past that snuck on them"

MeleeSound "monster/dknhit" 

tag "The Black Knight's shadow"
States 
   { 
   Spawn: 
		TNT1 A 0
		TNT1 AAAA 10 A_SpawnItemEx("BlackRevShade",0,0,12,0,0,0,0,SXF_NOCHECKPOSITION)
       DKNT ONMLKJI 6
       DKNT A 1 A_Changeflag(NOINTERACTION,0)
   See:
       DKNT 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)

	   TNT1 A 0 //a_jumpifinventory("PowerRevEx",1,"Death")
	   TNT1 A 0 //A_jumpifmastercloser(9999,"Death")
	   DKNT 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)

	   TNT1 A 0 //a_jumpifinventory("PowerRevEx",1,"Death")
	   TNT1 A 0 //A_jumpifmastercloser(9999,"Death")
       loop

   Melee:
       DKNT E 6 A_FaceTarget
       DKNT F 1 A_Playsound ("monster/dknswg")
       DKNT F 6 A_FaceTarget
       DKNT G 6 A_CustomMeleeAttack(random(20,120))
       Goto See

   Pain:
       DKNT H 2 
       DKNT H 2 A_Pain
       Goto See
   Death:
   TNT1 A 0
       DKNT I 12 Bright  
       DKNT I 0 Bright 
       DKNT I 8 Bright 
	   DKNT J 8 Bright
       DKNT J 8 Bright 
	   DKNT J 8 Bright A_NoBlocking 
       DKNT K 8 Bright 
       DKNT L 8 Bright 
       DKNT MN 8 Bright 
	   DKNT OOO 10 A_fadeout(0.33)
       Stop 
   } 
}


ACTOR BlackRevEx2
{
  Game Doom
  Health 6666
  BloodColor "black"
  Radius 24
  Height 56
  Mass 400
  Speed 18
  RadiusDamageFactor 0.33
  DamageFactor Fire, 0.95
  DamageFactor Melee, 0.33
  DamageFactor "Plasma", 2.0
  DamageFactor "Poison", 0.25
  DamageFactor "DIMp", 0
  DamageFactor "Heroic", 3.0
    DamageFactor "PlayerVoid", 0.6
  PainChance "DIMp", 0
  Floatspeed 20
  PainChance 12
  Monster
  +FLOAT
  +NOGRAVITY
  +NOTARGET 
  +BOSS
  +dontblast
  +dontmorph 
  -NORADIUSDMG
  +MISSILEMORE
  +noicedeath
  +MissileEvenMore
  +NOFEAR
  +NOCLIP
  +nodamagethrust
  SeeSound "BK/Phase2" 
  PainSound "monster/dknpai" 
  DeathSound "BK/Die" 
  ActiveSound "monster/dknact" 
  Obituary "%o found out black revenant ex is very persistant"
//  Renderstyle Stencil
//  Stencilcolor "black"
  Translation "0:255=%[0.00,0.00,0.00]:[0.43,0.43,0.43]"
  DropItem "BackPack"
  DropItem "BackPackBundle"

  DropItem "CH_SoulSphere"
  DropItem "CH_SoulSphere"
  DropItem "CH_RocketBox"
   DropItem "CH_RocketBox"
    DropItem "CH_RocketBox"
	 DropItem "CH_RocketBox"
	  DropItem "CH_RocketBox"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_BlueArmor"
  Dropitem "RLDemonicWeaponSpawner", 12
  tag "Just a shade wound"
  States
  {
  Spawn:
  TNT1 A 0
 TNT1 A 0 A_SpawnItemEx("BlackRevEx3",0,0,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
  	TNT1 A 1 a_spawnitemex("BrevEye",0,4,64,0,0,0,0,SXF_SETMASTER)
	TNT1 A 1 a_spawnitemex("BrevEye2",0,4,64,0,0,0,0,SXF_SETMASTER)
  idle:
  
    WRTH 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:
    WRTH A 2 A_Chase
	TNT1 A 0 a_spawnitemex("BlackRevShade2",-1,0,12,-1,0,0,0)
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  WRTH	B 2 A_Chase
  TNT1 A 0 a_spawnitemex("BlackRevShade2",-1,0,12,-1,0,0,0)
  	   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    WRTH E 5 A_FaceTarget
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WRTH E 0 A_Jump(255,"Seekers","AoE","Shots")
  Shots:
    WRTH F 5 A_FaceTarget
	WRTH G 5 Bright 
	WRTH G 0 Bright A_Custommissile("RevSolex",32,5,random(-9,1))
	WRTH G 0 Bright A_Custommissile("RevSolex",32,0,random(-1,2))
	WRTH G 0 Bright A_Custommissile("RevSolex",32,-5,random(-1,9))
	WRTH G 0 Bright A_Custommissile("RevSolex",32,0,random(-2,1))
    Goto See
  AoE:
    WRTH FG 5 A_FaceTarget
	WRTH IJ 5 Bright A_Playsound("Spell/SpellCast1",0,3)

 WRTH IIIIIJJJJJ 1 a_spawnitemex("RainFireRevEX",random(-528,528),random(-528,528),random(-64,64),random(-5,5),0,random(-5,5),random(-359,359),SXF_NOCHECKPOSITION)
 


	 WRTH IF 5
    Goto See
	Seekers:
    WRTH F 6 A_FaceTarget
	WRTH G 6 Bright 
	WRTH G 0 Bright A_Custommissile("SoulSeekerRevex",32,0,random(-19,-9))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRevex",32,0,random(9,19))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRevex",32,32,random(-45,-30))
	WRTH G 0 Bright A_Custommissile("SoulSeekerRevex",32,-32,random(30,45))
	WRTH F 2 Bright A_MonsterRefire(64,"See")
	Goto Seekers
  Pain:
    WRTH E 3
		   								TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 //A_radiusgive("PowerRevEx2",2800,RGF_MONSTERS|RGF_NOSIGHT,1)
    WRTH E 3 A_Pain
    WRTH F 6 A_Jump(128,"Warp")
    Goto See
	
	Warp:
	WRTH E 0
	WRTH E 0 A_changeflag("NOPAIN",true)
	WRTH E 1 //A_setspeed(99)
	WRTH EEEEEEEEEEEEEE 0 a_wander
	WRTH AAA 0 a_wander
	WRTH A 1 a_wander
	WRTH AAAA 0 a_wander
	WRTH A 1 a_wander
	WRTH AAA 0 a_wander
	WRTH A 1 a_wander
	WRTH AAAA 0 a_wander
	WRTH A 1 a_wander
	WRTH AAA 0 a_wander
	WRTH A 1 a_wander
	WRTH AAAA 0 a_wander
	WRTH A 1 a_wander
	WRTH EEEEEEEEEEEEEE 0 a_wander
	WRTH E 1 //A_setspeed(18)
	WRTH E 0 A_changeflag("NOPAIN",false)
	WRTH E 0
	Goto see
	xDeath:
  Death:
    WRTH I 8
    WRTH J 8 A_Scream
    WRTH KL 8
	TNT1 A 0 a_killchildren(extreme)
	TNT1 A 0 //A_radiusgive("PowerRevEx",9999,RGF_MONSTERS|RGF_NOSIGHT,1)
    WRTH M 8 A_NoBlocking
	WRTH NOPQ 6
		 TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,232)
    WRTH R -1 A_SetFloorClip
    Stop
  }
}


Actor PowerRevEx : CustomInventory
{

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

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

Stop
}
}


Actor PowerRevEx2 : CustomInventory
{

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

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

Stop
}
}

	   
	   
	   
	   
	   Actor WhiteRevenant
{
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("Whiterevenant2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("Blackrevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}
	   
	   
	   
	   
	   
	   
	   
	   
	   
ACTOR WhiteRevenant2
{
  Game Doom
  Health 8866
  BloodColor "white"
  Radius 24
  Height 56
  Mass 400
  Speed 23
  RadiusDamageFactor 0.5
  DamageFactor Fire, 0.9
  DamageFactor Melee, 0.9
  DamageFactor "PLWater", 0.75
  DamageFactor "Poison", 0.0
  DamageFactor "DIMp", 0
  DamageFactor "Heroic", 3.0
    DamageFactor "PlayerVoid", 0.65
  PainChance "DIMp", 0
  Floatspeed 23
  PainChance 255
  PainThreshold 34
  Monster
  -FLOAT
  -NOGRAVITY
  +NOTARGET 
  +NOINFIGHTING
  +BOSS
  +dontblast
  +dontmorph 
  -NORADIUSDMG
  +MISSILEMORE
  +noicedeath
  +NOFEAR
  +nodamagethrust
  SeeSound "LICHVOID" 
  PainSound "monster/dknpai" 
  DeathSound "LICHDEAD" 
  ActiveSound "LICHLMAO" 
  Obituary "%o is now a cold servant of the lich"
//  Renderstyle Stencil
//  Stencilcolor "black"
 scale 0.65
  DropItem "BackPack"
  DropItem "BackPackBundle"

  DropItem "CH_SoulSphere"
  DropItem "CH_SoulSphere"
  DropItem "CH_RocketBox"
   DropItem "CH_RocketBox"
    DropItem "CH_RocketBox"
	 DropItem "CH_RocketBox"
	  DropItem "CH_RocketBox"
  DropItem "CH_PlasmaRifle"
  Dropitem "CH_MegaSphere"
  DropItem "CH_BlueArmor"
  Dropitem "RLDemonicWeaponSpawner", 24
  tag "Lichest Lich"
  
  var int user_enrage;
  
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
  Scripted:
  TNT1 A 0
  TNT1 A 0 ACS_NamedExecuteAlways("AnnounceWhiteRev")
  TNT1 A 0
  idle:
  
    REVW ABCD 5 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:
    REVW AB 3 a_chase
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev2",random(-1,2),random(-6,6),3,random(3,11),0,random(0,2),random(0,360),SXF_NOCHECKPOSITION)

	REVW CD 3 A_Chase
		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev2",random(1,2),random(-6,6),3,random(3,11),0,random(0,2),random(0,360),SXF_NOCHECKPOSITION)

    Loop
  Missile:
  TNT1 A 0
  		   								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  TNT1 A 0 A_jumpifhealthlower(4500,"Enrage")
  TNT1 A 0 a_giveinventory("WhiteRevProtect",1)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev",random(1,2),0,46,random(1,2),0,2,0,SXF_NOCHECKPOSITION,128)
    TNT1 A 0 A_playsound("Lich/Cast",0)
	REVW E 5 bright A_FaceTarget
	
	REVW E 0 A_jumpifcloser(1500,"CloseChoice")
	WRTH E 0 A_Jump(255,"IceBolt","DeathCoil")
 
	
    Goto See


DeathCoil:
TNT1 AAAAAAAA 0 A_Spawnitemex("Splash11",2,24,66,random(3,9),0,random(2,9),random(0,359))
TNT1 AAAAAAAA 0 A_Spawnitemex("Splash11",2,-24,66,random(3,9),0,random(2,9),random(0,359))
REVW FGHI 6 bright a_facetarget
TNT1 AAAAAAAAAAAAAA 0 A_Spawnitemex("Splash11",12,0,42,random(2,7),0,random(2,6),random(-12,12))
REVW I 4 bright A_Custommissile("WhiteRevCoil",random(28,40),random(-7,7),random(-11,1),0,random(-2,2))
REVW I 4 bright A_Custommissile("WhiteRevCoil2",random(28,40),random(-7,7),random(-1,1))
REVW I 4 bright A_Custommissile("WhiteRevCoil3",random(28,40),random(-7,7),random(-1,11),0,random(-2,2))
TNT1 A 0 A_jumpifhealthlower(4500,"MoreCoil")
REVW GF 3
Goto see

MoreCoil:
REVW I 4 bright A_Custommissile("WhiteRevCoil4",32,0,random(-1,1))
REVW GF 3
Goto see
IceBolt:

REVW FGH 4 bright a_facetarget
REVW I 4 A_CustomMissile("CyanCybieGunFlare", 32, 0, 0)
REVW I 6 bright A_Custommissile("WhiteRevFrostBolt",32,0,0)
REVW GF 3
Goto see

  Missile2:
  TNT1 A 0
 
  TNT1 A 0 a_giveinventory("WhiteRevProtect",1)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev",random(1,2),0,46,random(1,2),0,2,0,SXF_NOCHECKPOSITION,128)
    TNT1 A 0 A_playsound("Lich/Cast",0)
	REVW E 5 bright A_FaceTarget
	
	REVW E 0 A_jumpifcloser(1500,"CloseChoice2")
	WRTH E 0 A_Jump(255,"IceBolt","DeathCoil")
 
Goto see

IceBreath:
REVW FGHI 4 bright a_facetarget
TNT1 A 0 A_jumpifhealthlower(6200,"BiggerBreath")
REVW I 6 bright A_Custommissile("IceToMeetWhiteRev",32,0,0)
  TNT1 A 0 A_jumpifhealthlower(6200,"BiggerBreath")
REVW GF 3
Goto see
BiggerBreath:
TNT1 A 0
REVW I 0 bright A_Custommissile("IceToMeetWhiteRev",32,0,5)
REVW I 0 bright A_Custommissile("IceToMeetWhiteRev",32,0,-5)
REVW I 6 bright A_Custommissile("IceToMeetWhiteRev",32,0,0)
REVW GF 3
Goto see

SummonHelp:
  TNT1 A 0
  REVW J 1 bright 
    TNT1 A 0  A_CustomMissile("RedRevLoad", 72, 23,0)
   TNT1 A 0  A_CustomMissile("RedRevLoad", 72, -23,0)
  REVW J 5 bright 

  REVW L 3 bright A_changeflag("NOPAIN",false)
  REVW K 3 bright 
  REVW JKL 8 bright A_FaceTarget
  REVW J 5 bright A_FaceTarget
  REVW K 3 bright thrustthingz(0,12,0,0)
  
   TNT1 A 0 a_giveinventory("WhiteRevProtect",1)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev",random(1,2),0,46,random(1,2),0,2,0,SXF_NOCHECKPOSITION,128)
   REVW JKL 8 bright A_FaceTarget
    REVW JKL 8 bright A_FaceTarget
	    REVW JKL 8 bright   A_SpawnitemEx("MRBONES",random(-64,64),random(-128,128),32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	   TNT1 A 0 a_giveinventory("WhiteRevProtect",1)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev",random(1,2),0,46,random(1,2),0,2,0,SXF_NOCHECKPOSITION,128)
	REVW JKL 8 bright A_FaceTarget
	REVW JKL 8 bright A_FaceTarget
		REVW JKL 8 bright A_FaceTarget
	   TNT1 A 0 a_giveinventory("WhiteRevProtect",1)
	TNT1 A 0  A_SpawnitemEx("EvilShadeWhiteRev",random(1,2),0,46,random(1,2),0,2,0,SXF_NOCHECKPOSITION,128)

   REVW L 3 bright A_changeflag("NOPAIN",TRUE)
   REVW FGHI 2 bright
    REVW III 2 bright   A_SpawnitemEx("PortalSummons",random(-64,64),random(-128,128),32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)

  REVW I 12 bright A_FaceTarget
    Goto see

CloseChoice2:
TNT1 A 0
WRTH E 0 A_Jump(255,"GroundPainex","SummonHelp","DeathCoil","IceBolt")
Goto see

CloseChoice:
TNT1 A 0
WRTH E 0 A_Jump(255,"GroundPain","FrostMines","IceBreath","DeathCoil","IceBolt")
Goto see

Nah:
TNT1 A 0
TNT1 A 0
Goto Missile2


FrostMines:
  TNT1 A 0
  REVW J 5 bright
  TNT1 AAAAA 0 A_SpawnitemEx("FrostWingBaron2",2,24,74,random(2,12),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
  TNT1 AAAAA 0 A_SpawnitemEx("FrostWingBaron2",2,-24,74,random(2,12),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
  REVW L 3 bright A_changeflag("NOPAIN",false)
  REVW K 3 bright 
   TNT1 AAAAA 0 A_SpawnitemEx("FrostWingBaron2",2,24,74,random(2,12),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
  TNT1 AAAAA 0 A_SpawnitemEx("FrostWingBaron2",2,-24,74,random(2,12),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
 
  REVW JKL 5 bright A_FaceTarget
  FrostMines2:
  REVW J 5 bright A_FaceTarget
    REVW KK 2 bright   A_SpawnitemEx("IceGroundWhiteRev",random(24,1028),random(-128,128),12,0,0,0,0,SXF_NOCHECKPOSITION)

  REVW L 2 bright A_FaceTarget
    REVW LL 2 bright A_SpawnitemEx("IceGroundWhiteRev",random(128,1028),random(-528,528),12,0,0,0,0,SXF_NOCHECKPOSITION)


  REVW E 0 A_checksight("FrostMinesStop")
  REVW E 0 A_jump(24,"FrostMinesStop")
  REVW E 0 A_jumpifcloser(1500,"FrostMines2")
 Goto GroundStop
 
 FrostMinesStop:
 REVW E 2
 WRTH E 0 A_changeflag("NOPAIN",true)
 REVW E 2 a_jump(32,"IceBolt")
 Goto see




Enrage:
TNT1 A 0
TNT1 A 0 A_jumpif(User_Enrage >= 1,"Nah")
    TNT1 A 0 A_Playsound("deepone/death", 7, 2, false, ATTN_NONE)
	REVW E 5 bright A_FaceTarget
	REVW J 3 bright A_changeflag("FLOAT",TRUE)
REVW K 3 bright A_changeflag("NOGRAVITY",TRUE)
REVW L 3 bright a_setuservar(User_Enrage,user_enrage + 5)

  
   REVW L 1 A_SetTranslucent(0.80)
  REVW L 1 A_SetTranslucent(0.60)
    REVW L 1 A_SetTranslucent(0.40)
   REVW L 1 A_SetTranslucent(0.20)

	REVW L 1 //A_setspeed(99)
	REVW LLL 0 a_wander
	REVW L 2 a_wander
	REVW LLL 0 a_wander
	REVW L 2 a_wander
	REVW LLL 0 a_wander
	REVW L 2 a_wander
	REVW LLL 0 a_wander
	REVW L 1 a_wander
	REVW LLL 0 a_wander
	REVW L 1 a_wander
	REVW LLL 0 a_wander
	REVW L 1 a_wander
	REVW LLL 0 a_wander
	REVW L 1 a_wander
	REVW LLL 0 a_wander
	REVW L 2 a_wander
	REVW LLL 0 a_wander
	REVW L 2 a_wander
	REVW L 1 //A_setspeed(23)
	   REVW L 1 A_SetTranslucent(0.40)
  REVW L 1 A_SetTranslucent(0.60)
    REVW L 1 A_SetTranslucent(0.80)
   REVW L 1 A_SetTranslucent(1.0)
	Goto See


GroundPainex:
  REVW J 5 bright 
  REVW L 3 bright A_changeflag("NOPAIN",false)
  REVW K 3 bright A_viletarget("DarkChannelWhiteRev")
  REVW JKL 7 bright A_FaceTarget
  REVW JKL 3 bright A_FaceTarget
  GroundPainex2:
  REVW J 5 bright A_FaceTarget
    REVW KK 2 bright   A_SpawnitemEx("IceGroundWhiteRev",random(24,1028),random(-128,128),12,0,0,0,0,SXF_NOCHECKPOSITION)
  REVW L 2 bright A_FaceTarget
    REVW LL 2 bright A_SpawnitemEx("IceGroundWhiteRev",random(128,1028),random(-528,528),12,0,0,0,0,SXF_NOCHECKPOSITION)
  REVW E 0 A_checksight("GroundStopex")
  REVW E 0 A_jump(24,"GroundStopex")
  REVW E 0 A_jumpifcloser(1500,"GroundPainex2")
 Goto GroundStopex
 
 GroundStopex:
 REVW E 2
 WRTH E 0 A_changeflag("NOPAIN",true)
 REVW E 2  A_RadiusGive("ByeWhiteRevCast",9999,RGF_MONSTERS|RGF_NOSIGHT,1)
 Goto see
  Pain:
    REVW M 3
   REVW M 3 A_Pain
   REVW M 3  A_Jump(255,"Warp")
    Goto See
	


GroundPain:
  REVW J 5 bright 
  REVW L 3 bright A_changeflag("NOPAIN",false)
  REVW K 3 bright A_viletarget("DarkChannelWhiteRev")
  REVW JKL 8 bright A_FaceTarget
  REVW JKL 5 bright A_FaceTarget
  GroundPain2:
  REVW JKL 5 bright A_FaceTarget
  REVW E 0 A_checksight("GroundStop")
  REVW E 0 A_jump(12,"GroundStop")
  REVW E 0 A_jumpifcloser(1500,"GroundPain2")
 Goto GroundStop
 
 GroundStop:
 REVW E 2
 WRTH E 0 A_changeflag("NOPAIN",true)
 REVW E 2  A_RadiusGive("ByeWhiteRevCast",9999,RGF_MONSTERS|RGF_NOSIGHT,1)
 Goto see
  Pain:
    REVW M 3
   REVW M 3 A_Pain
   REVW M 3  A_Jump(255,"Warp")
    Goto See
	
	Warp:
	WRTH E 0 
	 REVW M 1 A_SetTranslucent(0.80)
  REVW M 1 A_SetTranslucent(0.60)
    REVW M 1 A_SetTranslucent(0.40)
   REVW M 1 A_SetTranslucent(0.20)
	WRTH M 10 A_changeflag("NOPAIN",true)
	TNT1 A 0 A_RadiusGive("ByeWhiteRevCast",9999,RGF_MONSTERS|RGF_NOSIGHT,1)
	REVW M 1 //A_setspeed(99)
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 1 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
	REVW MMM 0 a_wander
	REVW M 2 a_wander
		   REVW M 1 A_SetTranslucent(0.40)
  REVW M 1 A_SetTranslucent(0.60)
    REVW M 1 A_SetTranslucent(0.80)
   REVW M 1 A_SetTranslucent(1.0)
	REVW M 1 //A_setspeed(23)
//	WRTH E 0 A_changeflag("NOPAIN",false)
	REVW M 20
	Goto see
	xDeath:
  Death:
  TNT1 A 0
  TNT1 A 0 A_RadiusGive("ByeWhiteRevCast",9999,RGF_MONSTERS|RGF_NOSIGHT,1)
   REVW MMMMMM 2  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
    REVW M 3 A_Scream
    REVW MMMMMMMMMM 1  A_CustomMissile("HKRedDeath",random(20,100),random(-30,30), CMF_AIMOFFSET, 2, -10)
     REVW M 3  A_NoBlocking
     REVW M 3 A_SetFloorClip
	  REVW MMMM 3 a_fadeout(0.25)
	  Stop
  }
}
	   
	   
	   
	   
ACTOR WhiteRevCoil
{
  Game Doom
  Radius 6
  Height 6
  Speed 24
  Damage (random(40,90))
  DamageType Melee
  Projectile
  +THRUACTORS
  +SEEKERMISSILE
  scale 0.15
  SeeSound "baron/attack"
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    AYPE Y 2 Bright A_explode(random(18,28),64)
	AYPE Y 2 Bright A_Spawnitemex("TrailAbyPE1",-1,0,3,random(1,5),0,0,0)
	AYPE Y 0 Bright A_Seekermissile(4,5)
	TNT1 A 0 A_jump(32,"Fly2")
    Loop
	Fly2:
	    AYPE Y 2 Bright A_explode(random(18,28),64)
	AYPE Y 2 Bright A_Spawnitemex("TrailAbyPE1",-1,0,3,random(1,5),0,0,0)
	AYPE Y 0 Bright A_Seekermissile(1,1)
	TNT1 A 0 A_jump(64,"Fly")
	loop
	
  Death:
    BAL1 CDE 2 Bright A_explode(random(5,25),128)

    Stop
  }
}

ACTOR WhiteRevCoil2 : WhiteRevCoil
{
Speed 12
}

ACTOR WhiteRevCoil3 : WhiteRevCoil
{
Speed 18
}

ACTOR WhiteRevCoil4 : WhiteRevCoil
{
Speed 30
}

ACTOR WhiteRevFrostBolt
{
  Game Doom
  Radius 8
  Height 4
  Speed 35
  projectile
  +bright
  renderstyle add
  DamageType Ice
  Damage (random(30,90))
  scale 1.0
  SeeSound "weapons/rocklf"
   DeathSound "Bomb/boom"
  States
  {
  Spawn:
  GBLL A 0
  Goto Fly
  Fly:
    CHCY A 2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)
   CHCY B 2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)
    CHCY C 2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)
    CHCY D 2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)
	CHCY F  2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)
   CHCY  G  2 bright a_spawnitemex("FrostWingBaron",cos(pitch)*1,0,0-(sin(pitch)*1),cos(pitch)*1,0,-sin(pitch)*1,SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 a_spawnitemex("FrostMistWhiteRev",random(-16,16),random(-16,16),random(-16,16),0,0,0,0)

	
loop
  Death:
    	TNT1 A 0 a_scream
	  TNT1 A 0 a_setscale(1.33,1.0)	
		  PUFI ABCD  3 Bright
		 	TNT1 AAAAAAAAAAAAA 0 a_spawnitemex("FrostMistWhiteRev",0,0,0,random(10,20),0,random(-15,15),random(0,180))
		 	TNT1 AAAAAAAAAAAAA 0 a_spawnitemex("FrostMistWhiteRev",0,0,0,random(10,20),0,random(-15,15),random(180,359))
		 TNT1 A 0 A_explode(random(20,120),128,0)
		 PUFI  EFGH 2 Bright

    Stop
  }
}


ACTOR IceGroundWhiteRev
{
  Game Doom
    Radius 9
  Height 9
  DamageType Ice
  Damage (random(33,66))
  Projectile
  +floorhugger
  DeathSound "Ice/Splode"
  States
  {
  Spawn:
  TNT1 A 0
   1C3F DCB 10 bright
  Fly:
   1C3F AA 15 bright
  TNT1 A 0 A_jump(12,"Death")
  
 loop
	death:
	PUFI ABCD  3 Bright
	TNT1 AAAAAA 0 A_SpawnItemEx("spikecyanrev", random(-6,6), random(-6,6), random(12,64), random(1,13), 0, random(1,13), Random(0, 360))
	TNT1 AAAAAA 0 A_SpawnItemEx("spikecyanrev", random(-6,6), random(-6,6), random(12,64), random(1,13), 0, random(1,13), Random(0, 360))
	TNT1 AAAAAA 0 A_SpawnItemEx("spikecyanrev", random(-6,6), random(-6,6), random(12,64), random(1,13), 0, random(1,13), Random(0, 360))
     PUFI  EFGH 2 Bright
Stop
  }
}
	   
	   
	   ACTOR IceToMeetWhiteRev
{
   Radius 2
   Height 2
   Speed 28


   Alpha 0.67
   PROJECTILE
   +thruactors
   +THRUGHOST   
    +dontblast
  +mthruspecies
  -nogravity
  +usebouncestate
  bouncetype "Doom"
  Bouncecount 99
  Bouncefactor 1.0
  WallBounceFactor 1.0
  xScale 0.75
  yscale 0.75
  gravity 5.0
   States
   {
   Spawn:
   TNT1 A 1
   Fly:
      TNT1 AA 1 Bright 
      TNT1 A 0 Bright A_SpawnItemex("IceToMeetWhiteRev2",0,0,0)
      loop
	  
	  	Bounce.floor:
	TNT1 A 0
	TNT1 A 0 thrustthing(angle,12,0,0)
	Goto fly
	
		Bounce.Wall:
	TNT1 A 0
	TNT1 A 0 a_stop
	Goto death
	
	  
	  
   Death:
  TNT1 A 0
      stop
   }
}


ACTOR IceToMeetWhiteRev2
{
  Game Doom
  Radius 12
  Height 16
  Speed 1
  Damage (random(1,2))
  DamageType "Ice"
  Projectile
  +floorhugger
  +dontharmclass
  +ripper
  +dontharmspecies
  SeeSound ""
  DeathSound "Ice/Hit2"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  1C3F EFGHIJKLLLLLLLLLLLLIHGFE 5 bright a_explode(random(1,8),32,0)
  Death:
	TNT1 A 0
	TNT1 A 0 A_scream

    
    Stop
  }
}

	   
	   
	   ACTOR FrostMistWhiteRev
{
  Game Doom
  Radius 9
  Height 9
  Speed 19
  Damage (random(5,12))
  DamageType Ice
  Projectile
  +THRUACTORS
  RenderStyle Add
  Alpha 0.55
  Scale 0.75
  SeeSound "ice/Breath"
  DeathSound "Ice/Splode"
  Translation "192:207=250:254"
  States
  {
  Spawn:
    PUFI ABCD 3 Bright A_Explode(random(3,13),20)
    Goto death
  Death:
    PUFI EFGH 4 Bright A_Explode(random(3,13),20)
    Stop
  }
}
	   
	   
	   
	   Actor ByeWhiteRevCast : Inventory{
	    Inventory.MaxAmount 1
	   }
	   
	   
	   
Actor WhiteRevProtect :  PowerProtection
{
DamageFactor 0.33
powerup.duration -1
}
	   
Actor DarkChannelWhiteRev
{

  Radius 12
  Height 9
  Speed 0
  Alpha 0.95
 
  Damagetype "Plasma"

  monster
  +dontharmclass
  +floorhugger
	-countkill
  +thruactors
  SeeSound ""
  DeathSound "Litn/litn3"

  States
  {
  Spawn:
    TNT1 A 0
	Mark:
	 TNT1 A 0
	  TNT1 A 0 A_playsound("Forgotten/Attack")
	     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev2", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
 	     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev3", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev4", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    TNT1 A 10
		     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev2", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
 	     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev3", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev4", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
 
	TNT1 A 10
		     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev2", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
 	     JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev3", 46, 0, 3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CastTargetingWhiteRev4", -46, 0, 0, 3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
 
	D4RC A 8 A_SetScale(0.1,0.1)
	D4RC B 8 A_SetScale(0.3,0.3)
	D4RC C 8 A_SetScale(0.5,0.5)
	D4RC D 8 A_SetScale(0.7,0.7)
	D4RC E 8 A_SetScale(1.0,1.0)
	
	Goto fly
	Fly:
	TNT1 A 0 
	TNT1 A 0 A_jumpifinventory("ByeWhiteRevCast",1,"Death")
	TNT1 A 0 a_playsound("Litn/litn3",0)
    D4RC ABCDE 5 bright a_explode(random(10,80),256,0)
    D4RC ABCDE 2 A_SpawnitemEx("CybieZappy",0,0,12,random(8,20),0,random(2,15),random(0,180),SXF_NOCHECKPOSITION)
      D4RC A 1 bright a_explode(random(10,80),256,0)
	  D4RC ABCDE 2 A_SpawnitemEx("CybieZappy",0,0,12,random(8,20),0,random(2,15),random(180,359),SXF_NOCHECKPOSITION)
D4RC E 1 bright a_explode(random(10,80),256,0)
   
   TNT1 A 0 a_jump(102,"Fly2")
   
   loop
   
   Fly2:
   	D4RC A 1 A_SetScale(1.1,1.1)
	D4RC B 1 A_SetScale(1.3,1.3)
	D4RC C 1 A_SetScale(1.5,1.5)
	D4RC D 1 A_SetScale(1.7,1.7)
	D4RC E 1 A_SetScale(2.0,2.0)
   Fly3:
   	TNT1 A 0 
	TNT1 A 0 A_jumpifinventory("ByeWhiteRevCast",1,"Death")
	TNT1 A 0 a_playsound("Litn/litn3",0)
    D4RC ABCDE 3 bright a_explode(random(10,80),512,0)
    D4RC ABCDE 1 A_SpawnitemEx("CybieZappy",0,0,12,random(12,30),0,random(5,15),random(0,180),SXF_NOCHECKPOSITION)
      D4RC A 1 bright a_explode(random(10,80),512,0)
	  D4RC ABCDE 1 A_SpawnitemEx("CybieZappy",0,0,12,random(12,30),0,random(5,15),random(180,359),SXF_NOCHECKPOSITION)
D4RC E 1 bright a_explode(random(10,80),256,0)
   loop
   
  Death:
    D4RC A 1 A_SetScale(0.6,0.6)
     D4RC B 1 A_SetScale(0.4,0.4)
	 D4RC C 1 A_SetScale(0.2,0.2)
	D4RC D 1 A_SetScale(0.1,0.1)
   Stop
  }
}


Actor CastTargetingWhiteRev
{
  Game doom
  Radius 1
  Height 1
  Speed 55
  projectile
  +noclip
  alpha 0.95
  scale 1.5
  RenderStyle Add
  Translation "0:255=%[0.94,0.00,0.00]:[2.00,0.65,0.65]"
  var int user_angle;
  var int user_raise;
  
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    SSUL B 1 Bright  A_Warp(AAPTR_MASTER, 64, 0, user_raise, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   SSUL B 1 bright A_SetUserVar("user_angle", user_angle + 8)
   TNT1 A 0 A_SetUserVar("user_raise", user_raise + 3)
   TNT1 A 0 A_jumpif(User_Raise >= 100,"Death")
   loop
   Death:
   TNT1 A 0
   TNT1 A 0
   Stop
}
}


Actor CastTargetingWhiteRev2 : CastTargetingWhiteRev
{
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    SSUL A 1 Bright  A_Warp(AAPTR_MASTER, -64, 0,user_raise, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   SSUL A 1 bright A_SetUserVar("user_angle", user_angle - 8)
   TNT1 A 0 A_SetUserVar("user_raise", user_raise + 3)
    TNT1 A 0 A_jumpif(User_Raise >= 100,"Death")
   loop
}}


Actor CastTargetingWhiteRev3 : CastTargetingWhiteRev
{
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    SSUL B 1 Bright  A_Warp(AAPTR_MASTER, -32, 0,user_raise, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   SSUL B 1 bright A_SetUserVar("user_angle", user_angle - 8)
   TNT1 A 0 A_SetUserVar("user_raise", user_raise + 3)
    TNT1 A 0 A_jumpif(User_Raise >= 100,"Death")
   loop
}}


Actor CastTargetingWhiteRev4 : CastTargetingWhiteRev
{
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    SSUL A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0,user_raise, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   SSUL A 1 bright A_SetUserVar("user_angle", user_angle - 8)
   TNT1 A 0 A_SetUserVar("user_raise", user_raise + 3)
    TNT1 A 0 A_jumpif(User_Raise >= 100,"Death")
   loop
}}


	   
ACTOR EvilShadeWhiteRev
{
    Radius 20
    Height 56
  	Speed 14
	Damage (random(2,7))
	DamageType Melee
	PROJECTILE
	+noclip
	+dontharmclass
	states
	{
	Spawn:
              REVW NOPQRS 2     
		Goto Death
		Death:
	    		TNT1 A 1 A_SpawnItemEx("ArchRingHelp",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
		Stop
		
	}
}
	   
ACTOR EvilShadeWhiteRev2 : EvilShadeWhiteRev	   
	 {yscale 0.15
	  xscale 1.0
	 }  
	   
	   