actor Colourset6 : RandomSpawner replaces "Spectre"
{
    DropItem "CommonSpectre", 255, 510
    DropItem "GreenSpectre", 255, 400
	 DropItem "CyanSpectre", 255,  100
    DropItem "BlueSpectre", 255,  155
	Dropitem "FireBluSpectre",255, 70
    DropItem "PurpleSpectre", 255, 100
    DropItem "BrownSpectre", 255, 100
	Dropitem "GraySpectre", 255, 45
	DropItem "YellowSpectre", 255, 40
	Dropitem "AbyssSpectre", 255, 40
	DropItem "RedSpectre", 255, 33
	DropItem "BlackSpectre", 255, 4
	DropItem "WhiteSpectre", 255,  1	
}

Actor BrownSpectre
{
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("Colourset6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownSpectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}

ACTOR BrownSpectre2
{
 Game Doom
  Health 300
  BloodColor "gray"
  PainChance 33
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 1.25
  PainChance "DIMp", 0
  Speed 17
  Radius 30
  Height 56
  Damage 2
  Mass 800
  Renderstyle "Translucent"
  Alpha 0.15
  Monster
  +FLOORCLIP
  +NOFEAR
  +Dontharmclass
  +noinfighting
  
	 DropItem "CH_Berserk", 50
  Meleerange 64


	SeeSound "BPinky/Sight"
	DeathSound "BPinky/Death"
	ActiveSound "Barks"
	PainSound "BPinky/Pain"
	Obituary "%o was too loud to brown spectre."
	tag "Brown hide"
	
	States
	{
		Spawn:
			BPWA ABCD 4 A_Look

			loop
		See:
			TNT1 A 0 
			BPWA AABBCCDD 2 A_Chase
			
			TNT1 A 0 A_jump(16,"CheckFriends")
			TNT1 A 0
		
			loop
			
			CheckFriends:
			TNT1 A 0
		   TNT1 A 0 A_checksight("Meh")
			TNT1 A 0
			TNT1 A 0 A_Jump(64,"Scatter")
			TNT1 A 0 A_PlaySound("BPinky/Idle")
			BPBI AC 5
			Meh:
				TNT1 A 0
				BPWA AABBCCDD 2 A_wander
			Goto See
			
		Melee:
			TNT1 A 0 A_PlaySound("BPinky/Bite")
			BPBI AB 6 A_FaceTarget
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			BPBI C 6 A_CustomMeleeAttack(random(1, 10) * 8 + random(1,10), "Bite/bite4", "", "Melee")
			Goto See
	   
	   Scatter:
	   TNT1 A 0
	   	  TNT1 A 0 A_Radiusgive("BrownImpCommand",320,RGF_MONSTERS,1)
          TNT1 A 0 A_Radiusgive("BrownImpCommand",320,RGF_MONSTERS,1)
	   	 	   	  TNT1 A 0 A_Radiusgive("SpeedBuffPE",320,RGF_MONSTERS,1)
          TNT1 A 0 A_Radiusgive("SpeedBuffPE",320,RGF_MONSTERS,1)
	   	 
		 TNT1 A 0 A_PlaySound("BPinky/Sight",0)
		  BPBI AC 3 A_spawnitemex("MediCacoBrown",random(-164,164),random(-164,164),random(8,64),random(1,9),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
		BPBI A 3 A_radiusgive("health",1200,RGF_MONSTERS,200)
	   BPBI C 3 A_radiusgive("health",1200,RGF_MONSTERS,200)
	   		  BPBI ACAC 3 A_spawnitemex("MediCacoBrown",random(-164,164),random(-164,164),random(8,64),random(1,9),0,random(-5,5),random(0,359),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("BPinky/Sight",0)
		   		  BPBI ACAC 6
	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("AbyssDemon2",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:
			BPPA A 2 A_Pain
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

			Goto See
	Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles") 
			//TNT1 A 0 A_PlaySound("BPinky/Death")
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_screamandunblock
			BPDE ABCDEF 6
			BPDE F -1
			Stop
			Raise:
			BPDE FEDCBA 6
			Goto see
	}
}




Actor CyanSpectre
{
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("Colourset6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanSpectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}

actor CyanSpectre2
{
  obituary "%o was stored for cold summer by cyan spectre"
  health 270
  painchance 64
  speed 27
  radius 30
  height 56
  mass 400
  scale 0.95
  DamageFactor "Wrangler", 3.0
 DamageFactor Melee, 2.0
  DamageFactor Fire, 1.5
  DamageFactor "Fire", 1.5
  DamageFactor Ice, 0.15
   DamageFactor "Ice", 0.15
    DamageFactor "PLWater", 0.25
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
       
  PainChance "PLWater", 2
   PainChance "ice", 2
  PainChance "Fire", 82
  PainChance "Melee", 12
  
  Damage 3
  Species "Demon1"
  seesound "slimeworm/sight"
  attacksound "slimeworm/melee"
  painsound "slimeworm/pain"
  deathsound "slimeworm/death"
  activesound "slimeworm/active"
  bloodcolor "Blue"
  MONSTER
  +ThruSpecies
  +FLOORCLIP
  +notargetswitch
  +dontharmspecies
  +dontharmclass
  +notarget
  +noicedeath
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  Dropitem "CH_chainsaw", 64
  tag "Ice Worm II"
  Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"
  Meleerange 64
  
  states
  {
  Spawn:
    WORM 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:
    WORM AABB 3 a_chase
				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(64,"HideMe")
	WORM CCDD 3 A_Chase
				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(64,"HideMe")
    loop
	
	See2:
	    WORM AABB 3 a_chase

	WORM CCDD 3 A_FastChase

	loop
  Missile:
  			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM G 2 a_setscale(1.0,0.25)
	WORM G 2 a_setscale(1.0,0.5)
	WORM G 2 a_setscale(1.0,1.0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,FALSE)
		    TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(0,90))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(89,180))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(181,270))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(271,359))
    WORM E 8 A_FaceTarget
	WORM E 0 A_JumpIfCloser(72,"Melee")
    WORM E 8 A_JumpIfCloser(700,"Hiss")
	HideMe:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(NOPAIN,TRUE)
	WORM G 2 a_setscale(1.0,0.5)
	WORM G 2 a_setscale(1.0,0.25)
	WORM G 2 a_setscale(1.0,0.1)
	    TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(0,90))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(89,180))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(181,270))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(271,359))
    WORM G 8 //A_SetSpeed(77)

	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 1 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 1 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 1 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 1 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 1 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 1 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 1 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 1 A_Wander
	 WORM G 5 //A_SetSpeed(25)
    goto See2
  Melee:
    TNT1 A 0
	WORM G 1 a_setscale(1.0,1.0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,FALSE)
    WORM EF 4 A_FaceTarget
	TNT1 HHHHHHHHHH 0 Bright A_Spawnitemex("SpikeCyanRev",16,0,24,random(9,33),0,random(3,9),frandom(-9,9))
	TNT1 HHHHHHHHHH 0 Bright A_Spawnitemex("SpikeCyanRev",16,0,29,random(9,33),0,random(4,12),frandom(-4,4))
	WORM G 4 A_Custommeleeattack(Random(25,75),"slimeworm/melee","none")
    goto See
   Hiss:
	 WORM EF 4 A_FaceTarget
	 WORM G 8 A_skullAttack(40)
	 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("AbyssDemon2",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:
    WORM H 2
				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM H 2 A_Pain
	WORM H 2 A_jump(232,"HideMe")
    goto See
  Death:
    WORM I 8
    WORM J 8 A_Scream
    WORM K 4
    WORM L 4 A_NoBlocking
    WORM M 4
	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,253)
    WORM N 1 a_iceguydie
    stop
  }
}



Actor FireBLUSpectre
{
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("BlueSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluSpectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


Actor FireBluSpectre2 : FireBluDemon2
{
+stealth
}


Actor AbyssSpectre
{
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("PurpleSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


Actor GraySpectre
{
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("YellowSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GraySpectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR GraySpectre2
{
  Game Doom
  BloodColor "Black"
  Species "Demon1"
  Health 450
  Radius 30
  Height 56
  Mass 100
  Speed 20
  PainChance 128
  renderstyle "Add"
  Alpha 0.25
  yScale 0.80
  xscale 1.3
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
    DamageFactor Fire,1.2
   DamageFactor "Heroic", 3.0
   DamageFactor "DIMp", 0
  Damagefactor "fire", 1.2
   Damagefactor "ice", 0.2
    Damagefactor ice, 0.2
  PainChance "DIMp", 0
  
  seesound "eatiidle"
  attacksound "slimeworm/melee"
  painsound "eatidown"
  deathsound "slimeworm/death"
  activesound "eati/run"
  
  Obituary "%o was grayscaled by gray spectre "
  DropItem "HealthBundle"
    DropItem "HealthBundle"

  Dropitem "BackPack", 78
  Translation "ice"
  meleerange 54
  meleethreshold 252
  tag "Uhm"
 States
  {
  Spawn:
    TRIT 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:
 //   TRIT A 3 A_Playsound()
 		TNT1 A 0
		TNT1 A 0 //A_setspeed(20)
		TNT1 A 0 A_setscale(1.30,0.80)
    TRIT ABBCC 3 A_Chase

    TRIT DDEE 3 A_Chase

	 TRIT A 0 a_jump(12,"GetLow")
    Goto See+1
	
	GetLow:
	TRIT A 0
	TRIT A 0 a_checksight("GetLow2")
	TRIT A 0
	Goto see
	
	GetLow2:
			TNT1 A 0 //A_setspeed(6)
		TNT1 A 0 A_setscale(1.40,0.40)
	    TRIT ABCDE 8  A_Wander
		TRIT A 0 a_checksight("GetLow2")
   
	Goto See
	
	Missile:
					   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	    TRIT E 5 Bright A_FaceTarget
    TRIT F 4 Bright A_Custommissile("IceOrbCH2",48,0,random(-3,3))
	Goto see
  Melee:	
    TRIT E 4 Bright A_FaceTarget
    TRIT F 2 Bright A_Custommeleeattack(random(9,39),"bite/bite4","None")
    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("AbyssDemon2",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.Ice:
    TRIT F 1 
					   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TRIT F 1 A_playsound("resistCH",8)
	TRIT F 1 
	Goto see
  Pain:
    TRIT F 3
					   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    TRIT F 3 A_Pain
    Goto See+1
  Death:
    TRIT J 20 A_Screamandunblock
    MISL BCD 10
    MISL D 0
    MISL D 0
    Stop
  }
}

ACTOR IceORbCH2
{
  Projectilekickback 1999
  Game Doom
  Radius 8
  Height 8
  Speed 15
  Damage (random(11,33))
  DamageType Melee
  Projectile
  +SeekerMissile
  +BOUNCEONFLOORS
  +usebouncestate
  BounceType Doom
  BounceCount 25
  BounceFactor 1.0
  WallBounceFactor 1.0
  Scale 1.25
  SeeSound "ice/Cast"
  DeathSound "skeleton/melee"
  BounceSound "jam/jamd"
  WeaveIndexXY 12
   WeaveIndexZ 12
  Translation "0:255=%[0.31,0.23,0.18]:[1.10,0.74,0.40]"
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY A 1 Bright A_SeekerMissile(4,4)
	ICEY A 1 Bright A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 32)
	ICEY B 1 Bright A_Weave(2,3,5,4)
	ICEY B 1 Bright A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 32)
	ICEY C 1 Bright A_CStaffMissileSlither
	ICEY C 1 Bright A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 32)
    Loop
	
	bounce.floor:
	TNT1 A 0
	 ROSX R 0 A_SpawnItemEx("Drt1", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 128)
	  ROSX R 0 A_SpawnItemEx("Drt2", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 128)
	   ROSX R 0 A_SpawnItemEx("Drt3", 0, 0, 0, 5, 0, 3, Random(0, 360),0, 128)
	TNT1 A 0
	Goto fly
	
  Death:
    ICEY FGHI 5 Bright A_Explode(random(5,12),32)
    Stop
  }
}

Actor CommonSpectre : Spectre
{
Game Doom
Painchance 150
Species "Demon1"
DamageFactor "Wrangler", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
Meleerange 54
Monster
tag "Spectre"  
States
{
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("GreenSpectre",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}



ACTOR GreenSpectre : Spectre
{
  Game Doom
  Health 175
  PainChance 130
  Species "Demon1"
  BloodColor "Green"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 12
  Radius 30
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
   
  Renderstyle "Add"
  Alpha 0.20
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o was chewed by something green"
  Meleerange 54
  Translation "16:31=114:127", "32:46=125:127", "47:47=0:0","173:191=115:123"
  tag "Green Spectre"  
  States
  {
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG AABBCCDD 2 Fast A_Chase
    Loop
  Melee:
  				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG EF 7 Fast A_FaceTarget
    SARG G 7 Fast A_Custommeleeattack(Random(13,40),"Demon/melee","none")
    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("AbyssDemon2",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:
    SARG H 2 Fast
	  				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("BlueSpectre",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}

ACTOR BlueSpectre : Spectre
{
  Game Doom
  Health 210
  PainChance 110
  Species "Demon1"
  BloodColor "blue"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 14
  Radius 30
  Height 56
  Mass 500
  Monster
  +FLOORCLIP
   
  +Visibilitypulse
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o met some blue meat"
  Renderstyle "Add"
  Meleerange 64
  Translation "16:31=198:207", "32:46=240:247", "47:47=0:0", "208:223=198:205", "160:167=112:124","173:191=197:207"
  tag "Blue Spectre" 
  States
  {
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG AABBCCDD 2 Fast A_Chase
    Loop
  Missile:
    				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG E 4 Bright A_Jumpifcloser(800,"Rush")
	SARG E 0 
	Goto See
  Rush:
    SARG F 1 A_FaceTarget
    SARG F 3 A_Skullattack(25)
	Goto See
  Melee:
    				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG EF 7 Fast A_FaceTarget
    SARG G 7 Fast A_Custommeleeattack(Random(15,43),"Demon/melee","none")
    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("AbyssDemon2",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:
    SARG H 2 Fast
	    				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("PurpleSpectre",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}

ACTOR PurpleSpectre : Spectre
{
  Game Doom
  Health 250
  PainChance 80
  BloodColor "Purple"
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 16
  Radius 30
  Height 56
  Mass 500
  Monster
  +FLOORCLIP
   +NOFEAR
  +Stealth
  SeeSound "demon/sight"
  Damage 3
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o got purple rushed"
  Renderstyle "Add"
  DropItem "CH_Berserk", 42
  Meleerange 64
  Translation "16:31=[230,149,247]:[180,24,156]", "160:167=175:181", "32:47=[168,15,181]:[41,12,13]","173:191=250:254"
  tag "Purple Spectre" 
  States 
  {
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG AABBCCDD 2 Fast A_Chase
    Loop
  Missile:
      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG E 4 Bright A_Jumpifcloser(800,"Rush2")
	SARG E 0 
	Goto See
  Rush2:
    SARG F 1 A_FaceTarget
    SARG F 3 A_Skullattack(25)
	Goto See
  Melee:
        				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG EF 7 Fast A_FaceTarget
    SARG G 6 Fast A_Custommeleeattack(Random(13,46),"Demon/melee","none")
    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("AbyssDemon2",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:
    SARG H 2 Fast
	      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
	SARG H 2 Bright A_Jump(100,"Missile")
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5
    SARG MLKJI 5
    Goto See
  }
}

ACTOR YellowSpectre : Spectre
{
  Game Doom
  Health 320
  BloodColor "Yellow"
  PainChance 60
  Species "Demon1"
  RenderStyle "Add"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 17
  Radius 30
  Height 56
  Mass 500
  Monster
  +FLOORCLIP
  +Stealth
  +NOFEAR
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  Obituary "%o was chomped by orange Spectre"
  DropItem "CH_Berserk", 48
  Meleerange 64
  Translation "168:191=160:167", "16:31=208:216", "32:40=215:223", "41:46=232:235", "47:47=190:190"
  Var int User_Calm;
     tag "Yellow Spectre" 
	 States 
    { 
    Spawn: 
       SRG2 AB 10 A_Look
       Loop 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
	   SRG2 A 0 A_JumpIf(User_Calm == 1, "Calm")
       Loop 
    Melee: 
	      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 EF 8 A_FaceTarget
       SRG2 G 8 A_Custommeleeattack(Random(13,52),"blooddemon/melee","none")
	   SPG2 G 1 A_SetUserVar("User_Calm", User_Calm == 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("AbyssDemon2",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: 
       SRG2 H 2
	   	      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 H 2 A_Pain
	   SRG2 H 1 A_Jump(128,"SpeedBuff")
       Goto See
	SpeedBuff:
	   SRG2 E 1 //A_SetSpeed(31)
	   SRG2 E 1 A_ChangeFlag("STEALTH", FALSE)
	   SRG2 E 1 A_SetUserVar("User_Calm", User_Calm == 0)
	   Goto See
    Calm:
	   SRG2 E 1 //A_SetSpeed(17)
	   SRG2 E 1 A_ChangeFlag("STEALTH", True)
	   Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles") 
       SRG2 I 8 
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N -1 
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

ACTOR RedSpectre  : Spectre
{
  Game Doom
  Health 394
  PainChance 30
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 16
  Radius 30
  Height 56
  Mass 5000
  Monster
  +FLOORCLIP
  +dontharmspecies
  +Stealth
  +NOFEAR
  RenderStyle "Add"
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  Obituary "%o got a little blood on em"
  HitObituary "%o was crunched by red Spectre"
  DropItem "CH_Berserk", 52
  Translation "80:95=171:183", "96:111=177:191", "192:192=170:170", "3:3=190:190", "128:143=181:191", "160:167=5:8"
  Meleerange 78
      tag "Red Spectre" 
	  States 
    { 
    Spawn: 
       SRG2 AB 10 A_Look
       Loop 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
       Loop 
    Melee: 
		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 EF 6 A_FaceTarget
       SRG2 G 4 A_Custommeleeattack(Random(10,55),"blooddemon/melee","none")
	   SRG2 G 1 A_SpawnItemEx("RedThingsLS",1,3,15,0,0,0,0, SXF_NOCHECKPOSITION)
	   SRG2 G 0 A_SpawnItemEx("RedThingsLS",6,3,15,0,0,0,0, SXF_NOCHECKPOSITION)
	   SRG2 GGGGGG 0 A_Custommissile("RedDemonBloodBolt3",random(32,48),0,random(-17,17))
	   SRG2 G 0
       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("AbyssDemon2",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: 
       SRG2 H 2
	   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 H 2 A_Pain
	   SRG2 H 1 A_Jump(174,"BuffUP")
       Goto See
	BuffUP:
	   SRG2 E 1 //A_SetSpeed(25)
	   SRG2 EF 6 A_custommissile("EffectHK",24,0)
	   SRG2 G 5 A_ChangeFlag("NOPAIN", TRUE)
	   SRG2 E 1 A_ChangeFlag("STEALTH", FALSE)
	   SRG2 E 1 A_SetTranslucent(1)
	   Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
       SRG2 I 8 
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm2", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N -1 
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

ACTOR RedDemonBloodBolt3
{
  Speed 15
  Alpha 0.75
  Renderstyle soultrans
  Projectile
  -NOGRAVITY
  Mass 5
  gravity 0.2
  Damagetype "Fire"
  damage (random(1,5))
  Scale 0.95
  states
  {
  Spawn:
    BLUD CBA 8
    SPRY ABCDEF 4
    SPRY G 3
    Stop
	Death:
	BLUD C 0
	stop
  }
}

Actor BlackSpectre
{
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 A_SpawnitemEx("BlackSpectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

//Shadow
ACTOR BlackSpectre2
{
	//$Category Monsters
	Health 3000
	Radius 20
	Height 56
	Mass 100
	RenderStyle "Translucent"
	Alpha 0.45
	Speed 15
	PainChance 100
	Monster
	+FLOORCLIP
	+dontmorph 
	+Quicktoretaliate
	+Boss
	-NORADIUSDMG
	+NOFEAR
	RadiusDamageFactor 0.5
	DamageFactor Melee, 2.5
	
	DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
	PainChance "DIMp", 0
	PainSound "Shadow/pain"
	DeathSound "Shadow/death"
	ActiveSound "Shadow/active"
	Obituary "%o got casted out by the rogue"
	HitObituary "%o was assisinated by the rogue"
	MeleeRange 64
	MeleeThresHold 400
	DropItem "BackPack"
	DropItem "BackPackBundle"

	DropItem "CH_Berserk"
	DropItem "CH_Chainsaw"
	DropItem "CH_Cell"
	DropItem "CH_Cell"
	DropItem "CH_Cell"
	DropItem "CH_Cell"
	DropItem "CH_Cell"
	DropItem "CH_Cell"
	tag "Backstabber"
	var int user_hm;
	States
	{
	Spawn:
	   SHDW A 0
	   SHDW A 0
	   SHDW A 0
	   Goto Scripted
	 Scripted:
	   SHDW A 0
	   SHDW A 0 ACS_NamedExecuteAlways("AnnounceBlackSpectre")
	   SHDW A 0
	   Goto Idle
	 Idle:
	   SHDW EE 1 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:
		SHDW E 15 
		SHDW E 0 A_SetTranslucent(0.45)
		SHDW AAA 1 A_Chase
		SHDW A 0 A_SpawnItemEx("ShadowGhostA", 0, 0, 0, 0, 0, 0, 0, 128)
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW BBB 1 A_Chase
		SHDW B 0 A_SpawnItemEx("ShadowGhostB", 0, 0, 0, 0, 0, 0, 0, 128)
		SHDW CCC 1 A_Chase
		SHDW C 0 A_SpawnItemEx("ShadowGhostC", 0, 0, 0, 0, 0, 0, 0, 128)
		SHDW DDD 1 A_Chase
		SHDW D 0 A_SpawnItemEx("ShadowGhostD", 0, 0, 0, 0, 0, 0, 0, 128)
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW AAA 1 A_Chase
		SHDW A 0 A_SpawnItemEx("ShadowGhostA", 0, 0, 0, 0, 0, 0, 0, 128)
		SHDW BBB 1 A_Chase
		SHDW B 0 A_SpawnItemEx("ShadowGhostB", 0, 0, 0, 0, 0, 0, 0, 128)
		SHDW CCC 1 A_Chase
		SHDW C 0 A_SpawnItemEx("ShadowGhostC", 0, 0, 0, 0, 0, 0, 0, 128)
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW DDD 1 A_Chase
		SHDW D 0 A_SpawnItemEx("ShadowGhostD", 0, 0, 0, 0, 0, 0, 0, 128)
		Goto See2
	See2:
		SHDW E 5 A_SetTranslucent(0.12)
		SHDW AAA 1 A_Chase
		SHDW BBB 1 A_Chase
		SHDW CCC 1 A_Chase
		SHDW DDD 1 A_Chase
		SHDW AAA 1 A_Chase
		SHDW BBB 1 A_Chase
		SHDW CCC 1 A_Chase
		SHDW DDD 1 A_Chase
		SHDW D 0 a_checksight("HMM")
		SHDW D 0 A_setuservar("user_hm",user_hm-1)
		SHDW E 5 A_SetTranslucent(0.45)
		Goto See+1
		HMM:
		TNT1 A 0 A_CheckRange(1000,"See")
		SHDW D 0 A_jumpIf(user_hm>=10,"GETTO")
		SHDW D 0 A_setuservar("user_hm",user_hm+2)
		TNT1 A 0
		Goto See+1
		GETTO:
		SHDW D 30 A_Playsound("Shadow/pain",7,2,false,ATTN_NONE)
		SHDW D 0 A_warp(AAPTR_TARGET,-38,0,16,0,WARPF_ABSOLUTEOFFSET|WARPF_INTERPOLATE,"BACKSTABBUU")
		Goto See
		BACKSTABBUU:
		TNT1 A 0
		SHDW E 0 A_ChangeFlag("THRUACTORS", FALSE)
		SHDW E 0 A_spawnitemex("TeleportFog")
		SHDW E 6 bright a_Facetarget
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW E 18 bright a_facetarget
		SHDW F 8 A_CustomMeleeAttack(random(30,70),"Butcher/Melee","none")
		SHDW E 12 bright a_facetarget
		SHDW F 6 A_CustomMeleeAttack(random(30,70),"Butcher/Melee","none")
		SHDW G 1 A_setuservar("user_hm",user_hm-5)
		Goto See
	Melee:
	    TNT1 A 0
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW E 0 A_ChangeFlag("THRUACTORS", FALSE)
	    SHDW E 0 A_SetTranslucent(0.45)
	    SHDW EF 4 A_FaceTarget
		SHDW G 2 A_CustomMeleeAttack(random(25,65),"Shadow/attack","none")
		SHDW G 0 A_Jump(12,"Teleporter")
		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)

	    SHDW E 0 A_ChangeFlag("THRUACTORS", FALSE)
		SHDW E 0 A_SetTranslucent(0.45)
	    SHDW E 0 A_Jump(256,"Missiles","Teleporter")
	Missiles:
		SHDW E 6 A_FaceTarget
		SHDW F 4 A_FaceTarget
		SHDW GGG 5 BRIGHT A_CustomMissile("ShadowBall",32,0,random(-3,3))
		SHDW F 4 A_FaceTarget
		SHDW E 2 A_checkSight("Teleporter")
		SHDW E 0 A_Jump(82,"BigOne")
		SHDW E 1 A_SpidRefire
		Goto Missile   
	BigOne:
	    SHDW F 8 BRIGHT A_FaceTarget
		SHDW G 8 BRIGHT A_CustomMissile("ShadowBall2",32,0,random(-3,3))
		Goto Missiles
	Teleporter:
	    SHDW F 2 A_SpawnItemEx("TeleporterSpotSH",0,0,3,0,0,0,0, SXF_NOCHECKPOSITION|SXF_SETMASTER)
		SHDW E 8 A_Playsound("Shadow/active")
		SHDW E 4 A_ChangeFlag("THRUACTORS", TRUE)
		SHDW E 4 A_setuservar("user_hm",user_hm+3)
		SHDW E 2 A_Teleport("See", "TeleporterSpotSH","TeleportFog")
		Goto See
	Pain:
		SHDW H 4 A_SetTranslucent(0.45)
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SHDW H 4 A_Pain
		SHDW H 2 A_Jump(88,"Teleporter")
		Goto See2
	Death:
		SHDX A 12
		SHDX B 12 A_Scream
		SHDX C 13 
		SHDX D 13 A_Fall
 		SHDX E 13
 		SHDX F 13
	    TNT1 A 0 A_SpawnItemEx ("CH_Pantsu", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,248)
		SHDX G -1
		Stop
	Raise:
		SHDW M 8
		SHDW KLJI 8
		Goto See
	}
}


Actor TeleporterSpotSH : SpecialSpot
{
  Game Doom
  Radius 6
  Height 8
  Speed 128
  Mass 25
  Projectile
  +Floorhugger
  +ThruActors
  +RANDOMIZE
  +Bounceonwalls
  +Invisible
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.8
  YScale 0.5
  XScale 1.2
  DropItem "CH_shell", 102
  DropItem "CH_Rocketammo", 64
  DropItem "CH_cell", 32
  DropItem "ImplyingClip", 128
  States
  {
  Spawn:
    RED8 ABCCCCCC 1 Bright A_Wander
	RED8 FGHHHHHH 1 Bright A_Wander
	RED8 D 0 Bright A_Jump(32,"Death")
    Loop
  Death:
    RED8 ABCD 4 Bright A_SetScale(0.5)
	RED8 CDE 1 a_noblocking
   Stop
  }
}

ACTOR ShadowBall2
{
	Radius 6
	Height 8
	Speed 8
	Damage (random(30,90))
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	DamageType "Fire"
	Alpha 0.75
	Scale 1.75
	SeeSound "Shadow/attack"
	DeathSound "imp/shotx"
	Decal DoomImpScorch
	States
	{
	Spawn: 
		SBAL C 4 BRIGHT A_SpawnItemEx("ShadowTrail", 0, 0, 2, 0, 0, 0, 0, 128)
		SBAL AABB 1 Bright A_CustomMissile("ShadowBall",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		Loop
	Death:
		SBAL C 5 Bright  A_CustomMissile("ShadowBall",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		SBAL DEFGH 4 BRIGHT  A_CustomMissile("ShadowBall",2,0, CMF_AIMOFFSET,random(0,360), random(0,360))
		Stop
	}
}

ACTOR ShadowBall
{
	Radius 6
	Height 8
	Speed 18
	Damage (random(20,55))
	Projectile
	+RANDOMIZE
	DamageType "Plasma"
	RenderStyle "ADD"
	Alpha 0.75
	SeeSound "Shadow/attack"
	DeathSound "imp/shotx"
	Decal DoomImpScorch
	States
	{
	Spawn: 
		SBAL ABC 4 BRIGHT A_SpawnItemEx("ShadowTrail", 0, 0, 0, 0, 0, 0, 0, 128)
		Loop
	Death:
		SBAL C 5 Bright
		SBAL DEFGH 4 BRIGHT
		Stop
	}
}

ACTOR ShadowGhostA
{
	Radius 4
	Height 8
	Speed 0
	Damage 0
	Mass 75
	RenderStyle "Translucent"
	Alpha 0.25
	PROJECTILE
	States
	{
	Spawn:
		SHDW A 10
		Stop
	}
}

ACTOR ShadowGhostB : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW B 10
		Stop
	}
}

ACTOR ShadowGhostC : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW C 10
		Stop
	}
}

ACTOR ShadowGhostD : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW D 10
		Stop
	}
}


actor ShadowTrail
{
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.5
    +NOCLIP
    States
    {
    Spawn:
     SHTR ABCDEF 4 Bright
        Stop       
    }
}

Actor WhiteSpectre
{
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("Whitespectre2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR WhiteSpectre2
{
	Health 7500
	Speed 8
	Radius 16
	Height 29
	painchance 32
	Mass 400
	Monster
	+FLOORCLIP
	+LOOKALLAROUND 
	+missilemore
	+NOTARGET
	+boss
	-NORADIUSDMG
	+dontmorph 
	+NOFEAR
	bloodcolor "blue"
	DamageFactor Fire, 0.75
	DamageFactor Melee, 2
	DamageFactor "Plasma", 0.75
	DamageFactor "Heroic", 3.0
	DamageFactor "DIMp", 0
	PainChance "DIMp", 0
	SeeSound "slgmsee"
	DeathSound "slgmdie"
	Obituary "%o was... eaten or something?? By something?"
	PainSound "Cracko/Pain"
	Translation "48:63=80:95", "208:223=81:94", "1:1=111:111", "39:47=99:105", "164:167=92:104", "64:79=92:100", "16:31=80:95", "176:191=207:207", "0:0=200:200", "4:4=250:250"
	MeleeRange 64
	MeleeThresHold 300
	DropItem "BackPack"
		DropItem "BackPackBundle"

	DropItem "CH_Berserk"
	DropItem "CH_Chainsaw"
	DropItem "CH_CellPack"
	DropItem "CH_CellPack"
	DropItem "CH_CellPack"
	DropItem "CH_CellPack"
	DropItem "CH_MegaSphere"
	DropItem "CH_MegaSphere",128
	DropItem "CH_MegaSphere",64
	DropItem "CH_SoulSphere"
	tag "Tentacle monster?"
	States
	{
	Spawn:
	    TNT1 A 0
		TNT1 A 0
		TNT1 A 0
		Goto Scripted
		Scripted:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("AnnounceWhiteSpectre")
		TNT1 A 0
		Goto Idle
	Idle:
		SLGM A 0 A_Look
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 1 A_Look
		Goto Idle+1
	See:
		TNT1 A 0 A_ChangeFlag("NOTARGET",0)
		TNT1 A 0 A_JumpIfInventory("RiseCheck",1,"Walk")
		TNT1 A 0 A_GiveInventory("RiseCheck",1)
		TNT1 A 0 A_UnsetInvulnerable
		SLGM ABCDEFGHHHVWXY 4 A_chase
		Loop
	Walk:
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_ChangeFlag("NOTARGET",1)
		TNT1 AA 2 A_Chase
		TNT1 A 0 A_Jump(8,"PeekUp")
		Loop
			fastWalk:
		TNT1 A 0 A_SetInvulnerable
		TNT1 A 0 A_ChangeFlag("NOTARGET",1)
		TNT1 A 0 //A_SetSpeed(19)
		TNT1 AAAA 1 A_Chase
		TNT1 A 0 A_Jump(8,"PeekUp")
		Loop
	PeekUp:
		TNT1 A 0 A_ChangeFlag("NOTARGET",0)
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 //A_SetSpeed(8)
			   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SLGM ABCDEFG 4
					   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SLGM HZ 5
		SLGM "\" 5
					   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SLGM ZH 5
		SLGM VWXY 4
		Goto Walk
	Melee:
				   		      				   	   			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_ChangeFlag("NOTARGET",0)
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 //A_SetSpeed(8)
		SLGM IJKLMN 1
		SLGM OOO 4 A_CustomMeleeAttack (random(20,50), "slgmbite", "slgmbite", Normal, 1)
		SLGM NMLKJI 1
		Goto Walk
		Missile:
					   		      				   	  	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_ChangeFlag("NOTARGET",0)
		TNT1 A 0 A_UnsetInvulnerable
		TNT1 A 0 //A_SetSpeed(8)
		SLGM IJKLMN 1
		SLGM N 0 A_Jump(255,"Atk1","Atk2","Atk3")
		Atk1:
		SLGM N 5 a_facetarget		
		SLGM O 0 a_custommissile("specslime1",32,0,7)
		SLGM O 0 a_custommissile("specslime1",32,0,-7)
		SLGM O 5 bright a_custommissile("specslime1",32,0)
		SLGM NMLKJI 1
		Goto See
				Atk2:
		SLGM N 5 a_facetarget		
		SLGM O 3 bright a_custommissile("specslime2",32,0,random(-1,1))
		SLGM O 1 bright a_custommissile("specslime2",32,0,random(-12,12))
		SLGM N 1 a_facetarget
		SLGM O 3 bright a_custommissile("specslime2",32,0,random(-12,12))
		SLGM O 1 bright a_custommissile("specslime2",32,0,random(-1,1))
		SLGM N 1 a_facetarget
		SLGM O 3 bright a_custommissile("specslime2",32,0,random(-6,6))
		SLGM O 3 bright a_custommissile("specslime2",32,0,random(-6,6))
		SLGM NMLKJI 1
		Goto See
				Atk3:
		SLGM N 12 a_facetarget		
		SLGM O 5 bright a_custommissile("specslime3",12,0)
		SLGM NMLKJI 1
		Goto See
		Pain:
		SLGM J 5 
					   		      				   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		SLGM J 5 A_pain
		SLGM I 3 A_jump(64,"FaceSpawn")
		SLGM NMLKJI 1
		goto fastwalk
		FaceSpawn:
		SLGM J 4
		SLGM K 6 A_Spawnitemex("Wakawaka",0,0,0,0,0,4,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		SLGM NMLKJI 1
		Goto fastwalk
	Death:
		SLGM VWXY 5
		TNT1 A 5
		TNT1 AAAA 0 A_Wander
		SLGM P 5 A_Scream
		SLGM QRST 5
		SLGM U 5 A_NoBlocking
		SLGM U -1
		Stop
	}
}

actor RiseCheck : Inventory
{
    Inventory.MaxAmount 1
}

actor SpecSlime1
{
  radius 4
  height 4
  speed 17
  damage (random(10,70))
  poisondamage 15
  SeeSound "Shadow/attack"
  DeathSound "imp/shotx"
  scale 0.75
  projectile
  +bounceonwalls
  wallbouncefactor 1
  bouncecount 3
  states
  {
  Spawn:
    TNT1 A 0
	Goto fly
	fly:
    BOGY A 1 bright
	BOGY B 1 bright 
	BOGY C 1 bright 
    loop
  Death:
    BOGY DEF 4 bright
    stop
  }
}

actor SpecSlime2
{
  radius 4
  height 4
  speed 24
  damage (random(10,40))
  poisondamage 5
  SeeSound "Shadow/attack"
  DeathSound "imp/shotx"
  scale 0.4
  projectile
  states
  {
  Spawn:
    BOGY ABC 1 bright
    loop
  Death:
    BOGY DEF 4 bright
    stop
  }
}

ACTOR SpecSlime3
{
  Alpha 1.0  
  Renderstyle Add
  Speed 7
  Radius 14
  Height 9
  Damage (random(10,50))
  xscale 0.1
  yscale 1.8
  DamageType "Plasma"
  Projectile
  +Seekermissile
  +ripper
  +floorhugger
  RenderStyle Add
  SeeSound "shadowbeast/pr1sight"
  DeathSound "shadowbeast/pr1death"
  States
  {
  Spawn:
  TNT1 A 0
  Goto Fly
  Fly:
    BDP1 E 2 Bright a_seekermissile(5,4)
	BDP1 D 2 Bright a_seekermissile(3,6)
	BDP1 E 2 Bright a_seekermissile(12,7)
    Loop
  Death:
    BDP2 DE 4 Bright 
    BDP2 FGH 3 Bright
    Stop
  }
}


Actor Wakawaka
{
  Game Doom
  Health 320
  PainChance 120
  Species "Demon1"
  BloodColor "Green"
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 16
  Radius 30
  Height 56
  Damage (random(20,75))
  Mass 4000
  Monster
  +nevertarget
   +NOINFIGHTING
   +dontharmspecies
   +donthurtspecies
  attacksound "EWorm/Bite"
  seesound "EWorm/Sight"
  activesound "EWorm/Idle"
  painsound "Worm/Hurt"
  Obituary "%o got nommed up"
  Meleerange 60
  tag "You're not pacman"
   
	States
	{
	Spawn:
		EWRM A 8 A_Look
		loop
	See:
		EWRM A 1 A_Chase
		EWRM A 1 A_Chase
		EWRM A 1 A_Chase
		EWRM A 1 A_Chase
		EWRM A 1 A_Chase
     loop
	 Missile:
			EWRM A 0 A_jumpIfCloser(60,"Melee")
    		EWRM A 1 A_FaceTarget
			TNT1 A 0 A_PlaySound("Worm/Hurt")
			EWRM A 0 ThrustThingZ (0, random(6,13), 0, 0)
			TNT1 A 0 ThrustThing(angle*256/360, 21, 0, 0)
		MidLeap:
		    EWRM A 1 A_CheckFloor ("Land")
			TNT1 A 0 A_CheckFloor ("Land")
			loop
		Land:
			EWRM A 1 A_Stop
			goto See
    	Melee:
    		EWRM B 5 A_FaceTarget
    		EWRM A 1 A_CustomMeleeAttack(random(10,45),0,0,0,0)
			EWRM A 10
    		Goto See
            	Pain:
    		EWRM B 7 A_Pain
    		Goto See
			Death:
			TWIA ABAC 1
		    TNT1 A 0 A_PlaySound("Worm/Death")
			TWIA ABACABACABACABAC 1
			DEAE AAAA 1
			DEAE BBBB 1
			TNT1 A 1 a_playsound("weapons/rocklx")
			MISL BCD 6 A_explode(random(10,50),64)
			Stop
}
}
