Actor TyrantLich : PlayerPawn
{
	Health 250
	Mass 1000
	Scale 1.0
	BloodColor "Black"
	Species "Ghoul"
	Player.ForwardMove 0.8
	Player.SideMove 0.7
	Player.MaxHealth 250
	Player.DisplayName "Tyrant Lich"
	Player.StartItem "IsGhoul", 1
	Player.StartItem "LichHandsFire"
	Player.StartItem "LichHandsIce"
	Player.StartItem "LichHandsLightning"
	Player.StartItem "LichHandsPowerup"
	Player.StartItem "IconLichVision", 1
	Player.StartItem "IconItem", 1
	Player.StartItem "LichPrimaryAmmo", 100
	Player.StartItem "LichSecondaryAmmo", 100
	Player.SoundClass "TyrantLich"
	Player.ScoreIcon "TYRAST"
	Damagefactor "Divine", 1.1
	Damagefactor "ThrottlePews", 0.8
	Damagefactor "Bluefire", 0.0
	Damagefactor "fire2", 0.8
	Damagefactor "RenegadeFire", 0.8
	Damagefactor "normal", 0.8
	Damagefactor "ChexWarrior", 0.8
	Damagefactor "Plasma", 0.9
	Damagefactor "proton", 0.9
	damagefactor "Ghosttrap", 0.9
	Damagefactor "InariPlasma", 0.9
	Damagefactor "Grenade", 0.9
	DamageFactor "CalebDynamite", 0.9
	Damagefactor "AntiAirBolt", 0.8
	Damagefactor "PistolBullets", 0.7
	Damagefactor "CalebRevolver", 0.7
	Damagefactor "ChexWarriorPistol", 0.7
	Damagefactor "KarStiglitz", 0.8
	Damagefactor "IlluPewpewRifle", 0.7
	Damagefactor "RevyRifleBullet", 0.7
	Damagefactor "ice2", 0.8
	Damagefactor "Altice2", 0.8
	Damagefactor "Ice", 0.8
	Damagefactor "minion", 0.0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	LimitedToTeam 1
	+NOICEDEATH
	+QUICKTORETALIATE
	States
	{
	Spawn:
		WDEM A 0 A_Changeflag("shootable",true)
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")	
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM A 1 Setplayerproperty(0,0,4)
		WDEM A 0 SetPlayerProperty(0,1,2)
		WDEM A 8 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_GiveInventory("LichPrimaryAmmo",1)
		WDEM A 0 A_GiveInventory("LichSecondaryAmmo",1)
		Goto Spawn+1
	See:
		WDEM A 0 A_JumpIfHealthLower(150,"INeedHealingSee")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Playsound ("TyrantLich/Active",5)
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		Loop
	INeedHealingSee:
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		WDEM A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM AA 2
		Goto Spawn
	Dancing:
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM A 0 Setplayerproperty(0,1,4)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		WDEM AAAAAAAAAAAAAAA 1
		WDEM A 0 ThrustThingZ(0,20,0,0)
		WDEM A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WDEM A 1 Setplayerproperty(0,0,4)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_TakeInventory("AriaInfluence",10)
		Goto Spawn
	DisableTheGhoul:
		WDEM A 0 A_Changeflag("shootable",false)
		WDEM A 0 A_Changeflag("shootable",false)
		WDEM A 0 Setplayerproperty(0,1,4)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 90 Bright
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 A_Changeflag("shootable",true)
		WDEM A 0 Setplayerproperty(0,0,4)
		WDEM A 0 Setplayerproperty(0,0,4)
		WDEM A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	Missile:
		WDEM A 0 A_ChangeFlag("SHOOTABLE", TRUE)
		WDEM A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WDEM BCD 5 
		Goto Spawn
	Pain:
		WDEM A 0 A_Pain
		WDEM A 0 Setplayerproperty(0,0,4)
        WDEM E 4 
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM A 0 Setplayerproperty(0,0,4)
        Goto See
	Pain.Vivi:
	WDEM A 0 A_SetPitch(pitch - 3.0)
	WDEM A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	WDEM A 0 ThrustThingZ(0,70,0,0)
	Goto Pain
	Death.LoWangVampiric:
	TNT1 A 0 A_GiveToTarget("SWLoWangBloody",1)
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",20)
	Goto Death
	Death.SkarletPistolDrain:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death
	Death.SkarletVampiric:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",60)
	Goto Death
	Death.DoomChainSaw:
	TNT1 A 0 A_GiveToTarget("cell",50)
	TNT1 A 0 A_GiveToTarget("RocketAmmo",5)
	TNT1 A 0 A_GiveToTarget("clip1",50)
	TNT1 A 0 A_GiveToTarget("Shell",10)
	Goto Death
	Death.D64Pistol:
	TNT1 A 0 A_GiveToTarget("D64UnmakerUpgrades",1)
	TNT1 A 0 A_GiveToTarget("Cell",75)
	TNT1 A 0 A_GiveToTarget("D64KilledCount",1)
	Goto DeathAnimAlt
	Death.Plasma:
	TNT1 A 0 A_GiveToTarget("CyborgFuel",25)
	Goto DeathAnim
	Death.Telefrag:
	Goto Death.UnmakerLaser
	Pain.GwenPlasma2:
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WDEM E 0 Setplayerproperty(0,0,4)
		WDEM E 0 A_Pain
		WDEM E 20 Setplayerproperty(0,1,0)
		WDEM E 2 Setplayerproperty(0,0,0)
		Goto See
	GwenGoddessDeath:
		TNT1 A 0 A_Changeflag("shootable",true)
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SetTranslucent (1.0, 0)
		TNT1 A 0 A_SpawnItemEx("GwenTimeImplosionRing")
		TNT1 A 0 A_Playsound("Gwen/DivineExplosionSound",6,1,0,ATTN_NONE)
		WDEM E 24 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamageFX")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamage")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRing")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingX")
		TNT1 A 0 A_SpawnItemEx("GwenThunderFX")
		TNT1 A 0 A_SpawnItemEx("GwenGoddessStateEXP")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 DamageThing(100000)
		Goto Death
	Death:
	DeathAnim:
	TNT1 A 0 A_GiveToTarget("KillBeep",1)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	WDEM A 0 A_StopSound(Chan_Weapon)
	WDEM A 0 A_NoBlocking
	WDEM A 0 A_ChangeFlag ("TELESTOMP", 0)
	WDEM A 0 A_StopSoundEx("Voice")
	WDEM A 0 A_TakeInventory("KilledCount",999)
	WDEM A 0 A_GiveToTarget("KilledMe",1)
	WDEM A 0 A_GiveToTarget("KilledIodsa",1)
	WDEM A 0 A_PlayerScream
	WDEM F 1 A_NoBlocking
	WDEM A 0 A_Fall
	WDEM FFGGHHIIJJKKLLMMNN 3 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	WDEM NNNNN 3 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	TNT1 A -1
	Stop
	DeathAnimAlt:
	TNT1 A 0 A_GiveToTarget("KillIndicator",1)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	WDEM A 0 A_StopSound(Chan_Weapon)
	WDEM A 0 A_NoBlocking
	WDEM A 0 A_ChangeFlag ("TELESTOMP", 0)
	WDEM A 0 A_StopSoundEx("Voice")
	WDEM A 0 A_TakeInventory("KilledCount",999)
	WDEM A 0 A_GiveToTarget("KilledMe",1)
	WDEM A 0 A_GiveToTarget("KilledIodsa",1)
	WDEM A 0 A_PlayerScream
	WDEM F 1 A_NoBlocking
	WDEM A 0 A_Fall
	WDEM FFGGHHIIJJKKLLMMNN 3 A_CustomMissile("ArchvileFirex2", 2, 0, random(0,360), 2,0)
	WDEM NNNNN 3 A_CustomMissile("ArchvileFirex2", 0, 0, random(0,360), 2,0)
	TNT1 A -1
	Stop
	Death.ChexWarrior:
	WDEM A 0 A_GiveToTarget("KillIndicator",1)
	WDEM A 0 A_StopSound(Chan_Weapon)
	WDEM A 0 A_NoBlocking
	WDEM A 0 A_ChangeFlag ("TELESTOMP", 0)
	WDEM A 0 A_StopSoundEx("Voice")
	WDEM E 0 A_TakeInventory("KilledCount",999)
	WDEM E 0 A_GiveToTarget("KilledMe",1)
	WDEM E 0 A_GiveToTarget("KilledIodsa",1)
	WDEM E 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
	WDEM E 0 A_GiveToTarget("ChexArmorBonus",25)
	WDEM E 0 A_GiveToTarget("ChexBoop",1)
	WDEM E 0 A_Stop
	WDEM E 0 A_NoGravity
	WDEM E 0 A_ChangeFlag("DONTGIB",1)
	WDEM E 0 A_PlaySoundEx("Teleport/Chex",7)
	WDEM E 0 A_PlaySoundEx("TyrantLich/Pain", "Body")
	WDEM E 3 A_SpawnItem("BigZorch")
	WDEM E 3 A_SetTranslucent(0.9,0)
	WDEM E 0 A_Scream
	WDEM E 3 A_SetTranslucent(0.8,0)
	WDEM E 0 A_NoBlocking
	WDEM E 3 A_SetTranslucent(0.7,0)
	WDEM E 3 A_SetTranslucent(0.6,0)
	WDEM E 3 A_SetTranslucent(0.5,0)
	WDEM E 3 A_SetTranslucent(0.4,0)
	WDEM E 3 A_SetTranslucent(0.3,0)
	WDEM E 3 A_SetTranslucent(0.2,0)
	WDEM E 3 A_SetTranslucent(0.1,0) 
	TNT1 A 1 A_SetTranslucent(1,0)
	TNT1 A -1
	Stop
	Death.CarolineDamage:
	NULL A 0 A_SpawnItemEx("CarolineHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
	Goto Death.UnmakerLaser
	Death.MapGibber:
	TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
	TNT1 A 0 A_GiveToTarget("KillBeep",1)
	TNT1 A 0 A_StopSound(Chan_Weapon)
	TNT1 A 0 A_SpawnItemEx("AdditionalGhoulDeathVFX")
	TNT1 A 0 A_TakeInventory("KilledCount",999)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	TNT1 A 0 A_GiveToTarget("KilledIodsa",1)
	TNT1 A 1
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Gravity
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	TNT1 A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	TNT1 A -1
	Stop
	Death.MarineShotgun:
	WDEM A 0 A_GiveToTarget("grenadeammo",1)
	WDEM A 0 A_GiveToTarget("shell",3)
	WDEM A 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	WDEM A 0 A_GiveToTarget("grenadeammo",1)
	WDEM A 0 A_GiveToTarget("shell",3)
	WDEM A 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	WDEM A 0 A_GiveToTarget("grenadeammo",1)
	WDEM A 0 A_GiveToTarget("shell",3)
	WDEM A 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Grenade:
		WDEM A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.CrapPlasma:
		WDEM A 0 A_GiveToTarget("Unlock9",1)
		Goto DeathAnim
	Death.Ice2:
		WDEM A 0 A_GiveToTarget("KilledIce2",1)
		Goto DeathAnim
	Death.Fire2:
		WDEM A 0 A_GiveToTarget("KilledFire2",1)
		Goto DeathAnim
	Death.Railgun:
		WDEM A 0 A_GiveToTarget("KilledLightning",1)
		Goto DeathAnim
	Death.GhostTrap:
		WDEM A 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Death.AltFire2:
		WDEM A 0 A_GiveToTarget("KilledAltFire2",1)
		Goto Death.Fire2
	Death.AltIce2:
		WDEM A 0 A_GiveToTarget("KilledAltIce2",1)
		Goto Death.Ice2
	Death.AltGrenade:
		WDEM A 0 A_GiveToTarget("KilledAltG",1)
		Goto Death.Grenade
	Death.Fire3:
		WDEM A 0 A_GiveToTarget("KilledFire3",1)
		Goto DeathAnim
	Death.Ice3:
		WDEM A 0 A_GiveToTarget("KilledIce3",1)
		Goto DeathAnim
	Death.Grenade2:
		WDEM A 0 A_GiveToTarget("KilledG2",1)
		Goto DeathAnim
	Pain.Drainer:
		WDEM A 0 A_GiveToTarget("Health",10)
		Goto Pain
	Death.ChexWarriorPistol:
	Death.ChexWarriorChainsaw:
	Goto Death.ChexWarrior
	Death.RenegadeBullets:
	Death.RenegadeFire:
	Death.ArtilleryDamage:
		TNT1 A 0 A_GiveToTarget("RenegadeKillItem",1)
		Goto DeathAnimAlt
	Death.CalebDynamite:
		TNT1 A 0 A_GiveToTarget("KilledG",1)
	Death.CalebShotgun:
	Death.CalebRevolver:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_SpawnItemEx("CalebHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TNT1 A 0 A_GiveToTarget("CalebHeartbeat",1)
		Goto DeathAnimAlt
	Pain.EngineerSaw:
	Pain.Ghosttrap:
	Pain.GBFire:
	Pain.Misty:
	Pain.GBSaw:
	Pain.GBString:
	Pain.GBNuke:
	Pain.Ice2:
	Pain.Ice:
	Pain.ElecStorm:
	Pain.AltFire2:
	Pain.AltIce2:
	Pain.Fire2:
	Pain.Doggo:
	Pain.LaraArrow:
	Pain.Wind2:
	Pain.Grenade:
	Pain.Grenade2:
	Pain.TemplarLightningRain:
	Pain.CarolineDamage:
	Pain.ChexWarrior:
	Pain.InariPlasma:
	Pain.Plasma:
	Pain.FlameProtect:
	Pain.DutchShotgun:
	Pain.KarenExplo:
	Pain.Sentinel:
	Pain.Divine:
	Pain.GwenPlasma3:
	Pain.MacheteSlicerino:
	Pain.AntiAirbolt:
	Pain.MechPewPews:
	Pain.RainbowNado:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}

Actor LichPrimaryAmmo : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 100
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 1
  States
  {
  Spawn:
    TNT1 A 8 Bright
    Loop
  }
}

Actor LichSecondaryAmmo : Ammo
{
  Inventory.PickupMessage ""
  Inventory.Amount 100
  Inventory.MaxAmount 100
  Ammo.BackpackAmount 1
  Ammo.BackpackMaxAmount 1
  States
  {
  Spawn:
    TNT1 A 8 Bright
    Loop
  }
}


// (DARK) FIRE
Actor LichHandsFire : Weapon
{
  Inventory.PickupSound "Misc/W_PkUp"
  Inventory.PickupMessage "Tyrant Lich's spellbook"
  Obituary "%k has the hots for %o."
  Weapon.AmmoType "LichPrimaryAmmo"
  Weapon.AmmoType2 "LichSecondaryAmmo"
  Weapon.AmmoGive 20
  Weapon.AmmoUse 15
  Weapon.AmmoUse2 15
  weapon.kickback 2500
  weapon.slotnumber 1
  +noautofire
  +AMMO_OPTIONAL
  +ALT_AMMO_OPTIONAL
  Inventory.icon "TNT1A0"
  States
  {
  Spawn:
    NECR A -1
    Loop
  Ready:
	TNT1 A 0 SetPlayerProperty(0,1,2)
    NECR A 1 A_WeaponReady
    Goto Ready+1
  Select:
	NICR A 0 A_Playsound("TyrantLich/BookFlip",7)
	NICR A 0 A_PlaySound("TyrantLich/FireBookReady",6)
    NECR A 1 A_Raise
    Loop
  Deselect:
    NECR A 1 A_Lower
    Loop
 Fire:
	NECR A 0 A_JumpIfNoAmmo("Firefail")
    NECR BCD 3 Bright
	NECR E 0 A_PlayWeaponSound ("FireballAltfire")
    NECR E 0 A_FireCustomMissile("LichDarkMatterBall", 0, 1, 0, 0, 0, 0)
    NECR E 8 Bright
	NECR DCB 3
	NECR A 40
    Goto Ready
	AltFire:
	NECR A 0 A_JumpIfNoAmmo("Firefail")
	NECR BCD 3 Bright
	NECR A 0 A_Playsound("TryantLich/Firespell2",7)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",0,1)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",30,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",60,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",90,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",120,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",150,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",180,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",-30,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",-60,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",-90,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",-120,0)
	NECR F 0 A_FireCustommissile("LichFireSpinAttack",-150,0)
	NECR E 8 Bright
	NECR DCB 3
	NECR A 20
    Goto Ready
 Firefail:
	NECR A 1
	Goto Ready
	}
}

actor LichFireSpinAttack
{
projectile
speed 7
radius 6
height 6
Damagetype "LichFire"
+RIPPER
+BLOODLESSIMPACT
+NOINTERACTION
-NODAMAGETHRUST
renderstyle add
alpha 0.9
States
{
Spawn:
HLFR ABCBCBDEDEFFEHGH 2 bright A_Explode(3,100,0)
stop
}
}


ACTOR LichDarkMatterBall
{
    Radius 11
    Height 8
    Speed 80
    Damage (30)
    Scale 1.0
    Projectile
	Obituary "%o discovered dark matter."
    +RANDOMIZE
    +EXTREMEDEATH
    +FORCERADIUSDMG
    +DONTREFLECT
    +STRIFEDAMAGE
	+BLOODLESSIMPACT
	+SEEKERMISSILE
    RenderStyle Translucent
    Alpha 0.625
    DamageType "Jitter"
    DeathSound "DarkFireDeath"
    States
    {
    Spawn:
	DMGB AA 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB AA 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB AA 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB A 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB BB 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB B 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB CC 0 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	DMGB C 1 Bright A_SpawnItemEx("LichDarkMatterSpark",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)
	GoTo Spawn+1
	XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	Death:
	TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,180)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	SplashBeep:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
    DeathCont:
	TNT1 A 0 A_SpawnItemEx("LichShadowVaporSpawner",0,0,0,0,0,0,0,32)
	TNT1 A 0 A_Explode(15,128,0)
	TNT1 A 30 Radius_Quake(2,60,0,20,0)
	Stop
	}
}

ACTOR LichShadowVaporSpawner
{
+NOINTERACTION
+BLOODLESSIMPACT
RenderStyle none
States
{
Spawn:
	NULL A 0
	NULL AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("LichShadowVapor",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)
	PLAY A 2
	PLAY BCDEF 4
	Stop
}
}

ACTOR LichShadowVapor
{
PROJECTILE
+RIPPER
+RANDOMIZE
+CLIENTSIDEONLY
Damagetype "Jitter"
Damage (0)
Speed 0
Radius 2
Height 2
renderstyle Translucent
Scale 1.0
Alpha 0.4
+DOOMBOUNCE
+BLOODLESSIMPACT
States
{
Spawn:
	VPXS MNOPQRSTUVWXYZ 2 Bright A_FadeOut(0.01)
	VPXZ ABC 1 A_FadeOut(0.01)
	Stop
}
}

ACTOR LichDarkMatterSpark
{
    RenderStyle translucent
    Scale 1.0
    Alpha 0.5
    PROJECTILE
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
    States
    {
    Spawn:
	VPXS ABCDEFGHIJKL 1 Bright A_FadeOut(0.02)
	Loop
    }
}

ACTOR LichDarkMatterSpark2
{
    RenderStyle translucent
    Scale 1.0
    Alpha 0.5
    PROJECTILE
	+NoGravity
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
    States
    {
    Spawn:
	VPXS ABCDEFGHIJKL 1 Bright A_FadeOut(0.02)
	Loop
    }
}

//ICE

Actor LichHandsIce : Weapon
{
  Inventory.PickupSound "Misc/W_PkUp"
  Inventory.PickupMessage "Tyrant Lich's spellbook"
  Obituary "%k gave %o a cold shoulder."
  Weapon.AmmoType "LichPrimaryAmmo"
  Weapon.AmmoType2 "LichSecondaryAmmo"
  Weapon.AmmoGive 20
  Weapon.AmmoUse 5
  Weapon.AmmoUse2 40
  weapon.slotnumber 2
  +noautofire
  +AMMO_OPTIONAL
  +ALT_AMMO_OPTIONAL
  Inventory.icon "TNT1A0"
  States
  {
  Spawn:
    NICR A -1
    Loop
  Ready:
	TNT1 A 0 SetPlayerProperty(0,1,2)
    NICR A 1 A_WeaponReady
    Goto Ready+1
  Select:
	NICR A 0 A_Playsound("TyrantLich/BookFlip",7)
	NICR A 0 A_PlaySound("TyrantLich/IceBookReady",6)
    NICR A 1 A_Raise
    Loop
  Deselect:
    NICR A 1 A_Lower
    Loop
 Fire:
	NICR A 0 A_JumpIfNoAmmo("Firefail")
    NICR BCD 3 Bright
	NICR E 0 A_PlayWeaponSound ("TyrantLich/IceSpell1")
    NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 1, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, 20, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, 40, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, 60, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, 80, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, -20, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, -40, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, -60, 0, 0, 0)
	NICR E 0 A_FireCustomMissile("LichIceShardMissile", 0, 0, -80, 0, 0, 0)
    NICR E 8 Bright
	NICR DCB 3
	NICR A 10
    Goto Ready
	AltFire:
	NICR A 0 A_JumpIfNoAmmo("Firefail")
	NICR BCD 3 Bright
	NICR A 0 A_Playsound("TyrantLich/IceSpell2",7)
	NICR F 0 A_FireCustommissile("LichIceSpawnerProjectile",0,1)
	NICR E 8 Bright
	NICR DCB 3
	NICR A 60
    Goto Ready
 Firefail:
	NICR A 1
	Goto Ready
	}
}


ACTOR LichIceShardMissile
{
   Speed 32
   Damage (8)
   Radius 8
   Height 5
   RenderStyle Add
   Alpha 0.6
   Scale 0.5
   DamageType "minion"
   Obituary "%k thought %o needed an acupuncture session."
   PROJECTILE
   +BRIGHT
   +DONTBLAST
   +FORCERADIUSDMG
   States
   {
   Spawn:
      ICRD A 15
	  Stop
   XDeath:
	  TNT1 A 0 A_GiveToTarget("HitBeep",1)
	  Goto Death
   Death:
      TNT1 A 0
	  TNT1 A 1 A_PlaySound("TyrantLich/IceSpell1Hit",7)
	  TNT1 A 0 A_Jump(125,2) //Sometimes skips ice breaker spawn, else enemies will usually burst into shards of ice with no prior frozen anim.
	  TNT1 A 0 A_SpawnItem("IceShardBreaker",0,0,0)
	  TNT1 AAA 0 A_SpawnItemEx("IceShardDebris",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
      Stop
   }
}

ACTOR LichIceSpawnerProjectile
{
   Speed 60
   Damage (0)
   Height 2
   Radius 2
   Obituary "%k turned %o into an ice cream cone."
   scale 1.0
	 PROJECTILE
   +RIPPER
   +BLOODLESSIMPACT
   States
   {
   Spawn:
	  TNT1 A 0
	  TNT1 AA 1 BRIGHT A_SpawnItemEx("LichIceSpike")
      loop
   Death:
      TNT1 A 0 
      Stop 
   } 
} 

actor LichIceSpike
{
-SOLID
radius 16
Height 93
Damagetype "LichIce"
+NOBLOOD
mass 99999999999
obituary "%o was impaled by %k's frozen spikes."
renderstyle translucent
alpha 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 2 ThrustThingZ(0, 9999, 1, 1)
TNT1 A 0 A_PlaySound("icespike")
TSPK A 0 A_SpawnItemEx("LichIceSpikeAppear",0,0,0,0,0,0,0,128,0)
TSPK A 1 A_Explode(10, 125, 0)
TSPK A 0 A_ChangeFlag("SHOOTABLE", 1)
TSPK A 50 A_ChangeFlag("SOLID", 1)
Death:
TSPK A 1 A_SetTranslucent(0.5)
TSPK A 1 A_SetTranslucent(0.45)
TSPK A 1 A_SetTranslucent(0.4)
TSPK A 1 A_SetTranslucent(0.35)
TSPK A 1 A_SetTranslucent(0.3)
TSPK A 1 A_SetTranslucent(0.25)
TSPK A 1 A_SetTranslucent(0.2)
TSPK A 1 A_SetTranslucent(0.15)
TSPK A 1 A_SetTranslucent(0.10)
Stop
}
}

actor LichIceSmokeeffect
{
renderstyle translucent
speed 18
+DONTSPLASH
alpha 0.8
radius 4
height 4
+DOOMBOUNCE
+CLIENTSIDEONLY
damage 0
+RIPPER
+NOBLOOD
States
{
Spawn:
PLSS JKLMNOPQRSTUVWX 2 A_FadeOut(0.02)
stop
}
}

actor LichIceSpikeAppear
{
+NOGRAVITY
- SOLID
+NOBLOCKMAP
+CLIENTSIDEONLY
scale 1.0
renderstyle translucent
alpha 1.0
States
{
Spawn:
MNS2 ABCDEFGHIJKLMNOPQ 3 A_FadeOut(0.05)
Stop
}
}

actor LichIceMinismokeeffect : LichIceSmokeeffect
{
scale 3.0
}

actor LichIceMinismokeeffect2 : LichIceSmokeeffect
{
scale 1.0
+NOGRAVITY
}

// LIGHTNING

Actor LichHandsLightning : Weapon
{
  Inventory.PickupSound "Misc/W_PkUp"
  Inventory.PickupMessage "Tyrant Lich's spellbook"
  Obituary "%k struck %o in the same place twice."
  Weapon.AmmoType "LichPrimaryAmmo"
  Weapon.AmmoType2 "LichSecondaryAmmo"
  Weapon.AmmoGive 20
  Weapon.AmmoUse 20
  Weapon.AmmoUse2 30
  weapon.slotnumber 3
  +noautofire
  +AMMO_OPTIONAL
  +ALT_AMMO_OPTIONAL
  Inventory.icon "TNT1A0"
  States
  {
  Spawn:
    NLCR A -1
    Loop
  Ready:
	TNT1 A 0 SetPlayerProperty(0,1,2)
    NLCR A 1 A_WeaponReady
    Goto Ready+1
  Select:
	NLCR A 0 A_Playsound("TyrantLich/BookFlip",7)
	NLCR A 0 A_PlaySound("TyrantLich/LightningBookReady",6)
    NLCR A 1 A_Raise
    Loop
  Deselect:
    NLCR A 1 A_Lower
    Loop
 Fire:
	NLCR A 0 A_JumpIfNoAmmo("Firefail")
    NLCR BCD 3 Bright
	NLCR E 0 A_PlayWeaponSound ("TyrantLich/LightningSpell1")
    NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 1)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR E 2 Bright A_FireCustomMissile("LichLightingThrower", 0, 0)
	NLCR DCB 3
	NLCR A 50
    Goto Ready
	AltFire:
	NLCR A 0 A_JumpIfNoAmmo("Firefail")
	NLCR BCD 3 Bright
	NLCR A 0 A_Playsound("TyrantLich/LightningSpell2",7)
	NLCR F 0 A_FireCustommissile("LichMagichandLightingThunderShot",0,1)
	NLCR E 8 Bright
	NLCR DCB 3
	NLCR A 40
    Goto Ready
	Firefail:
	NLCR A 1
	Goto Ready
	}
}

actor LichLightingThrower
{
PROJECTILE
Damage (2)
+RIPPER
+DOOMBOUNCE
+BLOODLESSIMPACT
bouncecount 3
bouncefactor 1.0
reactiontime 40
wallbouncefactor 1.0
Height 30
speed 33
obituary "%k struck %o in the same place twice."
Radius 30
Scale 1.3
renderstyle add
alpha 1.0
DamageType "LichLightning"
States
{
Spawn:
ZAP6 A 0 A_PlaySound("Lightningcrackle")
ZAP6 ABCABC 4 bright
Loop
Death:
ZAP6 ABC 4 bright A_FadeOut(0.1)
Loop
}
}

Actor LichThunderFX // 3004
{
	+NoInteraction
	
	States
	{
	Spawn:
		TNT1 A 0
		goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("ThunderFX_LightObject", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("ThunderFX_Flare", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("ThunderFX_Flare", 0, 0, 512, 0, 0, 0, 0, 128, 0)
		TNT1 A 0 A_SpawnItemEx("ThunderFX_Bolt", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("ThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("ThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 A_PlaySoundEx("TyrantLich/LightningHit", "Body",0,0)
			TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",4,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",16,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",20,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",24,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",28,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",36,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-4,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-12,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-16,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-24,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-28,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",-36,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1 A_SpawnItemEx("JusticarAOEHealTriggerFake",-40,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,4,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,8,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,12,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,16,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,20,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,24,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,28,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,32,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,36,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,40,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-4,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-8,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-12,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-16,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-20,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-24,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-28,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-32,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-36,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("JusticarAOEHealTriggerFake",0,-40,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 30 Radius_Quake(2, 30, 0, 15, 0)
		Stop
	}
}

ACTOR LichMagichandLightingThunderShot : fastprojectile//normal fire
{
	PROJECTILE
	Damage 0
	Radius 8 
	Height 8 
	obituary "%k struck %o in the same place twice."
	Speed 1000
	Scale  1.0
	+NOGRAVITY 
	+friendly
	States
	{
		Spawn:
			TNT1 A 1
			loop
		Death:
			TNT1 A 0 A_SpawnItem("LichMagichandLightingThunderFX")
			TNT1 A 1 A_SpawnItemEx("LichMagichandLightingThunderFXDamage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
			Stop
	}
}

Actor LichMagichandLightingThunderFX : LichThunderFX
{
	Damagetype "Jitter"
	obituary "%k struck %o in the same place twice."
	States
	{
	Spawn:
		TNT1 A 0
		goto Death
	}
}

Actor LichMagichandLightingThunderFXDamage
{
	Projectile
	Damagetype "Jitter"
	obituary "%k struck %o in the same place twice."
	Speed 0
	Damage (0)
	+SEEKERMISSILE
	States
	{
	Spawn:
		TNT1 A 0
		goto Death
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	Death:
		TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
		TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,195)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	SplashBeep:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 0 A_Jump(256,"DeathCont")
		Goto DeathCont
	DeathCont:
		TNT1 A 1 A_Explode(30, 138, 0)
		Stop
	}
}

// BUFF

ACTOR LichHandsPowerup : Weapon
{
  Weapon.Ammotype "LichPowerAmmo"
  Inventory.icon "TNT1A0"
  Inventory.PickupSound "Misc/W_PkUp"
  Inventory.PickupMessage "Tyrant Lich's spellbook"
  Obituary "%k made %o bow before the tyrant."
  weapon.slotnumber 4
  +AMMO_OPTIONAL
  Inventory.icon "TNT1A0"
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	Ready:
		TNT1 A 0 SetPlayerProperty(0,1,2)
		NBCR A 1 A_WeaponReady
		NBCR A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Deselect:
		NBCR A 1 A_Lower
		NBCR A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Select:
		NBCR A 0 A_Playsound("TyrantLich/BookFlip",7)
		NBCR A 0 A_PlaySound("TyrantLich/BuffBookReady",6)
		NBCR A 1 A_Raise
		NBCR A 0 A_Playsound("QUIET",Chan_Weapon)
		Loop
	Fire:
		NBCR A 1
		NBCR A 1
		NBCR A 1
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",0,"SeventhPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",5,"SixthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",4,"FifthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",3,"FourthPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",2,"ThirdPowerupCharge")
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel",1,"SecondPowerupCharge")
		Goto FirstPowerupCharge
	whichPowerup:
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",0,"SeventhPowerupFire")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",5,"SixthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",4,"FifthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",3,"FourthPowerupFire")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",2,"ThirdPowerupFire")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",1,"SecondPowerupFire")
		Goto FirstPowerupFire
	SeventhPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGraySummonIndicator",90)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 200, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	SixthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGrayGemTurretIndicator",90)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 250, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FifthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGrayRageIndicator",70)		
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 150, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FourthPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGrayBloodlustIndicator",70)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 140, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	ThirdPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGraySpreadIndicator",70)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 110, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	SecondPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGrayInfiniteAmmoIndicator",70)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 120, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FirstPowerupCharge:
		TNT1 A 0 A_SpawnItemEx("LichGrayVisionIndicator",70,40)
		TNT1 A 0 A_SpawnItemEx("LichGrayVisionIndicator",70,-40)
		TNT1 A 0 A_JumpIfInventory("LichPowerAmmo", 50, "whichPowerup")
		EYES A 0 A_Playsound("Weapons/SoulScepter/Loop",Chan_Weapon,1,1)
		EYES A 0 A_GiveInventory("LichPowerAmmo", 1)
		TNT1 A 0 A_ReFire
		Goto Ready
	FirstPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR E 8 A_Recoil(3)
		NBCR D 0 A_SpawnItemEx("LichPower",70,40)
		NBCR D 0 A_SpawnItemEx("LichPower",70,-40)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	SecondPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR E 8  A_Recoil(3)
		NBCR D 0 A_SpawnItemEx("LichPower2",70)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	ThirdPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR E 8 A_Recoil(3)
		NBCR D 0 A_SpawnItemEx("LichPower3",70)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	FourthPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR E 8 A_Recoil(3)
		NBCR D 0 A_SpawnItemEx("LichPower4",70)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	FifthPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR E 8 A_Recoil(3)
		NBCR D 0 A_SpawnItemEx("LichPower5",70)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	SixthpowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		NBCR D 0 A_SpawnItemEx("JusticarGemTurret",90)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR E 8 A_Recoil(3)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	SeventhPowerupFire:
		NBCR A 0 A_TakeInventory("LichPowerAmmo",0)
		NBCR A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("Gauna/FireWeapon", CHAN_AUTO)
		NBCR BCD 3 A_SetPitch (pitch-0.50)
		NBCR D 0 A_SpawnItemEx("LichDeathKnight",90)
		NBCR D 0 A_PlaySound("TyrantLich/BuffSpeech",6)
		NBCR E 8 A_Recoil(3)
		NBCR DCB 3 A_SetPitch (pitch+0.50)
		NBCR A 5 
		Goto Ready
	Altfire:
		TNT1 A 0 
		TNT1 A 0 A_PlaySound("TyrantLich/ChangePower",CHAN_Body)
		TNT1 A 0 A_JumpIfInventory("LichPowerFuel", 0, "clearInventory")
		TNT1 A 0 A_GiveInventory("LichPowerFuel",1)
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",0,"SeventhPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",5,"SixthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",4,"FifthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",3,"FourthPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",2,"ThirdPowerupMessage")
		TNT1 A 0 A_JumpIfInventory("LichpowerFuel",1,"SecondPowerupMessage")
		Goto Ready
	SeventhPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichJusticar",1)
		TNT1 A 0 A_GiveInventory("IconLichKnight",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Death Knight - Cost: 200")
		Goto Ready
	SixthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichRage",1)
		TNT1 A 0 A_GiveInventory("IconLichJusticar",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Justicar Gem Healer - Cost: 250")
		Goto Ready
	FifthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichBloodlust",1)
		TNT1 A 0 A_GiveInventory("IconLichRage",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Rage Powerup - Cost: 150")
		Goto Ready
	FourthPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichSpread",1)
		TNT1 A 0 A_GiveInventory("IconLichBloodlust",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Bloodlust Powerup - Cost: 140")
		Goto Ready
	ThirdPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichInfiniteAmmo",1)
		TNT1 A 0 A_GiveInventory("IconLichSpread",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Spread Powerup - Cost: 110")
		Goto Ready
	SecondPowerUpMessage:
		TNT1 A 0 A_TakeInventory("IconLichVision",1)
		TNT1 A 0 A_GiveInventory("IconLichInfiniteAmmo",1)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Infinite Ammo Powerup - Cost: 120")
		Goto Ready
	ClearInventory:
		TNT1 A 0 A_TakeInventory("IconLichKnight",1)
		TNT1 A 0 A_GiveInventory("IconLichVision",1)
		TNT1 A 0 A_TakeInventory("IconItem",99)
		TNT1 A 0 A_GiveInventory("IconItem",1)
		NBCR A 1 ACS_Execute(1953,0)
		NBCR A 7 A_Print("Spawning Vision Powerup - Cost: 50")
		TNT1 A 0 A_TakeInventory("LichPowerFuel",0)
		Goto Ready
	}
}

actor LichPowerFuel : Inventory
{
  Inventory.MaxAmount 6
}

actor LichPowerAmmo : Ammo
{
  Inventory.MaxAmount 250
}

Actor IconLichVision : Inventory
{
  Inventory.MaxAmount 1
}

Actor IconLichInfiniteAmmo : IconLichVision
{
}

Actor IconLichSpread : IconLichVision
{
}

Actor IconLichBloodlust : IconLichVision
{
}

Actor IconLichRage : IconLichVision
{
}

Actor IconLichJusticar : IconLichVision
{
}

Actor IconLichKnight : IconLichVision
{
}

Actor LichPower : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Eternal darkness watches over you."
	Inventory.PickupSound "TyrantLich/InvisBuffSound"
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		GVIS AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("UboaHands",1,"LichNoPower")
		Goto LichActivatePower
		LichActivatePower:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"LichAPower")
		fail
	LichAPower:
		TNT1 A 0 A_GiveInventory("LichVisionSphere")
		Stop
	LichNoPower:
	TNT1 A 0
	fail
	}
}

Actor LichPower2 : CustomInventory
{
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Infinite Ammo!"
	Inventory.PickupSound "TyrantLich/InfAmmoBuffSound"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		LAMO AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		LAMO A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
	    TNT1 A 0 A_JumpIfInventory("SinistarTeeth",1,"LichNoPower")
		TNT1 A 0 A_JumpIfInventory("BlazeSpawnWeapon",1,"LichNoPower")
		Goto LichActivatePower
		LichActivatePower:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"LichAPower")
		fail
	LichAPower:
	TNT1 A 0 A_GiveInventory("LichAmmoSphere")
	Stop
	LichNoPower:
	TNT1 A 0
    fail
	}
}

Actor LichPower3 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Multiple projectiles!"
	Inventory.PickupSound "TyrantLich/SpreadBuffSound"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		BLST AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		BLST A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
	    TNT1 A 0 A_JumpIfInventory("LichHandsFire",1,"LichNoPower")
		Goto LichActivatePower
		LichActivatePower:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"StigPower")
		fail
	StigPower:
	TNT1 A 0 A_GiveInventory("LichSpreadSphere")
		Stop
	LichNoPower:
	TNT1 A 0
    fail
	}
}

Actor LichPower4 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Their blood is yours!"
	Inventory.PickupSound "TyrantLich/BloodLustBuffSound"
	Scale 1.0
	States
	{
	Spawn:
		TNT1 A 0
		DDMG AAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDDAAABBBCCCDDD 1 Bright
		DDMG A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"LichPower")
		fail
	LichPower:
	TNT1 A 0 A_GiveInventory("BloodlustSphereDrainGhoul")
		Stop
	}
}

Actor LichPower5 : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Enraged Spirit!"
	Inventory.PickupSound "TyrantLich/RageBuffSound"
	Scale 1.2
	States
	{
	Spawn:
		TNT1 A 0
		HAST AABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCCAABBCC 1 Bright
		HAST A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
	    TNT1 A 0 A_JumpIfInventory("LichHandsFire",1,"LichNoPower")
		Goto LichActivatePower
		LichActivatePower:
		TNT1 A 1 A_JumpIfInventory("IsGhoul",1,"LichPower")
		fail
	LichPower:
 	TNT1 A 0 A_GiveInventory("PowerFireSpeedeeGhoul")
	TNT1 A 0 A_GiveInventory("PowerMoveSpeedeeGhoul")
		Stop
	LichNoPower:
	TNT1 A 0
    fail
	}
}

ACTOR PowerFireSpeedeeGhoul : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -10
	Powerup.Type PowerDoubleFiringSpeed
	Powerup.Color Yellow 0.1
	Inventory.PickupMessage "Enraged Spirit!"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

ACTOR PowerMoveSpeedeeGhoul : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -10
	Powerup.Type PowerSpeed
	Powerup.Color Cyan 0.1
	Inventory.PickupMessage "Enraged Spirit!"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

actor BloodlustSphereDrainGhoul : PowerUpGiver
{
inventory.pickupmessage "Their blood is yours!"
Powerup.Color Red 0.1
powerup.type "Drain"
powerup.duration -10
inventory.maxamount 0
+INVENTORY.AUTOACTIVATE
+floatbob
-COUNTITEM
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A -1
stop
}
}


actor LichVisionSphere : PowerUpGiver
{
inventory.maxamount 0
inventory.pickupmessage "Eternal darkness watches over you."
Powerup.Type Torch
Powerup.Duration -999999
+INVENTORY.AUTOACTIVATE
+floatbob
-COUNTITEM
Scale 0.8
states
{
Spawn:
TNT1 A -1
stop
}
}

Actor LichAmmoSphere : PowerupGiver
{
	Game Doom
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.PickupMessage "Infinite Ammo!"
	Inventory.PickupSound "TyrantLich/InfAmmoBuffSound"
	Powerup.Duration -10
	Powerup.Type "PowerInfiniteAmmo"
	Powerup.Color Green 0.1
	States
	{
	Spawn:
		TNT1 A -1 bright
		Stop
	}
}

actor LichSpreadSphere : PowerUpGiver
{
inventory.pickupmessage "Multiple projectiles!"
Inventory.PickupSound "TyrantLich/SpreadBuffSound"
Powerup.Color Red 0.1
powerup.type Spread
powerup.duration -10
inventory.maxamount 0
+INVENTORY.AUTOACTIVATE
+floatbob
-COUNTITEM
+INVENTORY.ALWAYSPICKUP
states
{
Spawn:
TNT1 A -1
stop
}
}


ACTOR LichRuneSkullPillarGloom
{
  Health 300
  Mass 99999
  Radius 12
  Height 64
  Species "Ghoul"
  +QUICKTORETALIATE
+FRIENDLY
+DONTHURTSPECIES
+NOBLOOD
+NOBLOCKMONST
-DONTREFLECT
-PUSHABLE
+INCOMBAT
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+NEVERRESPAWN
  +SOLID
  +NODAMAGETHRUST
  monster
	Damagefactor "Minion", 0
	Damagefactor "Minion2", 0
	Damagefactor "Bluefire", 0
	Damagefactor "Hellzone", 0
	Damagefactor "Lamiafire", 0
	Damagefactor "bloodpuff", 0
	Damagefactor "bluefire", 0
	DamageFactor "SjasScream", 0
	DamageFactor "Creeper", 0
	DamageFactor "CreepStun", 0
	DamageFactor "Jitter", 0
	DamageFactor "Choke", 0
	DamageFactor "Ravager", 0
	DamageFactor "RavagerBall", 0
	DamageFactor "Yurei", 0
	DamageFactor "Justicar", 0
	DamageFactor "YureiBall", 0
	DamageFactor "Misty", 0
	DamageFactor "Clowny", 0
	DamageFactor "Mohoph", 0
	DamageFactor "Emtalic", 0
	DamageFactor "EmtalicWeak", 0
	DamageFactor "I1", 0
	DamageFactor "I2", 0
	DamageFactor "I3", 0
	DamageFactor "I4", 0
	DamageFactor "I5", 0
	DamageFactor "GraveStalkerLure", 0
	DamageFactor "BastetClawingLightSFX", 0
	DamageFactor "BastetClawing", 0
	DamageFactor "BastetClawingHeavySFX", 0
	DamageFactor "DarkSovereign", 0
	Damagefactor "BloodScepter", 0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	DamageFactor "Obliterator", 0.0
	Damagefactor "PuppetStrings", 0.0
	Damagefactor "ChexWarriorChainsaw", 3.0
  States
  {
  Spawn:
     TNT1 A 0 A_Look
	 PDSL A 1
	 Goto See
	 See:
	 TNT1 A 0 A_Chase
	 PDSL A 1 
	 Loop
  Missile:
	PDSL A 0 A_FaceTarget
	PDSL A 5 Bright A_CustomMissile("GloomWatcherProjectile",40)
	PDSL A 20 
	Goto See
    Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	NULL A 0 
	NULL A 0 A_SpawnItemEx("CONSTRUCTGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
    Stop
	Death.ChexWarrior:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		PDSL A 0 A_PlaySoundEx("Teleport/Chex",7)
		PDSL A 0 A_Stop
		PDSL A 0 A_NoGravity
		PDSL A 3 A_SpawnItem("SmallZorch")
		PDSL A 3 A_SetTranslucent(0.9,0)
		PDSL A 3 A_SetTranslucent(0.8,0)
		PDSL A 0 A_NoBlocking
		PDSL A 3 A_SetTranslucent(0.7,0)
		PDSL A 3 A_SetTranslucent(0.6,0)
		PDSL A 3 A_SetTranslucent(0.5,0)
		PDSL A 3 A_SetTranslucent(0.4,0)
		PDSL A 3 A_SetTranslucent(0.3,0)
		PDSL A 3 A_SetTranslucent(0.2,0)
		PDSL A 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.ChexWarriorChainsaw:
	Death.ChexWarriorPistol:
	Goto Death.ChexWarrior
  }
}

ACTOR LichRuneSkullPillarParanoia
{
  Health 300
  Mass 99999
  Radius 12
  Height 64
  Species "Ghoul"
  +QUICKTORETALIATE
+FRIENDLY
+DONTHURTSPECIES
+NOBLOOD
+NOBLOCKMONST
-DONTREFLECT
-PUSHABLE
+INCOMBAT
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+NEVERRESPAWN
  +SOLID
  +NODAMAGETHRUST
  monster
	Damagefactor "Minion", 0
	Damagefactor "Minion2", 0
	Damagefactor "Bluefire", 0
	Damagefactor "Hellzone", 0
	Damagefactor "Lamiafire", 0
	Damagefactor "bloodpuff", 0
	Damagefactor "bluefire", 0
	DamageFactor "SjasScream", 0
	DamageFactor "Creeper", 0
	DamageFactor "CreepStun", 0
	DamageFactor "Jitter", 0
	DamageFactor "Choke", 0
	DamageFactor "Ravager", 0
	DamageFactor "RavagerBall", 0
	DamageFactor "Yurei", 0
	DamageFactor "Justicar", 0
	DamageFactor "YureiBall", 0
	DamageFactor "Misty", 0
	DamageFactor "Clowny", 0
	DamageFactor "Mohoph", 0
	DamageFactor "Emtalic", 0
	DamageFactor "EmtalicWeak", 0
	DamageFactor "I1", 0
	DamageFactor "I2", 0
	DamageFactor "I3", 0
	DamageFactor "I4", 0
	DamageFactor "I5", 0
	DamageFactor "GraveStalkerLure", 0
	DamageFactor "BastetClawingLightSFX", 0
	DamageFactor "BastetClawing", 0
	DamageFactor "BastetClawingHeavySFX", 0
	DamageFactor "DarkSovereign", 0
	Damagefactor "BloodScepter", 0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	DamageFactor "Obliterator", 0.0
	Damagefactor "PuppetStrings", 0.0
	Damagefactor "ChexWarriorChainsaw", 3.0
  States
  {
  Spawn:
     TNT1 A 0 A_Look
	 PDSL B 1
	 Goto See
	 See:
	 TNT1 A 0 A_Chase
	 PDSL B 1 
	 Loop
  Missile:
	PDSL B 0 A_FaceTarget
	PDSL B 5 Bright A_CustomMissile("LichFakeImpostorSoundCreator",40)
	PDSL B 145 
	Goto See
    Death:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	NULL A 0 
	NULL A 0 A_SpawnItemEx("CONSTRUCTGIBBER", 0, 0, 0, 0, 0, 0, 0, 161, 0)
	NULL A 1 A_SpawnItemEx("GrenadeExplosion", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
    Stop
	Death.ChexWarrior:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		PDSL B 0 A_PlaySoundEx("Teleport/Chex",7)
		PDSL B 0 A_Stop
		PDSL B 0 A_NoGravity
		PDSL B 3 A_SpawnItem("SmallZorch")
		PDSL B 3 A_SetTranslucent(0.9,0)
		PDSL B 3 A_SetTranslucent(0.8,0)
		PDSL B 0 A_NoBlocking
		PDSL B 3 A_SetTranslucent(0.7,0)
		PDSL B 3 A_SetTranslucent(0.6,0)
		PDSL B 3 A_SetTranslucent(0.5,0)
		PDSL B 3 A_SetTranslucent(0.4,0)
		PDSL B 3 A_SetTranslucent(0.3,0)
		PDSL B 3 A_SetTranslucent(0.2,0)
		PDSL B 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.ChexWarriorChainsaw:
	Death.ChexWarriorPistol:
	Goto Death.ChexWarrior
  }
}

ACTOR LichFakeImpostorSoundCreator
{
   Speed 9000
   Damage (0)
   Height 10
   Radius 10
   Deathsound "Impostor/AllFakeGhoulTaunts"
   Projectile
   visibletoteam 1
   +bloodlessimpact
   States
   {
   Spawn:
	  JSPJ F 1 BRIGHT A_SpawnItemEx("FakeImpostorSoundCreatorTrail")
	  JSPJ F 0 BRIGHT
      loop
   Death:
	TNT1 A 0 A_Scream
	TNT1 A 0
	JSPJ F 4 BRIGHT
	JSPJ K 4 BRIGHT
	JSPJ G 4 BRIGHT A_FadeOut
      Stop 
   } 
} 

ACTOR LichDeathknight 
{ 
Health 1000
Radius 24
Height 72
Mass 700 
Speed 10
PainChance 60 
Meleerange 80
MONSTER
+FLOORCLIP 
+NOTARGET 
+NORADIUSDMG
+MISSILEMORE
+DEFLECT
+QUICKTORETALIATE
Obituary "%o thought he could kill a deathknight."
HitObituary "A Deathknight hacked %o into pieces." 
MeleeSound "monster/dknhit" 
SeeSound "monster/dknsit" 
PainSound "monster/dknpai" 
DeathSound "monster/dkndth" 
ActiveSound "monster/dknact" 
Species "Ghoul"
Damagefactor "minion", 0.0
Damagefactor "minion2", 0.0
damagefactor "Plasma", 1.2
damagefactor "CrapPlasma", 1.1
damagefactor "Ghosttrap", 0.8
damagefactor "Proton", 1.0
Damagefactor "ice", 0.6
Damagefactor "ice2", 0.6
Damagefactor "AltIce2", 0.6
Damagefactor "fire2", 1.6
Damagefactor "AltFire2", 1.6
Damagefactor "creeper", 0.0
Damagefactor "Creepstun", 0.0
Damagefactor "ravager", 0.0
Damagefactor "ravagerball", 0.0
Damagefactor "SjasScream", 0.0
Damagefactor "Jitter", 0.0
Damagefactor "Bluefire", 0.0
Damagefactor "Hellzone", 0.0
Damagefactor "Choke", 0.0
Damagefactor "eyesoreball", 0.0
Damagefactor "Juglava", 0.0
Damagefactor "Yurei", 0.0
Damagefactor "YureiBall", 0.0
Damagefactor "EyesoreballX", 0.0
Damagefactor "Misty", 0.0
Damagefactor "clowny", 0.0
Damagefactor "Mohoph", 0.0
Damagefactor "Emtalic", 0.0
Damagefactor "EmtalicWeak", 0.0
Damagefactor "I1", 0.0
Damagefactor "I2", 0.0
Damagefactor "I3", 0.0
Damagefactor "I4", 0.0
Damagefactor "I5", 0.0
Damagefactor "GraveStalkerLure", 0.0
Damagefactor "ZombiePoison", 0.0
Damagefactor "ZombieIce", 0.0
Damagefactor "Sentinel", 1.2
Damagefactor "ChaosExpl12", 1.3
Damagefactor "MechPewPews", 3.0
Damagefactor "BlueFire", 0.0
Damagefactor "Tenebra", 0.0
Damagefactor "Judgement", 0.0
DamageFactor "Obliterator", 0.0
Damagefactor "PuppetStrings", 0.0
Damagefactor "ChexWarriorChainsaw", 6.0
States 
   { 
   Spawn: 
       DKNT AB 10 A_Look 
       Loop 
   See:
       DKNT A 0 A_Jump(32,10)
       DKNT A 0 A_UnSetReflectiveInvulnerable
       DKNT AABBCCDD 3 A_Chase
       Goto See
       DKNT P 0 A_SetReflectiveInvulnerable
       DKNT PPQQRRSS 3 A_Chase
       goto see+10
   Melee:
       DKNT E 0 A_UnSetReflectiveInvulnerable
       DKNT E 4 A_FaceTarget
       DKNT F 1 A_Playsound ("monster/dknswg")
       DKNT F 4 A_FaceTarget
       DKNT G 4 A_CustomMeleeAttack(15,"monster/dknhit",0,"Minion")
       Goto See
   Pain:
       DKNT H 2 
       DKNT H 2 A_Pain
       DKNT T 105 A_SetReflectiveInvulnerable
       DKNT T 0 A_UnSetReflectiveInvulnerable
       DKNT P 0 A_Jump (16,1)
       Goto See+10
       DKNT H 1
       Goto See
   Death:
	   TNT1 A 0 A_GiveToTarget("HitBeep",1)
       DKNT I 8 Bright
       DKNT J 8 Bright A_Scream 
       DKNT K 8 Bright
       DKNT L 8 Bright A_NoBlocking 
       DKNT MN 8 Bright 
       DKNT O -1 
       Stop 
	Death.ChexWarrior:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		DKNT H 0 A_PlaySoundEx("Teleport/Chex",7)
		DKNT H 0 A_Stop
		DKNT H 0 A_NoGravity
		DKNT H 0 A_PlaySound("monster/dknpai")
		DKNT H 3 A_SpawnItem("BigZorch")
		DKNT H 3 A_SetTranslucent(0.9,0)
		DKNT H 3 A_SetTranslucent(0.8,0)
		DKNT H 0 A_NoBlocking
		DKNT H 3 A_SetTranslucent(0.7,0)
		DKNT H 3 A_SetTranslucent(0.6,0)
		DKNT H 3 A_SetTranslucent(0.5,0)
		DKNT H 3 A_SetTranslucent(0.4,0)
		DKNT H 3 A_SetTranslucent(0.3,0)
		DKNT H 3 A_SetTranslucent(0.2,0)
		DKNT H 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		TNT1 A 1 A_NoBlocking
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.ChexWarriorChainsaw:
	Death.ChexWarriorPistol:
	Goto Death.ChexWarrior
   Raise: 
       DKNT ONMLKJI 8 Bright
       Goto See 
	Pain.EngineerSaw:
	Pain.Ghosttrap:
	Pain.GBFire:
	Pain.Misty:
	Pain.GBSaw:
	Pain.GBString:
	Pain.GBNuke:
	Pain.Ice2:
	Pain.Ice:
	Pain.ElecStorm:
	Pain.AltFire2:
	Pain.AltIce2:
	Pain.Fire2:
	Pain.Doggo:
	Pain.LaraArrow:
	Pain.Wind2:
	Pain.Grenade:
	Pain.Grenade2:
	Pain.TemplarLightningRain:
	Pain.CarolineDamage:
	Pain.ChexWarrior:
	Pain.InariPlasma:
	Pain.Plasma:
	Pain.FlameProtect:
	Pain.DutchShotgun:
	Pain.KarenExplo:
	Pain.Sentinel:
	Pain.Divine:
	Pain.GwenPlasma3:
	Pain.MacheteSlicerino:
	Pain.AntiAirbolt:
	Pain.MechPewPews:
	Pain.RainbowNado:
	Pain.MirabelPlasma:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
   } 
}

Actor LichGrayPillarIndicatorParanoia
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		PDSL B 1
	Fade:
		PDSL B 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayRageIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		HAST A 1
	Fade:
		HAST A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayBloodlustIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		DDMG A 1
	Fade:
		DDMG A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGraySpreadIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		BLST A 1
	Fade:
		BLST A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayInfiniteAmmoIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		LAMO A 1
	Fade:
		LAMO A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayVisionIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 0.8
	States
	{
	Spawn:
		GVIS A 1
	Fade:
		GVIS A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayGemTurretIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		GTUR A 1
	Fade:
		GTUR A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGrayPillarIndicatorGloom
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		PDSL A 1
	Fade:
		PDSL A 1 A_FadeOut(0.1)
		Wait
	}
}

Actor LichGraySummonIndicator
{
	RenderStyle Translucent
	+NoGravity
	+NOINTERACTION
	+CLIENTSIDEONLY
	visibletoteam 1
	Alpha 0.75
	Scale 1.0
	States
	{
	Spawn:
		DKNT A 1
	Fade:
		DKNT A 1 A_FadeOut(0.1)
		Wait
	}
}

actor LichVisionIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichInfiniteAmmoIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichSpreadIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichBloodlustIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichRageIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichGemIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichKnightIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichVisionTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichInfiniteAmmoTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichSpreadTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichBloodlustTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichRageTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichGemTempIcon : Inventory
{
  Inventory.MaxAmount 1
}

actor LichKnightTempIcon : Inventory
{
  Inventory.MaxAmount 1
}