ACTOR DarkChanneler 30125 
{ 
Health 4000
PainChance 10
Speed 12 
Radius 30 
Height 96 
Mass 2000 
Scale 1.1
MONSTER
+FLOORCLIP
+NORADIUSDMG 
+BOSS 
+NOTARGET
Obituary "%o witnessed the damnation of the Dark Channeler."
SeeSound "monster/avasit" 
PainSound "monster/avapai" 
DeathSound "monster/avadth" 
ActiveSound "monster/avaact"
Damagefactor 0.75
States 
   { 
   Spawn: 
       AVAT AB 10 A_Look 
       Loop 
   See: 
       AVAT AABBCCDD 3 A_Chase
	   TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
       Loop 
   Missile:
       AVAT B 0 A_Jump(64,"LightningBlast")
       AVAT B 0 A_Jump(128,"Teleport")
       AVAT B 0 A_Jump(192,"FireCurse")
       AVAT B 0 A_Jump(256,"Revive")
       AVAT B 0
	   GoTo See
   LightningBlast: //Red Lightning
       AVAT I 0 Bright A_FaceTarget
       AVAT I 1 Bright A_PlaySound ("monster/avaatk")
       AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget
       AVAT J 1 Bright A_PlaySound ("MageLightningFire")
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,15,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,15,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,30,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,30,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,45,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,45,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,60,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,60,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,75,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,75,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,90,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,90,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,105,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,105,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,120,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,120,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,135,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,135,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,150,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,150,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,165,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,165,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,180,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,180,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,195,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,195,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,210,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,210,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,225,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,225,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,240,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,240,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,255,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,255,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,270,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,270,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,285,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,285,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,300,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,300,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,315,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,315,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,330,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,330,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,345,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteBot",0,0,345,2)
       AVAT J 0 Bright A_CustomMissile ("RedLiteTop",0,0,360,2)
       AVAT J 14 Bright A_CustomMissile ("RedLiteBot",0,0,360,2)
       Goto See
   FireCurse:
       AVAT K 0 Bright A_FaceTarget
       AVAT K 1 Bright A_PlaySound ("monster/avaatk")
	   TNT1 A 0 A_SetInvulnerable
       AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
	   TNT1 A 0 A_UnSetInvulnerable
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget
       AVAT L 2 Bright A_CustomMissile ("AvaFireBall",56,0,Random(-3,3),0,0)
       AVAT L 0 Bright A_FaceTarget         
       Goto See
   Teleport:
		AVAT I 1 Bright A_UnSetShootable
		AVAT II 4 A_FaceTarget
		AVAT JJ 1  A_FadeOut(0.1,0)
		AVAT A 2 
		AVAT AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 0 A_Wander
		AVAT AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 0 A_Wander
		AVAT J 1 A_PlayWeaponSound("boss/teleport")
		AVAT JJ 1 A_FadeIn(0.1)
		AVAT II 4 A_FaceTarget
		AVAT I 1 Bright A_SetShootable		
		Goto See
	Revive:
		AVAT I 1
		AVAT I 4 A_SetInvulnerable
		TNT1 A 0 A_PlaySound("brain/spit")
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,0,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,20,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,40,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,60,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,80,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,100,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,120,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,140,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,160,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,180,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,200,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,220,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,240,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,260,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,280,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,300,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,320,0)
		TNT1 A 0 A_CustomMissile("HellionResRadius",10,0,340,0)
		AVAT I 4 A_UnSetInvulnerable
		Goto See
   Pain: 
       AVAT M 2 
       AVAT M 2 A_Pain 
       Goto See 
   Death: 
       AVAT N 7 Bright
       AVAT O 7 Bright A_Scream 
       AVAT P 7 Bright
       AVAT Q 7 Bright A_NoBlocking 
       AVAT RSTU 7 Bright
       AVAT V -1
   } 
}

ACTOR RedLiteTop : LightningCeiling
{

}

ACTOR RedLiteBot : LightningFloor
{

}

ACTOR AvaBall1
{
   Radius 20
   Height 40
   Speed 12
   Damage 100
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.80
   +THRUGHOST
   SeeSound "weapons/gntini"
   DeathSound "weapons/devexp"
   Decal "SorcererLightning"
   States
   {
   Spawn:
      AFX4 ABCDEFGH 1 Bright A_Explode(64,64,0)
      loop
   Death:
      AFX4 I 5 Bright
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,0,2)
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,60,2)
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,120,2)
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,180,2)
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,240,2)
      AFX4 I 0 Bright A_CustomMissile("AvaBall2",0,0,300,2)
      AFX4 JKL 5 Bright A_Explode(128,128,0)
      stop
   }
}

ACTOR AvaFireBall
{
   Radius 9
   Height 18
   Speed 20
   Damage 5
   ExplosionDamage 8
   ExplosionRadius 32
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.80
   +THRUGHOST
   SeeSound "weapons/bwoosh"
   DeathSound "weapons/firex2"
   Decal "RevenantScorch"
   States
   {
   Spawn:
      AFX5 ABC 3 Bright
      loop
   Death:
      AFX5 D 3 Bright A_Explode
      AFX5 EFGH 3 Bright
      stop
   }
}

ACTOR AvaBall2
{
   Radius 10
   Height 20
   Speed 15
   Damage 0
   ExplosionDamage 64
   ExplosionRadius 32
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.75
   +THRUGHOST
   DeathSound "weapons/devzap"
   Decal "BaronScorch"
   States
   {
   Spawn:
      AFX1 ABC 1 Bright
      loop
   Death:
      AFX1 DE 4 Bright A_Explode
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,0,2)
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,60,2)
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,120,2)
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,180,2)
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,240,2)
      AFX1 G 0 Bright A_CustomMissile("AvaBall3",0,0,300,2)
      AFX1 FGHI 4 bright
      stop
   }
}

ACTOR AvaBall3
{
   Radius 6
   Height 12
   Speed 12
   Damage 0
   ExplosionDamage 24
   ExplosionRadius 16
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.75
   +THRUGHOST
   DeathSound "weapons/gnthit"
   Decal "DoomImpScorch"
   States
   {
   Spawn:
      AFX2 ABC 1 Bright
      loop
   Death:
      AFX2 D 4 Bright A_Explode
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,0,2)
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,60,2)
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,120,2)
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,180,2)
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,240,2)
      AFX2 D 0 Bright A_CustomMissile("AvaBall4",0,0,300,2)
      AFX2 EFG 4 bright
      stop
   }
}

ACTOR AvaBall4
{
   Radius 3
   Height 6
   Speed 10
   Damage 0
   ExplosionDamage 8
   ExplosionRadius 8
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.75
   +THRUGHOST
   DeathSound "monster/hadsit"
   Decal "HImpScorch"
   States
   {
   Spawn:
      AFX3 ABC 1 Bright
      loop
   Death:
      AFX3 D 3 Bright A_Explode
      AFX3 EFGH 3 Bright
      stop
   }
}

ACTOR HolyMissile2
{
   Radius 3
   Height 3
   Speed 20
   Damage 16
   PROJECTILE
   +SEEKERMISSILE
   RENDERSTYLE ADD
   ALPHA 0.67
   MissileType HolyMissileTrail
   SeeSound "monster/bomb"
   DeathSound "monster/explode"
   Decal "Scorch"
   States
   {
   Spawn:
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
      Loop
   Death:
      SPIR A 0 Bright 
      SPIR B 0 Bright
      SPIR K 3 Bright
      SPIR L 3 Bright
      SPIR M 3 Bright
      SPIR N 3 Bright
      SPIR O 3 Bright
      Stop
   }
}

ACTOR HolyMissileTrail
{
   Radius 3
   Height 3
   Speed 15
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   +FireDamage
   states
   {
   Spawn:
      SPIR QRS 4
      Goto Death
   Death:
      SPIR C 3 BRIGHT
      SPIR D 3 BRIGHT
      Stop
   }
}

ACTOR Channeler : DarkChanneler 30125
{ 
Health 1000
PainChance 10
Speed 16 
Radius 30 
Height 96 
Mass 2000 
Scale 0.75
MONSTER
+FLOORCLIP
+NORADIUSDMG 
+NOTARGET
Obituary "%o caught the eye of a Channeler."
SeeSound "monster/avasit" 
PainSound "monster/avapai" 
DeathSound "monster/avadth" 
ActiveSound "monster/avaact"
}