ACTOR DemonicPriest  
{ 
Health 1000  
PainChance 100
Speed 14
Scale 0.90
Radius 20 
Height 56 
Mass 150 
Species "Infernal"
DropItem "SpiritImp" 105 1
DropItem "LifeEssence" 255 1
DropItem "ArmorEssence" 255 1
MONSTER
+FLOORCLIP
+DONTHURTSPECIES
-NOGRAVITY
-FLOAT
Obituary "An Demonic Priest brutally sacrificed %o."
SeeSound "monster/acosit" 
PainSound "monster/acopai" 
DeathSound "monster/acodth" 
ActiveSound "monster/acoact"
States 
   { 
   Spawn: 
       ACOL AB 10 A_Look 
       Loop 
   See: 
       ACOL AAABBB 4 A_Chase
       ACOL A 0 A_Jump(96,"Smoke")
       Loop
	Smoke:
       ACOL A 0 A_Chase
       ACOL A 1 A_Playsound("monster/blur")
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 0 A_Jump(96,"Missile")
       Goto See
   Missile:
       ACOL D 8 Bright A_FaceTarget
       ACOL E 5 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       Goto See
   Pain: 
       ACOL C 2 
       ACOL C 2 A_Pain 
       Goto See 
   Death: 
       ACOL G 8 Bright A_Scream 
       ACOL H 5 Bright
       ACOL I 5 Bright
       ACOL J 5 Bright A_NoBlocking 
       ACOL KLM 5 Bright
       ACOL N 5 A_CustomMissile("AcolFX1",54,0,0,0)
	   TNT1 A 0 A_SpawnitemEX("SpiritImpGhost",20,20)
	   TNT1 A 0 A_SpawnitemEX("SpiritImpGhost",-20,20)
	   TNT1 A 0 A_SpawnitemEX("SpiritImpGhost",20,-20)
	   TNT1 A 0 A_SpawnitemEX("SpiritImpGhost",-20,-20)
       ACOL O 5  
       ACOL P -1 
       Stop 
   } 
}

ACTOR AcolFX2
{   
   Radius 2
   Height 2
   Speed 0
   Scale 0.90
   PROJECTILE
   RENDERSTYLE Translucent
   ALPHA 0.90
   States
   {
   Spawn:
      TNT1 A 3
      ACOL A 5 A_FadeOut(0.10)
      goto Spawn+1
   }
}

ACTOR AcolyteShot
{
   Radius 8
   Height 16
   Speed 14
   Damage 4
   RENDERSTYLE ADD
   ALPHA 0.67
   PROJECTILE
   +THRUGHOST
   +SEEKERMISSILE
   +FLOATBOB
   SeeSound "monster/acosht"
   DeathSound "monster/acohit"
   Decal "BishopScorch"
   States
   {
   Spawn:
      CFX1 A 1 Bright A_CStaffMissileSlither
      CFX1 A 1 Bright A_CStaffMissileSlither
      CFX1 B 1 Bright A_CStaffMissileSlither
      CFX1 B 1 Bright A_CStaffMissileSlither
      CFX1 B 0 Bright A_SeekerMissile(1,3)
      loop
   Death:
      CFX1 CDEFGH 3 Bright
      stop
   }
}

ACTOR AcolFX1
{   
   Radius 0
   Height 2
   Speed 0
   PROJECTILE
   RENDERSTYLE Translucent
   ALPHA 0.67
   States
   {
   Spawn:
      ACOL QRSTUVW 4
      Stop 
   }
}



