ACTOR WretchedVampire
{   
Health 2000
PainChance 10
Speed 20
Scale 1.10
Radius 20 
Height 56 
Mass 150 
SeeSound "vampire/see"
DeathSound "vampire/death"
PainSound "vampire/pain"
DropItem "Portablemedkit" 255 1
DropItem "DemonAmmoBox" 210 1
DropItem "ExtraArmor" 210  1
DropItem "AmmoPack" 255 1
DamageFactor 0.8
MONSTER
+FLOORCLIP
+DONTHURTSPECIES
-NOGRAVITY
-FLOAT
Obituary "The life drained from %o and was used to fuel the Wretched Vampire."
States 
   { 
   Spawn: 
       VAM1 AB 10 A_Look 
       Loop 
   See:
       VAM1 AAABBB 4 A_Chase
	   VAM1 A 0 A_Jump(64,2)
       VAM1 A 0 A_Jump(96,2)
       goto see
	   VAM1 A 0 HealThing(250)
	   goto see
       VAM1 A 0 A_Chase
       VAM1 A 1 A_Playsound("monster/blur")
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
	   VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 A 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 1 A_Chase
       VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
       VAM1 B 0 A_Jump(96,1)
       Goto See
       VAM1 B 0
       Goto See
   Missile:
       VAM1 X 1 Bright A_Jump(96,28)
       VAM1 X 8 Bright A_FaceTarget
	   VAM1 Y 0 
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
       VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
	   VAM1 Y 8 Bright 
       goto see
       VAM1 E 8 Bright A_FaceTarget
       VAM1 F 0 Bright A_FaceTarget
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
       VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
       VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
	   VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       VAM1 F 0 Bright 
       VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",34,0,0,2)
       Goto See
   Pain: 
       VAM1 C 2 
       VAM1 C 2 A_Pain 
       Goto See
   Death: 
       VAM1 G 1 Bright
       VAM1 G 8 Bright A_Scream 
       VAM1 H 5 Bright
       VAM1 I 5 Bright A_NoBlocking
	   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)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
	   TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
       VAM1 J 5 Bright  
       VAM1 KLM 5 Bright
       VAM1 N 5 
       VAM1 O 5  
       VAM1 P -1 
       Stop 
   } 
}

ACTOR VampFX2
{   
   Radius 2
   Height 2
   Speed 0
   Scale 0.90
   PROJECTILE
   RENDERSTYLE Translucent
   ALPHA 0.90
   States
   {
   Spawn:
      Null A 3
      VAM1 A 5 A_FadeOut(0.10)
      goto Spawn+1
   }
}

ACTOR VampireRoundBeam
{
   Radius 2
   Height 4
   Speed 10
   Damage 7
   Scale 0.50
   PROJECTILE
   +THRUGHOST
   +FLOATBOB
   States
   {
   Spawn:
      VAM2 A 0 Bright A_PlaySound("vampire/beam")
	  VAM2 A 0 Bright A_PlaySound("vampire/beam")
	  VAM2 A 0 Bright A_PlaySound("vampire/beam")
	  VAM2 A 0 Bright A_PlaySound("vampire/beam")
	  VAM2 A 0 Bright A_PlaySound("vampire/beam")
      VAM2 A 1 Bright A_CStaffMissileSlither
      VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
      VAM2 A 1 Bright A_CStaffMissileSlither
      VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
      VAM2 A 1 Bright A_CStaffMissileSlither
      VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
      VAM2 A 1 Bright A_CStaffMissileSlither
      VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
      VAM2 A 0 Bright
      loop
   Death:
      VAM2 CDEFGH 3 Bright
      stop
   }
}

ACTOR VampireRoundBeamTrail
{
   Radius 8
   Height 16
   RENDERSTYLE ADD
   ALPHA 0.67
   Scale 0.50
   PROJECTILE
   +THRUGHOST
   +FLOATBOB
   SeeSound "monster/acosht"
   DeathSound "monster/acohit"
   States
   {
   Spawn:
      VAM2 A 2 Bright
      VAM2 A 2 Bright 
      VAM2 A 2 Bright
      VAM2 A 2 Bright 
      VAM2 A 0 Bright
      goto death
   Death:
      VAM2 A 1 Bright A_SetTranslucent(0.60)
	  VAM2 A 1 Bright A_SetTranslucent(0.50)
	  VAM2 A 1 Bright A_SetTranslucent(0.40)
	  VAM2 A 1 Bright A_SetTranslucent(0.30)
	  VAM2 A 1 Bright A_SetTranslucent(0.20)
	  VAM2 A 1 Bright A_SetTranslucent(0.10)
	  VAM2 A 1 Bright A_SetTranslucent(0.00)
      stop
   }
}


actor VampireBloodBoom
{
 game Doom
 scale 0.75
 health 1
 radius 8
 height 1
 mass 1
 +CORPSE
 +NOTELEPORT
 +NOBLOCKMAP
 states
 {
 Spawn:
  TNT1 A 0
  VAB1 A 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 A 1 
  VAB1 A 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 A 1
  VAB1 B 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 B 1
  VAB1 B 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 B 1
  VAB1 C 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 C 1
  VAB1 C 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 C 1
  VAB1 D 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 D 1
  VAB1 D 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
  VAB1 D 1
  loop
 Crash:
  TNT1 A 1 A_SpawnItemEx("VampireBloodSpot",0,0,0,1,0,0,0,128)
  stop
 }
}

actor VampireBloodSpot
{
 game Doom
 radius 12
 height 2
 mass 1
 +NOTELEPORT
 -NOBLOCKMAP
 states
 {
 Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("vampireblood")
  TNT1 A 0 A_Jump(64,4)
  TNT1 A 0 A_Jump(128,4)
  TNT1 A 0 A_Jump(192,4)
  TNT1 A 0 A_Jump(255,4)
  VAB3 A 750
  stop
  VAB3 B 750
  stop
  VAB3 C 750
  stop
  VAB3 D 750
  stop
 }
}

actor VampireBloodTrail
{
 game Doom
 scale 0.70
 mass 1
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
 states
 {
  Spawn:
  VAB2 A 4
  VAB2 B 4
  VAB2 C 4
  VAB2 D 4
  stop
 }
}

ACTOR BatAttack
{
  Radius 8
  Height 16
  Speed 12 
  Damage 7
  PROJECTILE
  +Randomize
  +NoGravity
  +Float
  seesound "vampire/bats"
  states
  {
  Spawn:
    VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
    Goto death
  Death:
    TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
    VAM4 A 2 A_SetTranslucent(0.9) 
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.8)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.7)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 A 2 A_SetTranslucent(0.6)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.5)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.4)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 A 2 A_SetTranslucent(0.3)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.2)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.1)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
    Stop
  }
}

ACTOR BatTrail
{
  Radius 8
  Height 16
  RenderStyle Add
  Alpha 0.8
  Scale 0.3
  PROJECTILE
  +Randomize
  +NoGravity
  +Float
  states
  {
  Spawn:
    VAM5 ABCDEFGHI 3 BRIGHT
    Goto death
  Death:
	VAM5 I 1
    Stop
  }
}

Actor VampCloudSpawner
{
  radius 0
  height 0
  +NOGRAVITY
  +NOBLOCKMAP
  +NOLIFTDROP
  +NOTARGET
  +DONTSQUASH
  +NOTELEOTHER
  +NONSHOOTABLE
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_SpawnItemEx("VampCloud", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))
    Stop
  }
}

Actor VampCloud
{
  renderstyle translucent
  alpha 0.9
  Scale 0.5
  radius 0
  height 0
  +NOGRAVITY
  +NOBLOCKMAP
  +NOLIFTDROP
  +NOTARGET
  +DONTSQUASH
  +NOTELEOTHER
  +NONSHOOTABLE
  States
  {
  Spawn:
    VAM6 A 0
    VAM6 A 0 A_Jump(128, 6)
    VAM6 ABCDE 3 A_FadeOut(0.05)
    Goto Spawn+1
    VAM6 F 0 A_Jump(128, 6)
    VAM6 FGHIJ 3 A_FadeOut(0.05)
    Goto Spawn+7
    VAM6 KLMNO 3 A_FadeOut(0.05)
    Goto Spawn+12
  }
}

Actor BatCloudSpawner
{
  radius 0
  height 0
  +NOGRAVITY
  +NOBLOCKMAP
  +NOLIFTDROP
  +NOTARGET
  +DONTSQUASH
  +NOTELEOTHER
  +NONSHOOTABLE
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_SpawnItemEx("BatCloud", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))
    Stop
  }
}

Actor BatCloud
{
  renderstyle translucent
  alpha 0.9
  Scale 0.2
  radius 0
  height 0
  +NOGRAVITY
  +NOBLOCKMAP
  +NOLIFTDROP
  +NOTARGET
  +DONTSQUASH
  +NOTELEOTHER
  +NONSHOOTABLE
  States
  {
  Spawn:
    VAM6 A 0
    VAM6 A 0 A_Jump(128, 6)
    VAM6 ABCDE 3 A_FadeOut(0.10)
    Goto Spawn+1
    VAM6 F 0 A_Jump(128, 6)
    VAM6 FGHIJ 3 A_FadeOut(0.10)
    Goto Spawn+7
    VAM6 KLMNO 3 A_FadeOut(0.10)
    Goto Spawn+12
  }
}

ACTOR BatAttackSafe
{
  Radius 8
  Height 16
  Speed 15 
  Damage 0
  PROJECTILE
  +Randomize
  +NoGravity
  +Float
  seesound "vampire/bats"
  states
  {
  Spawn:
    VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
	VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
    Goto death
  Death:
    TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
    VAM4 A 2 A_SetTranslucent(0.9) 
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.8)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.7)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 A 2 A_SetTranslucent(0.6)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.5)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.4)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 A 2 A_SetTranslucent(0.3)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 B 2 A_SetTranslucent(0.2)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
	VAM4 C 2 A_SetTranslucent(0.1)
	TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
    Stop
  }
}