Actor Agaures 18989
{
//$Category monsters
  Obituary "%o fell before an agaures."
  HitObituary "%o was cut open by an agaures."
  Health 300
  Radius 20
  Height 56
  Mass 500
  Speed 8
  PainChance 255
  MeleeDamage 4
  +DONTHURTSPECIES
  SeeSound "agaures/sight"
  PainSound "agaures/pain"
  DeathSound "agaures/death"
  ActiveSound "agaures/active"
  MeleeSound "agaures/scratch"
  MONSTER
  +FLOORCLIP
  States
  {
  Spawn:
    AGUR A 0 acs_executeAlways(750,0,1,0,0)
    AGUR AB 10 A_Look
    loop
  See:
    AGUR AABBCCDD 3 A_Chase
    loop
  Melee:
    AGUR W 8 A_FaceTarget
    AGUR X 1 A_PlaySound("agaures/swing")
    AGUR X 7 A_FaceTarget
    AGUR Y 6 A_MeleeAttack
    goto See
  Missile:
	AGUR A 0 A_Jump(100, "Missile2")
	AGUR A 0 A_JumpIfCloser(256, "Missile3")
    AGUR EF 8 A_FaceTarget
    AGUR G 6 A_CustomMissile("AgauresBall", 37, 0, 0, 0, 0)
    goto See
  Missile2:
    AGUR EF 8 A_FaceTarget
	AGUR G 0 A_CustomMissile("SpeedyAgauresBall", 37, 0, -10, 0, 0)
    AGUR G 6 A_CustomMissile("SpeedyAgauresBall", 37, 0, 10, 0, 0)
	AGUR EF 8 A_FaceTarget
    AGUR G 6 A_CustomMissile("AgauresBall", 37, 0, 0, 0, 0)
	AGUR EF 8 A_FaceTarget
	AGUR G 0 A_CustomMissile("SpeedyAgauresBall", 37, 0, -10, 0, 0)
    AGUR G 6 A_CustomMissile("SpeedyAgauresBall",37,0,10,0,0)
	AGUR EF 8 A_FaceTarget
	AGUR G 0 A_CustomMissile("AgauresBall", 37, 0, -10, 0, 0)
	AGUR G 0 A_CustomMissile("SpeedyAgauresBall", 37, 0, 0, 0, 0)
    AGUR G 6 A_CustomMissile("AgauresBall", 37, 0, 10, 0, 0)
	goto see
  Missile3:
    AGUR W 6 A_FaceTarget
	AGUR W 6 A_FaceTarget
    AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
	AGUR X 0 A_FaceTarget
	AGUR X 3 A_CustomMissile("DeathBreath", 45, 0, 0, 0, 0)
    goto See
  Pain:
    AGUR H 0 ACS_ExecuteAlways(402,0,10,0,0)
    AGUR H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    AGUR H 2
    AGUR H 2 A_Pain
    goto See
  Death:
    AGUR I 8 ACS_ExecuteAlways(402,0,50,0,0)
    AGUR J 2 ACS_ExecuteAlways(400,0,0,0,0)
    AGUR J 8 A_Scream
    AGUR KL 6
    AGUR M 6 A_NoBlocking
    AGUR N 25
    AGUR N 0
    stop
  Death.Knife:
    AGUR I 8 ACS_ExecuteAlways(402,0,130,0,0)
    AGUR J 2 ACS_ExecuteAlways(400,0,0,0,0)
    AGUR J 8 A_Scream
    AGUR KL 6
    AGUR M 6 A_NoBlocking
    AGUR N 25
    AGUR N 0
    stop
  Raise:
    AGUR ML 8
    AGUR KJI 6
    goto See
  }
}

Actor GhostlyAgaures : Agaures 18990
{
//$Category monsters
   RenderStyle Add
   Alpha 0.5
   States
   {
  Missile3:
   AGUR W 6 A_FaceTarget
   AGUR W 6 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   AGUR X 0 A_FaceTarget
   AGUR X 3 A_CustomMissile("GhostlyDeathBreath", 45, 0, 0, 0, 0)
   goto See
   }
}

Actor AgauresBall
{
   Radius 8
   Height 16
   Speed 10
   Damage 1
   RenderStyle Add
   Alpha 0.67
   PROJECTILE
   +THRUGHOST
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
      BLVB AAABBB 1 Bright A_SpawnItemEx("AgauresBallTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
      loop
   Death:
      BLVB CDEF 4 Bright
      stop
   }
}

Actor SpeedyAgauresBall : AgauresBall
{
   Speed 15
}

Actor AgauresBallTrail
{   
   Radius 0
   Height 1
   PROJECTILE
   RenderStyle Add
   Alpha 0.75
   States
   {
   Spawn:
      NULL A 1 Bright
      BLTR ABCDEFG 2 Bright
      Stop 
   }
}

Actor DeathBreath 
{ 
    Radius 24 
    Height 6 
    Speed 7 
    Damage 1 
	Scale 0.3
    +STRIFEDAMAGE 
    +RIPPER 
    PROJECTILE 
    RenderStyle Translucent 
    Alpha 0.67 
    States 
    { 
    Spawn: 
        AGAS ABCDEFGDEFGDEFGDEFGDEFGDCBA 4 
        Stop 
    Death: 
        AGAS DCBA 4 
        Stop 
    } 
}

Actor GhostlyDeathBreath : DeathBreath
{
	RenderStyle Add 
    Alpha 0.5 
}