actor ArcherTrooper : actor replaces zombieman

{
    Health 175
    Radius 20
    Height 56
    Speed 13
    scale 0.9
	PainChance 200
 	Painchance "grappler", 256
 	Painchance "Blazmelee", 256
    DamageFactor "Macepellet", 4
    DamageFactor "ThunderPellet", 4
    DamageFactor "MaceBomb", 1.5
	Mass 200
    MONSTER 
    +FLOORCLIP
    SeeSound "archer/sight"
    AttackSound "archer/attack"
    PainSound "archer/pain"
    DeathSound "archer/death"
    ActiveSound "archer/growl"
    bloodtype newbloodsplatter
	Obituary "%o was pierced by a Knight Archer."
	dropitem "clip" 256
	dropitem "lilchest" 05
    States
    {
    Spawn:
        KNIG AB 10 A_Look
        Loop
    See:
        KNIG AABBCCDD 3 A_Chase
        Loop
    Missile:
		KNIG E 0 A_Jump (20,"Fireshot")
        KNIG E 0 A_Jump (20,"Iceshot")
		KNIG E 8 A_PlaySound("archer/draw")
        KNIG E 15 A_FaceTarget
        KNIG F 5 bright A_CustomMissile("TrooperArrow",32,5)
		KNIG E 5
        Goto See
	Fireshot:	
		TNT1 A 0 a_playsound ("archer/firecharge",0)
        KNIG E 10 A_PlaySound("archer/draw")
        KNIG G 20 A_FaceTarget
        KNIG G 5 bright A_CustomMissile("FireArrow",32,5)
		TNT1 A 0 a_playsound ("gauntlet/fullcharge",0)
		TNT1 A 0 a_playsound ("archer/fireshot", 0)
		KNIG E 5
        Goto See
    Iceshot:
		TNT1 A 0 a_playsound ("archer/icecharge",0)
		KAIC A 8 A_PlaySound("archer/draw")
        KAIC A 20 A_FaceTarget
        KAIC A 5 bright A_CustomMissile("icearrow",32,5)
		TNT1 A 0 a_playsound ("archer/iceshot", 0)
		KNIG E 5
        Goto See		
	Pain:
    	KNIG H 3
        KNIG H 3 A_Pain
    	Goto See
    Death:
        KNIG I 2 A_Scream 
		KNIG I 1 A_NoBlocking
		KNIG I 1 a_facetarget
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)
        KNIG I 3
		KNIG J 3
        KNIG KLM 4
        KNIG N -1
        Stop
	death.blazice:
		KNIG I 2 a_scream
		KNIC A 2 A_noblocking
		TNT1 A 0 a_playsound ("swordtech/freezedeath")
		TNT1 A 0 a_fadeout (0.20)
		TNT1 AAAAAAAAAAAA 0 a_spawnitemex ("iceparticle",random(-8,8),random(-8,8),32,random(-100,100)/10.0,random(-100,100)/10.0,random(-100,100)/20.0,0,160)
		KNIC B 90 bright
		KNIC C 2 bright
		TNT1 A 0 a_playsound ("swordtech/iceshatter")
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 a_dropitem ("treatspawner",1,140)
		TNT1 AAA 0 a_spawnitemex ("icefragment",0,0,0,random(-10,10),random(-10,10),10) 
		TNT1 AAAA 0 a_spawnitemex ("icefragment",0,0,0,random(-4,13),random(-8,13),8) 
		stop
	death.fatalslash:
		KNIG H 2 a_scream
		KNIC A 4 a_noblocking
		KNIG H 15 
	randomwait:
		FDKA A 1 a_jump (20,"split")
		loop
	split:
		FDKA AABBCC 5
		FDKA DE 2 
		FDKA FGHIJ 3 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDKA JJJJJ 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDKA J 1 bright 
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDKA J 1 bright 
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDKA J 1 bright 
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDKA J 1 bright a_jump (130,"reallydie")
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,30), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		loop
	reallydie:
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("fataldrawdeath",0,0,30)
		stop
    XDeath:
        TNT1 A 0 a_scream
		KNIG O 3 A_PlaySound("archer/gib")
        KNIG P 3 A_NoBlocking
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		KNIG QRSTUVWX 5
        KNIG X -1
        Stop
    Death.sunder:
        TNT1 A 0 a_scream
		KNIG O 3 A_PlaySound("archer/gib")
        KNIG P 3 A_NoBlocking
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		TNT1 A 0 a_dropitem ("sunderloot",1)
		KNIG QRSTUVWX 5
        KNIG X -1
        Stop
	Death.Slayermelee:
        KNIG I 2 A_Scream 
		KNIG I 1 A_NoBlocking
		KNIG I 1 a_facetarget
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)
        KNIG I 3
		KNIG J 3
        KNIG KLM 4
        KNIG N -1
        Stop
	Death.slayersupermelee:
        TNT1 A 0 a_scream
		KNIG O 3 A_PlaySound("archer/gib")
        KNIG P 3 A_NoBlocking
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		KNIG QRSTUVWX 5
        KNIG X -1
        Stop
		
	Raise:
        KNIG MLKJIH 3
		TNT1 A 0 a_jump (60,"chaosexplode")
        Goto See
	chaosexplode:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
    	KNIG A 8
        KNIG H 6 A_Pain
    	KNIG A 8
        KNIG H 6 A_Pain
    	KNIG A 8
        KNIG H 6 A_Pain
        TNT1 A 0 a_scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 a_radiusgive ("chaoslaugh",650,RGF_MONSTERS)
		TNT1 A 0 a_spawnitemex("skellytun",0,0,12,random(-6,6),random(-8,8),random(6,10),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("bonelord/explode",0,1,0,0.6)
		TNT1 A 0 Radius_Quake (4,20,0,32,0)
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAAAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 A 20
		stop
    }
}


actor TrooperArrow
{
   Radius 5
   Height 12
   Speed 15
   Damage (8)
   PROJECTILE
   +NOGRAVITY
   +THRUSPECIES
   species "enemyshot"
   scale 0.8
   SeeSound "archer/attack"
   DeathSound "archer/hit"
   States
   {
   Spawn:
      VEKF A 1 bright A_SpawnItem("TrooperArrowTrail")
      Loop
   Death:
      TNT1 A 0 a_fadeout (0.75)
	  VEKF FGHI 3 bright
	  Stop
   }
}

actor TrooperArrowTrail
{
	+NOCLIP
	+clientsideonly
	+NOBLOCKMAP
	+NOGRAVITY
	renderstyle add
	alpha 0.5
	States
	{
	Spawn:
		TNT1 A 0
		VEKF AABCDE 3 A_FadeOut(0.1)
		loop
	}
}

actor Firearrow : TrooperArrow
{
   translation "0:255=%[0,0,0]:[2,1,0]"
   Speed 20
   Damage (20)
   SeeSound "archer/attackboss"
   States
   {
   Spawn:
      VEKF A 1 bright A_SpawnItem("TrooperArrowTrail2")
      Loop
   Death:
      TNT1 A 0 a_fadeout (0.50)
	  TNT1 AAAA 0 a_spawnitemex("firebomblet",0,0,0,random(-10,10),random(-10,10),10) 
	  VEKF FGHI 3 bright
	  Stop
   }
}

actor firebomblet
{
	projectile
	+hexenbounce
	+notimefreeze
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+thruactors
	+bounceonceilings
	+bounceonwalls
	+thruspecies
	-bounceonfloors
	species "enemyshot"
	-nogravity
	radius 12
	speed 5
	damage (0)
	bouncecount 10
    gravity 1.3
	Scale 1
	states
	{
	spawn:
		FBLT ABCD 1 bright
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("gauntlet/midcharge",0)
		TNT1 A 0 a_spawnitem ("lingeringflame")
		stop
	}
}

actor lingeringflame
{
	projectile
	+notimefreeze
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+floorhugger
	speed 0
	damage (5)
	reactiontime 10
	states
	{
	spawn:
		LFLM ABCD 3 bright
		TNT1 A 0 a_countdown
		loop
	death:
		TNT1 A 0
		stop
	}
}


actor TrooperArrowTrail2 : TrooperArrowTrail
{
	States
	{
	Spawn:
		VEKG AABCDE 3 A_FadeOut(0.1)
		loop
	}
}

actor icearrow : TrooperArrow
{
	damage (10)
	damagetype "icearrow"
	states
	{
	spawn:
		VEKH A 1 bright a_spawnitemex ("iceparticle",random(-16,16),random(-16,16),random(-10,10),random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0,160)
		loop
	xdeath:
		VEKH FGHI 3 bright
		stop	
	death:
		VEKH FGHI 3 bright
		stop
	}
}

actor iceparticle
{
	+missile
	+clientsideonly
	-nogravity
	speed 10
	+thruactors
	scale 0.50
	states
	{
	spawn:	
		TNT1 A 0
		WTL1 AAAAAAAAAAAA 1  Bright A_SetTranslucent(.6,1)
		WTL1 A 1 Bright 
		Stop
	}
}

actor numbed : powerspeed
{
	+INVENTORY.ADDITIVETIME
	Powerup.Duration -3
	Speed 0.5
}	
