//=================================================
// based on the Afrit by Nanami
// base sprites by Jimmy91 and Nanami
// decorate and sprite edit by zarrion the insect
//=================================================

ACTOR DarkCardinal //3120
{ 
   Health 800 //4500
   Speed 16 //6
   Radius 24
   Height 112
scale 1.1
   PainChance 128 //35
   Mass 700
   Meleedamage 10 
   SeeSound "cyber/sight"
   PainSound "brain/pain"
   DeathSound "cyber/death"
   Missiletype "Cardinal_Rocket"
   MissileHeight 72
   MONSTER
   +NORADIUSDMG
   +NOGRAVITY
   +FLOATBOB
   +FLOAT
   bloodcolor green
BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
   Obituary "%o was blessed by the dark cardinal."  
   States 
   { 
   Spawn:
      CARD AB 4 Bright A_Look
      Loop
   See:
      CARD AABBAABBAABB 2 Bright A_Chase 
      loop
   Missile:
      CARD A 0 A_jump(10,6)
      CARD A 0 A_jump(100,7)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
      Goto See
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("pain_gernade", 72, -30, 0)
      Goto See
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      Goto See
   Pain: 
      CARD A 14 Bright
      CARD A 0 Bright A_custommissile("DeathBall",72,0,0,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,20,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,40,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,60,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,80,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,100,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,120,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,140,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,160,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,180,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,200,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,220,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,240,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,260,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,280,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,300,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,320,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,340,2,0)
      Goto See
   Death: 
      CARD E 8 Bright
      CARD F 8 Bright A_Scream
      CARD G 8 Bright A_NoBlocking
      CARD H 8 Bright
      CARD I 8 Bright A_Explode

TNT1 A 0 A_SpawnItemEx("MuchBlood2Green", 0, 0, 60)
TNT1 AAAAA 0 A_CustomMissile ("Green_FlyingBlood", 15, 0, random (0, 360), 2, random (0, 160))  

      CARD J 8 Bright
      CARD K 8 Bright
      CARD L 8 Bright
      Stop 
   } 
}
//====================
ACTOR Cardinal_Rocket
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 20
	Damage 24
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		CROC AB 4 Bright
		Loop
	Death:
		CROC C 8 Bright A_Explode
		CROC D 6 Bright
		CROC E 4 Bright
		Stop
	}
}
//====================
ACTOR pain_gernade
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 20
	Damage 5
	Projectile
	+DoomBounce
	-NoGravity
	scale .25
	translation "168 : 191 = 112 : 127"
	SeeSound "weapons/rocklf"
	DeathSound "caco/death"
	States
	{
	Spawn:
		HEAD A 2 Bright A_CustomMissile("faintGhost1", 0, 0, 0)
		Loop
	Death:
		HEAD GHIJ 8
		HEAD k 8 A_SpawnItem("Fire", 0, 0)
		HEAD L -1
		Stop
	}
}
//====================
ACTOR Fire
{
	+NOBLOCKMAP
	+NOTELEPORT
	+NOGRAVITY
	RenderStyle Add
        Alpha 0.9
	States
	{
	Spawn:
		FIRE ABCD 6 Bright
		FIRE E 6 Bright A_SpawnItem("paingasm", 0, 0)
		FIRE FGH 6 Bright
		Stop
	}
}
//====================
actor paingasm 10004
{
	Game Doom
	SpawnID 19
	Health 500
	Radius 31
	Height 56
	Mass 400
	Speed 25
	PainChance 128
	Monster
	bloodcolor blue
	+FLOAT +NOGRAVITY
	AttackSound "imp/melee"
	SeeSound "caco/sight"
	PainSound "caco/pain"
	DeathSound "caco/death"
	ActiveSound "caco/active"
	Obituary "you were removed from life by a paingasm"
	HitObituary "your face got tore off by a paingasm"
	translation "168:191=112:127"
	RenderStyle Translucent
	Alpha 0.5
	States
	{
	Spawn:
		HEAD A 10 A_Look
		Loop
	See:
		HEAD A 3 A_Chase
		HEAD A 0 A_CustomMissile("faintGhost2", 0, 0, 0)
		Loop
	Missile:
		HEAD B 5 A_FaceTarget
		HEAD C 5 A_FaceTarget
		HEAD D 5 BRIGHT A_CustomMissile("painball", 24, 0, 0)
		Goto See
	Melee:
		HEAD B 4 A_FaceTarget
		HEAD C 4 A_FaceTarget
		HEAD D 4 A_FaceTarget
		HEAD C 4 A_SargAttack
		HEAD B 4 A_FaceTarget
		HEAD a 4 A_FaceTarget
		Goto See
	Pain:
		HEAD E 3
		HEAD E 3 A_Pain
		HEAD F 6
		Goto See
	Death:
		HEAD G 8
		HEAD H 8 A_Scream
		HEAD I 8
		HEAD J 8
		HEAD K 8 A_NoBlocking
		HEAD L -1 A_SetFloorClip
		Stop
	}
}
//====================
ACTOR faintGhost1
{
	Radius 1
	Height 1
	Speed 0
	Damage 0
	Mass 100
	translation "168 : 191 = 112 : 127"
	RenderStyle Translucent
	Alpha 0.9
	PROJECTILE
	scale .25
	States
	{
	Spawn:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 Thing_ChangeTid(0,390)
	HEAD A 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR faintGhost2 : faintGhost1
{
	scale 1
	States
	{
	Spawn:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 Thing_ChangeTid(0,390)
	HEAD A 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR faintGhost3 : faintGhost1
{
	scale 1
	States
	{
	Spawn:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 Thing_ChangeTid(0,390)
	CARD AB 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR painball : BaronBall
{
translation "112 : 127 = 192 : 207"
	States
	{
	Spawn:
		BAL7 AB 4 BRIGHT
		Loop
	Death:
		BAL7 CDE 6 BRIGHT
		Stop
	}
}
//====================
actor DeathBall : BaronBall
{
  Damage 1
  +SEEKERMISSILE 
  scale .8
  States
  {
  Spawn:
    BAL7 A 4 BRIGHT A_Tracer
    BAL7 A 0 BRIGHT A_SpawnItem("BallTail", 0, 0)
    BAL7 B 4 BRIGHT A_Tracer
    BAL7 A 0 BRIGHT A_SpawnItem("BallTail", 0, 0)
    Loop
  Death:
    BAL7 CDE 6 BRIGHT
    Stop
  }
}
//====================
ACTOR BallTail : faintGhost1
{
	scale .6
	States
	{
	Spawn:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 BAL7 AB 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR CardinalPlasma  
{
	Radius 11
	Height 8
	Speed 20
	Damage 16
	Projectile
	+FLOATBOB
	SeeSound "imp/attack"
	DeathSound ""
	scale 1.0
	States
	{
	Spawn:
	 CRTA J 1 Bright A_SpawnItem("plasmaTail", 0, 0)
	 Loop
	Death:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 CRTA J 2 A_fadeout(0.05)
		Stop
	}
}
//====================
ACTOR plasmaTail
{
	Radius 1
	Height 1
	Speed 0
	Damage 0
	Mass 100
	+FLOATBOB
	PROJECTILE
	scale .25
	scale 1.0
	States
	{
	Spawn:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)
	loop
	}
}