//==================================
// Toxic Dark Cardinal
//==================================

ACTOR ToxicDarkCardinal
{ 
   Health 5000
   Speed 15
   Radius 24
   Height 112
   PainChance 5
   Mass 7000
   Meleedamage 50 
   Scale 1.2
   SeeSound "greencyber/sight"
   PainSound "brain/pain"
   DeathSound "cyber/death"
   Missiletype "Cardinal_Rocket"
   DropItem "BonusCrateDrop" 50
   MissileHeight 72
   Species "Hell"
   DamageFactor "Hell", 0.0 
   DamageFactor "Legendary", 0.7
   DamageFactor "BFGSplash", 0.65
   DamageFactor "PDTBFG", 0.6
   DamageFactor "PDTBFGTracer", 0.5
   DamageFactor "PlayerDevBall", 0.85
   DamageFactor "PlayerDevTracer", 0.95
   DamageFactor "MechStep", 0.0
   MONSTER
   +NoFear
   +NOTARGET
   +NOBLOCKMONST
   +FORCERADIUSDMG
   +QUICKTORETALIATE
   +SEEINVISIBLE
   +NOBLOCKMONST
   +MISSILEMORE
   +DONTMORPH
   +DONTBLAST
   +LOOKALLAROUND
   +MISSILEEVENMORE
   +DONTHARMSPECIES
   +NORADIUSDMG
   +NOGRAVITY
   +FLOATBOB
   +FLOAT
   +CANTSEEK
   +DONTRIP
   bloodcolor green
   Obituary "%o was blessed by the Toxic Dark Cardinal."  
   Tag "\c[B3]Toxic DarkCardinal\c-"
   States 
   { 
   Spawn:
      TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD A 2 Bright A_Look
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD B 2 Bright A_Look	  
      Loop
   See:
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD A 2 Bright A_Chase
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD B 2 Bright A_Chase   
      loop
   Missile:
      TNT1 A 0 A_Jump(128,"Cardinal_Rocket","CardinalToxicComet","Railgun","BFG15K")
	  Cardinal_Rocket:
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  Goto See
	  CardinalToxicComet:
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("CardinalToxicComet", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("CardinalToxicComet", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("CardinalToxicComet", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      Goto See
	  Railgun:
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("DarkCyberRail", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  Goto See
	  BFG15K:
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("DarkCyber15K", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
	  XXRD C 4 Bright A_FaceTarget
      XXRD D 5 Bright A_CustomMissile("DarkCyber15K", 72, -30, 0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      Goto See
   Pain: 
      TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      XXRD A 4 Bright
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,0,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,20,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,40,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,60,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,80,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,100,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,120,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,140,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,160,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,180,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,200,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,220,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,240,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,260,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,280,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,300,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,320,2,0)
      XXRD A 0 Bright A_custommissile("DeathBall",72,0,340,2,0)
	  TNT1 A 0 Bright A_SpawnItem("GreenCardinalFireSpawner",0,0,0,0)
      Goto See
   Death: 
      XXRD E 8 Bright
      XXRD F 8 Bright A_Scream
      XXRD G 8 Bright A_NoBlocking
      XXRD H 8 Bright
      XXRD I 8 Bright A_Explode
	  TNT1 A 0 A_CustomMissile("GreenCyberlightning",30,0,random(0,360),2)
      XXRD J 8 Bright
      XXRD K 8 Bright
      XXRD L 8 Bright
      Stop 
   } 
}

//====================
Actor GreenCyberlightning
{
	DamageType "Hell"
	Species "Hell"
	+RIPPER
    +THRUACTORS
	+EXTREMEDEATH
	+FORCERADIUSDMG
	+DONTHARMSPECIES
	+NODAMAGETHRUST
	+NOGRAVITY
	+FLOORHUGGER
	Projectile
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySoundEx("powerups/thunder","Voice")
		TNT1 AAA 0 A_CustomMissile("SmokeFX3",0,0,random(0,360),2,random(0,360))
		TNT1 A 0 A_Explode(48,300)
	    TNT1 A 0 A_Explode(138,192)
	    TNT1 A 0 A_Explode(192,48)
	    TNT1 A 8 A_Quake(9,30,0,960)
		DV07 ABCBCAB 3 Bright
		Stop
    }     
}

//====================
ACTOR GreenCardinalFire
{
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+THRUACTORS
RenderStyle Add
Scale 0.4
States
{
Spawn:
FIRG ABCDEFGHIJKL 2 Bright A_FadeOut
Stop
}
}

ACTOR GreenCardinalFireSpawner : RedParticleSpawner
{
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_PlaySound("monster/ambientfire3")
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 AAAA 0 A_SpawnItemEx("GreenCardinalFire",random(18,-18),random(14,-14),random(70,80),0,0,random(-6,-8),0,128,0)
    TNT1 A 1
    Stop
  }
}

//====================
ACTOR Cardinal_Rocket
{
	Radius 11
	Height 8
	Speed 70
	Damage 25
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		XXOC AB 4 Bright
		Loop
	Death:
		XXOC C 8 Bright A_Explode
		XXOC D 6 Bright
		XXOC E 4 Bright
		Stop
	}
}

//====================
ACTOR CardinalToxicComet
{
Projectile
Radius 8
Height 8
Speed 65
Damage 30
PoisonDamage 15
Scale 0.85
+SEEKERMISSILE
PROJECTILE
SeeSound "weapons/firbfi"
DeathSound "weapons/hellex"
MissileType CometTail
MissileHeight 0
States
{
Spawn:
TNT1 A 0
Normal:
TNT1 A 0 Bright A_BishopMissileWeave
CO2T A 1 Bright A_SpawnItemEx("TRCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 Bright A_BishopMissileWeave
CO2T B 1 Bright A_SpawnItemEx("TRCometTail",0,0,0,0,0,0,0,128)
TNT1 A 0 Bright A_BishopMissileWeave
CO2T C 1 Bright A_SpawnItemEx("TRCometTail",0,0,0,0,0,0,0,128)
Loop
Death:
TNT1 A 0 Bright A_Explode(22,88,0)
CO2T DE 3 Bright
TNT1 AAA 0 A_SpawnItemEx("BarbatosPoison",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))
TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("HDCometDeath",0,0,0,0,0,0,0,128,0)
Stop
}
}

//====================
ACTOR DeathBall : BaronBall
{
  Damage 5
  +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
{
	scale .6
	States
	{
	Spawn:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 BAL7 AB 2 A_fadeout(0.05)
	loop
	}
}
