ACTOR DarkClink 10000  //Recolour by Bouncy, new (edited) sprites by Phobus, Decorate by Phobus, Edited by Bouncy
{ 
   Health 550
   Height 64
   Radius 30
   Mass 300
   Speed 14
   PainChance 180
   MONSTER
   SeeSound "clink/sight"
   DeathSound "clink/death"
   PainSound "clink/pain"
   ActiveSound "clink/active"
   MeleeSound "clink/attack"
   MeleeDamage 7
   Bloodcolor "33 33 33"
   Renderstyle ADD
   Alpha 0.99
   HitObituary "%o was decapitated by a Sabreblade."
   Obituary "%o was zapped by a Sabreblade."
   States
   {
   Spawn:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(1,1)
      CLNK AB 10 A_Look
      Loop
   See:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(1,1)
      CLNK AAABBBCCCDDD 2 A_Chase
      Loop
   Melee:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(1,1)
      CLNK EF 8 A_FaceTarget
      CLNK G 8 A_MeleeAttack
      Goto See
   Missile:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK P 1 A_SetTranslucent(1,1)
      CLNK P 7 A_Jump(128,7)
      CLNK P 8 A_FaceTarget
      CLNK Q 0 A_FaceTarget
      CLNK Q 0 A_CustomMissile ("DarkClinkBall",45,12,0,0)
      CLNK Q 8 A_CustomMissile ("DarkClinkBall",32,-18,0,0)
      CLNK R 0 A_FaceTarget
      CLNK R 8 A_CustomMissile ("DarkClinkBall",32,-12,0,0)
      Goto See
      CLNK E 8 A_FaceTarget
      CLNK E 0 A_SetInvulnerable
      CLNK E 0 A_SetReflective
      CLNK E 1 A_SetTranslucent(.9,1)
      CLNK E 1 A_SetTranslucent(.8,1)
      CLNK E 1 A_SetTranslucent(.7,1)
      CLNK E 1 A_SetTranslucent(.6,1)
      CLNK E 1 A_SetTranslucent(.5,1)
      CLNK E 1 A_SetTranslucent(.4,1)
      CLNK E 1 A_SetTranslucent(.3,1)
      CLNK E 1 A_SetTranslucent(.2,1)
      CLNK E 1 A_SetTranslucent(.1,1)
      CLNK E 1 A_SetTranslucent(.0,1)
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/active")
      CLNK E 0 A_FaceTarget
      CLNK E 1 A_SkullAttack
      CLNK Q 0 A_CustomMissile ("DarkClinkBall",45,12,0,0)
      CLNK Q 8 A_CustomMissile ("DarkClinkBall",32,-18,0,0)
      CLNK R 0 A_FaceTarget
      CLNK R 8 A_CustomMissile ("DarkClinkBall",32,-12,0,0)
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_PlaySound("clink/sight")
      CLNK ABCDABCDABCD 1 A_Wander
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(.1,1)
      CLNK E 1 A_SetTranslucent(.2,1)
      CLNK E 1 A_SetTranslucent(.3,1)
      CLNK E 1 A_SetTranslucent(.4,1)
      CLNK E 1 A_SetTranslucent(.5,1)
      CLNK E 1 A_SetTranslucent(.6,1)
      CLNK E 1 A_SetTranslucent(.7,1)
      CLNK E 1 A_SetTranslucent(.8,1)
      CLNK E 1 A_SetTranslucent(.9,1)
      CLNK E 1 A_SetTranslucent(1,1)
      CLNK E 1 A_FaceTarget
      Goto See
   Pain:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(1,1)
      CLNK H 5 A_Pain
      CLNK H 5
      Goto See
   Death:
      CLNK E 0 A_UnsetInvulnerable
      CLNK E 0 A_UnsetReflective
      CLNK E 0 A_SetTranslucent(1,1)
      CLNK I 8
      CLNK J 8 A_Scream
      CLNK K 8
      CLNK L 8 A_NoBlocking
      CLNK MN 8
      CLNK O -1 A_Die
      Stop
   Raise:
      CKNK ONMLKJI 8
      Goto See
   }
}

ACTOR DarkClinkBall
{
   Height 16
   Radius 8
   Speed 18
   Damage 3
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.7
   Decal "DoomImpScorch"
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
      CLBL AABBCCDD 2 Bright
      Loop
   Death:
      CLBL EFG 5 Bright
      Stop
   }
}

actor DarkClinkSpot : CustomMonsterInvasionSpot 10001
{
dropitem DarkClink
}