//=================================================================
// 		GARGULIES
//=================================================================
actor MonsterChiken 7778
{
     health 50
     Radius 9
     Height 22
     mass 50
     speed 10
     painchance 200
     +MISSILEMORE
     +FLOAT
     +NOGRAVITY
     Monster
SeeSound "chicken/pain"
AttackSound "chicken/attack"
PainSound "chicken/pain"
DeathSound "chicken/death"
ActiveSound "chicken/active"
HitObituary "$OB_CHICKEN"
states
{
	Spawn:
		CHKN AB 10 A_Look
		loop
	See:
		CHKN AB 3 A_Chase
		loop
	Melee:
		CHKN A 8 A_FaceTarget
		CHKN C 10 A_CustomMeleeAttack(3)
		CHKN A 8 
		goto see
	Missile:
		CHKN A 8 A_FaceTarget
		CHKN C 10 A_SkullAttack
		CHKN A 8
		goto see
	Pain:
		CHKN D 5
		CHKN C 5 A_Pain
		Goto see
	Death:
		CHKN E 6 A_Scream
		CHKN FG 6
		CHKN H 6 A_NoBlocking
		CHKN IJK 6
		CHKN L -1
		stop
		}
	} 
actor MonsterChikenLeader : MonsterChiken 7779
{
health 80
damage 3
states
{
	Melee:
		CHKN A 8 A_FaceTarget
		CHKN C 10 A_CustomMeleeAttack(4)
		CHKN A 8 A_FaceTarget
		goto see
	Missile:
		CHKN A 8 A_FaceTarget
		CHKN C 10 A_CustomMissile ("ChikenBall",0,0,0,0)
		goto see
		}
	}
actor Chikenball
{
radius 8
height 8
speed 10
damage 2
  renderstyle Add
  PROJECTILE
  +RANDOMIZE
states
{
spawn:
EGGM ABCDE 5 
loop
death:
ACLO ABCD 6
stop
}
}
actor MonsterChiken2 : MonsterChiken replaces hereticimp
{
}
actor MonsterChikenLeader2 : MonsterChikenLeader replaces hereticimpleader
{
}

//===========================================
//				GOLEMS
//===========================================

aCTOR Hunter 7780
{
	Health 90
	Radius 22
	Height 62
	Mass 75
	Speed 13
	Painchance 128
	Monster
	+FLOORCLIP
	SeeSound "human/sight"
	AttackSound "human/attack1"
	PainSound "human/pain"
	DeathSound "human/death"
	ActiveSound "human/active"
	HitObituary "$OB_MUMMY"
	DropItem "GoldWandAmmo", 84, 3
	States
	{
	Spawn:
	   PLAY AB 4 A_Look
	   Loop
	See:
	   PLAY ABCD 4 A_Chase
	   Loop
	Melee:
	   PLAY E 6 A_FaceTarget
	   PLAY F 12 A_CustomMeleeAttack(7)
	   PLAY E 6
	   Goto See
	Pain:
	   PLAY G 4
	   PLAY G 4 A_Pain
	   Goto See
	Death:
	   PLAY H 6
	   PLAY I 6 A_Scream
	   PLAY JK 6
	   PLAY L 6 A_NoBlocking
	   PLAY MNO 6
	   PLAY P -1
	   Stop
	}
}
actor HunterGhost : hunter 7781
{
  renderstyle Translucent
  alpha 0.40625
  +SHADOW
  +GHOST
}
ACTOR hunterLeader : hunter 7782
{
	Health 110
	Painchance 64
	Obituary "$OB_MUMMYLEADER"
	States
	{
	Missile:
		PLAY E 5 A_FaceTarget
		PLAY E 5 Bright A_FaceTarget
		PLAY E 5 A_FaceTarget
		PLAY E 5 Bright A_FaceTarget
		PLAY E 5 A_FaceTarget
		PLAY F 5 Bright A_CustomMissile("CrossbowFX1", 0, 0, 0)
		Goto See
	}
}
ACTOR hunterLeaderGhost : hunterLeader 7783
{
	+SHADOW
	+GHOST
	RenderStyle Translucent
	Alpha 0.4
}
actor Hunter2 : Hunter replaces Mummy
{
}
actor HunterGhost2 : HunterGhost replaces MummyGhost
{
}
actor hunterLeader2 : hunterLeader replaces MummyLeader
{
}
actor hunterLeaderGhost2 : hunterLeaderGhost replaces MummyLeaderGhost
{
}

//=======================================================
// Scorpion
//=======================================================

Actor Gladiator 7784
{
     spawnid 250
     hitobituary "%o was bit by a gladiator."
     Scale 0.4
     health 160
     radius 20
     height 64
     mass 480
     speed 15
     Painchance 60
     monster
     +FLOORCLIP
     +TELESTOMP
  seesound "human/sight"
  attacksound "clink/attack"
  painsound "human/pain"
  deathsound "human/death"
  activesound "human/active"
     states
     {
     Spawn:
          GLAD A 0 A_Jump(128,3)
          GLAD AA 10 A_Look
          Loop
          GLAD BB 10 A_Look
          Loop
     See:
          GLAD CDEFGH 4 A_Chase
          loop
     Melee:
          GLAD I 0 A_Jump(128,7,13)
          GLAD IJ 5 A_FaceTarget
	  GLAD K 6 A_CustomMeleeAttack(4)
          GLAD LM 5 A_FaceTarget
	  GLAD N 6 A_CustomMeleeAttack(2)
          Goto see
          GLAD O 4 A_FaceTarget
	  GLAD P 4 A_CustomMeleeAttack(2)
          GLAD QR 4 A_FaceTarget
	  GLAD S 4 A_CustomMeleeAttack(4)
	  GLAD T 3
          Goto see
          GLAD U 3 A_FaceTarget
	  GLAD V 3 A_CustomMeleeAttack(4)
          GLAD W 3 A_FaceTarget
	  GLAD X 3 A_CustomMeleeAttack(2)
          Goto see
     Pain:
          GLAD Y 7
          GLAD Z 7 A_Pain
          Goto see
     Death:
          GDTH A 4
          GDTH B 4 A_Scream
          GDTH C 4 A_NoBlocking
          GDTH DEFGHIJKL 4
          GDTH M -1
          Stop
     }
}
actor Clink2 : Gladiator replaces Clink
{
}
//====================================================
//				BEAST
//====================================================
actor MageHunter 7785
{
  spawnid 3
  obituary "%o was charred by a Mage Hunter."
  health 230
  radius 16
  height 56
  mass 200
  speed 13
  painchance 100
  seesound "human/sight"
  attacksound "human/attack"
  painsound "human/pain"
  deathsound "human/death"
  activesound "human/active"
  dropitem "CrossbowAmmo" 84 10
  MONSTER
  states
  {
  Spawn:
    PLAY AB 10 A_Look
    loop
  See:
    PLAY ABCD 4 A_Chase
    loop
  Melee:
  Missile:
    PLAY E 10 A_FaceTarget
    PLAY F 3 A_CustomMissile("HornRodFX1",32,0,0,0)
    PLAY F 3 A_CustomMissile("HornRodFX1",32,0,0,0)
    goto see
  Pain:
    PLAY G 3
    PLAY G 3 A_Pain
    goto See
  Death:
    PLAY H 6
    PLAY I 6 A_Scream
    PLAY JK 6
    PLAY L 6 A_NoBlocking
    PLAY MNO 6
    PLAY P -1
    stop
  XDeath:
    PLAY Q 6 A_Scream
    PLAY R 0 A_NoBlocking
    PLAY RSTUVWX 5
    PLAY Y -1
    stop
  }
}
actor MageHunter2 : MageHunter replaces Beast
{
}
//=====================================================
//			KNIGHTS
//====================================================
actor rogue 7786
{
obituary "%o was burned by an archer."
hitobituary "%o was slashed by an archer."
health 210
radius 24
height 64
mass 150
speed 12
scale 0.4
painchance 100
Monster
SeeSound "human/sight"
AttackSound "human/attack"
PainSound "human/pain"
DeathSound "human/death"
ActiveSound "human/active"
+FLOORCLIP
states
{
spawn:
	ARC2 EE 3 A_Look
	loop
see:
	ARCH DDEEFFGG 3 A_Chase
	loop
melee:
	ARC2 A 3 A_FaceTarget
	ARC2 B 2 A_CustomMeleeAttack(4)
	ARC2 C 3 A_FaceTarget
	ARC2 D 2 A_CustomMeleeAttack(4)
	goto see
Missile:
	ARCH HIJK 5 A_FaceTarget
	ARCH L 0 A_CustomMissile("CrossbowFX2",32,0,0,0)
	ARCH M 4
	goto see
Pain:
	ARCH N 4
	ARCH N 4 A_Pain
	goto see
Death:
	ARCH OP 6
	ARCH Q 6 A_Scream
	ARCH R 5 A_NoBlocking
	ARCH STUV 6
	ARCH W -1
	stop
	}
}
actor rogue2 : rogue replaces knight
{
}
actor rogueGhost : rogue 7787
{
  renderstyle Translucent
  alpha 0.40625
  +SHADOW
  +GHOST
}
actor rogue3 : rogueghost replaces knightghost
{
}
//=====================================================
//			MAULOTAUR
//=====================================================
actor SuperMage 7788
{
obituary "%o was burned by an super mage."
hitobituary "%o was slashed by an super mage."
health 3100
radius 16
height 64
mass 800
speed 7
painchance 25
Monster
+FLOORCLIP
+DONTMORPH
+NORADIUSDMG
SeeSound "human/sight"
AttackSound "human/attack"
PainSound "human/pain"
DeathSound "human/death"
ActiveSound "human/active"
states
{
spawn:
	MAGE ABCD 6 A_Look
	loop
See:
	MAGE ABCD 4 A_Chase
	loop
Melee:
Missile:
	MAGE E 0 A_Jump(128,4,6)
	MAGE E 7 A_FaceTarget
	MAGE F 4 A_CustomMissile("HornRodFX1",32,0,0,0)
	MAGE E 1 A_CPosRefire
	goto Missile+2
	MAGE E 6 A_FaceTarget
	MAGE F 4 A_CustomMissile("PhoenixFX1",32,0,0,0)
	goto see
	MAGE E 7 A_FaceTarget
	MAGE F 4 A_CustomMissile("MaceFX1",32,0,0,0)
	MAGE E 1 A_CPosRefire
	goto Missile+7
	
Pain:
	MAGE G 4
	MAGE G 4 A_Pain
	goto see
 Death:
      MAGE H 6
      MAGE I 6 A_Scream
      MAGE JK 6
      MAGE L 6 A_NoBlocking
      MAGE M 6
      MAGE N -1
      Stop		
    XDeath:
      MAGE O 5 A_Scream
      MAGE P 5
      MAGE R 5 A_NoBlocking
      MAGE STUVW 5
      MAGE X -1
      Stop
	}
}
actor SuperMage2 : SuperMage replaces minotaur
{
}
//===========================================================
//			WIZARD
//===========================================================
actor Monk
{
    Health 190
    Radius 16
    Height 56
    Speed 12
    PainChance 64
    Scale 0.26
    MONSTER 
    +FLOORCLIP
    Obituary "%o needs more respect for faceless monks."
    MeleeDamage 5
SeeSound "wizard/sight"
AttackSound "wizard/attack"
PainSound "wizard/pain"
DeathSound "wizard/death"
ActiveSound "wizard/active"
    States
    {
    Spawn:
        MONK A 3 A_Look
        Loop
    See:
        MONK BCDEFG 3 A_Chase
        Loop
    Melee:
        MONK HI 4 A_FaceTarget
        MONK J 4 A_MeleeAttack
        MONK KLMH 4
        Goto See
    Missile:
        MONK HIJ 4 A_FaceTarget
        MONK J 0 A_CustomMissile("SerpentFX",32,0,15,0)
        MONK J 0 A_CustomMissile("SerpentFX",32,0,0,0)
        MONK J 0 A_CustomMissile("SerpentFX",32,-0,-15,0)

        MONK KJLMH 4
    	Goto See
    Pain:
        MONK N 2
        MONK O 2 A_Pain
        MONK PQR 2
        Goto See
    Death:
        MONK S 2
        MONK T 2 A_Scream
        MONK UV 2
        MONK W 2 A_Fall
        MONK X -1
        Stop
    Raise:
        MONK X 2
        MONK WVUTS 2
        Goto See
    }
}
actor monk2 : monk replaces wizard
{
}
//===========================================================
Actor Bighead 
{
     Health 710
     Radius 40
    Height 72
    Speed 6
    PainChance 32
    Scale 0.5
    MONSTER 
    +FLOORCLIP
    +NOICEDEATH
    +DONTMORPH
    +NOBLOOD
    +NORADIUSDMG
    Obituary "%o needs more respect for bighead."
SeeSound "wizard/sight"
AttackSound "wizard/attack"
PainSound "wizard/pain"
DeathSound "wizard/death"
ActiveSound "wizard/active"
States
    {
    Spawn:
        BIGH A 3 A_Look
        Loop
    See:
        BIGH A 3 A_Chase
        Loop
    Missile:
        BIGH A 0 A_Jump(100,10)
        BIGH BCDEFG 6 A_FaceTarget
        BIGH G 0 A_CustomMissile("HeadFX1",55,-10,0,0)
        BIGH G 0 A_CustomMissile("HeadFX1",55,10,0,0)
        BIGH I 5
        Goto see
        BIGH BCDEFG 6 A_FaceTarget
        BIGH G 0 A_CustomMissile("HeadFX3",55,-10,0,0)
        BIGH G 0 A_CustomMissile("HeadFX3",55,10,0,0)
        BIGH I 5
        Goto see
    Pain:
        BIGH A 4
        BIGH A 4 A_Pain
        goto see
    Death:
        BIGH A 6
        BIGH A 0 A_SpawnItem(TeleportFog)
        stop
    }
}
actor Bighead2 : Bighead replaces Ironlich
{
}
//==========================================================================
//			SNAKE
//=========================================================================
actor Cleric
{
    Obituary "%o needs more respect for faceless Cleric."
  health 320
  radius 16
  height 64
  speed 10
  painchance 64
  SeeSound "human/sight"
AttackSound "human/attack1"
PainSound "human/pain"
DeathSound "human/death"
ActiveSound "human/active"
  dropitem "PheonixRodAmmo" 5 84
  MONSTER
  states
  {
  Spawn:
    CLER A 10 A_Look
    loop
  See:
    CLER ABCD 4 A_FastChase
    loop
  Missile:
    CLER EF 5 A_FaceTarget
    CLER G 3 A_CustomMissile("WraithFX1", 32, 0, 0)
    CLER EF 5 A_FaceTarget
    CLER G 3 A_CustomMissile ("WraithFX1", 32, 0, 0)
    CLER EF 5 A_FaceTarget
    CLER G 3 A_CustomMissile ("WraithFX1", 32, 0, 0)
    CLER EF 5 A_FaceTarget
    CLER G 3 A_CustomMissile ("Sorcerer2FX1", 32, 0, 0)

    goto See
  Pain:
    CLER H 4
    CLER H 4 A_Pain
    goto See
  Death:
    CLER I 6
    CLER J 6 A_PlayerScream
    CLER KL 6
    CLER M 6 A_NoBlocking
    CLER NOP 6
    CLER Q -1
  Stop		
  XDeath:
    CLER R 5 A_PlayerScream
    CLER S 5
    CLER T 5 A_NoBlocking
    CLER UVWXYZ 5
    CLER [ -1
    Stop
}
}
actor cleric2 : cleric replaces snake
{
}