ACTOR sin-genjitsu2 : GenericBoss
{
  Health 0x7FFFFFFF
  Mass 0x7FFFFFFF
  Scale 0.7
  Speed 25
  Painchance 0
  Renderstyle Normal
  +NOTIMEFREEZE
  +NOTELEFRAG
  +NODAMAGE
  +NOCLIP
  +FORCERADIUSDMG
  +QUICKTORETALIATE
  -NOGRAVITY
  -COUNTKILL
  +NOTARGET
  +NOINFIGHTING
  +BRIGHT
  -SHOOTABLE
  +INVULNERABLE
  SeeSound " "
  PainSound " "
  Tag "\c[t7]s\c[n6]i\c[j8]n\c[c6]-\c[k5]g\c[e6]e\c[d3]n\c[v0]j\c[a4]i\c[g2]tsu\c-"
  var int user_seeloop;
  var int user_attackloop;
  States
  {
  Spawn:
	TNT1 A 0 A_Wander
    TNT1 A 1 A_Look
	Loop
  See:
	TNT1 A 0 A_UnsetShootable
	TNT1 A 0 A_JumpIf(user_seeloop >= 500,"ChaseLoop")	 
	TNT1 A 0 A_SetUserVar("user_seeloop",user_seeloop+1)
	TNT1 A 1 A_Chase("","")
	Loop
  ChaseLoop:
	TNT1 A 1 A_Chase("","")
	TNT1 A 0 A_JumpIfInTargetLOS("ChaseLoop",90)
	TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1500,0,360,"Appear")
	Loop
  Appear:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetUserVar("user_seeloop",0)
	TNT1 A 0 A_SetUserVar("user_attackloop",0)
	TNT1 A 0 A_MonsterRefire(0,"Spawn")
	TNT1 A 0 A_JumpIf(user_attackloop >= 50,"TryToGoAway")	 
	TNT1 A 0 A_SetUserVar("user_attackloop",user_attackloop+1)
	TNT1 A 0 A_JumpIfInTargetLOS(2,100)
	TNT1 A 0 A_Jump(256,2)
	TNT1 A 0 A_GiveToTarget("SinGenjitsuTokenGiver")
	SING A 6
	Goto Appear+3
  TryToGoAway:
	TNT1 A 0 A_JumpIfInTargetLOS(2,100)
	TNT1 A 0 A_Jump(256,"See")
	TNT1 A 0 A_GiveToTarget("SinGenjitsuTokenGiver")
	SING A 6
	Loop
	}
}

Actor SinGenjitsuTokenGiver : CustomInventory
{  
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE
  States
  {
  Pickup:
	TNT1 A 1 A_JumpIfInventory("SinGenjitsuDeathToken",13,2)
	TNT1 A 0 //A_SetBlend("Black",1.0,15)
	TNT1 A 0 A_GiveInventory("SinGenjitsuDeathToken")
	Stop
	}
}

Actor SinGenjitsuDeathToken : Inventory { Inventory.MaxAmount 40 }