/*
================================================================================
	Principality
	
	Class: Inner Sphere angel
	
"Snobby, angelic wizards with an affinity for lightning. A Principality can 
channel electricity through her umbrella which she directs at her opponents in 
a multitude of patterns. Self-proclaimed heaven "nobility", She will take any 
opportunity to laugh and look down on you".

-The Principality has three attacks, shooting giant lightning balls in the same 
pattern as the Mancubus or shooting a stream of small lightning balls. At melee
range, she will put up a lightning shield which does massive damage over time. 
The Principality will always laugh when shooting a stream of lightning. 
================================================================================
*/

ACTOR Principality replaces Fatso
{
  Health 600
  Radius 48
  Height 64
  Mass 1000
  Speed 6
  PainChance 80
  Tag "Principality"
  Monster
  +FLOORCLIP
  +BOSSDEATH
  DamageFactor "UndeadGoHomeImpact", 0
  DamageFactor "Judgement", 0
  DamageFactor "Holy", 0
  DamageFactor "Plasma", 0.75
  DamageFactor "Lightning", 0.75
  DamageFactor "CABladeBeam", 0.5 //Combine arms pistol
  DamageFactor "Playervoid", 0.5
  DamageFactor "KissMagic", 5
  SeeSound "principality/sight"
  PainSound "principality/pain"
  DeathSound "principality/death"
  ActiveSound "principality/active"
  Obituary "%o was electrocuted by the snobby Principality."
  HitObituary "OHOHOHOHOHOHO!!!"
  DropItem "AngelHealthSpawner", 256
	DropItem "AngelHealthSpawner", 256
	DropItem "AngelHealthSpawner", 128
	DropItem "AngelHealthSpawner", 128
	DropItem "Cellpack", 1 
	DropItem "PrincipalityDressSpawner", 1
	
			var int user_haloactive;
			
  States
  {
  Spawn:
  	PPTY A 0
	TNT1 A 0 A_JumpIf (user_haloactive == 1, "SpawnLoop")
	TNT1 A 0 A_SetUserVar (user_haloactive, 1)
    TNT1 A 0 A_SpawnItemEx ("PrincipalityHalo", 0,0,63, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	Goto SpawnLoop
  SpawnLoop:
    PPTY ABCDABCDABCD 7 A_Look
	PPTY YZ 7 A_Look
	PPTZ J 7 A_Look
	PPTY D 7 A_Look
    Loop
  See:
    PPTY A 5 A_Chase
	PPTY B 5 A_Chase
	PPTY C 5 A_Chase
	PPTY D 5 A_Chase
	TNT1 A 0 A_Jump (96, 1)
    Loop
	PPTY YZ 4 A_Chase 
	PPTZ J 4 A_Chase 
	PPTY D 4 A_Chase 
	Loop
  Missile:
    PPTY E 6 A_FaceTarget
	PPTY E 0 A_Jump (128, "LightningChain")
	PPTY E 0 A_Jump (64, "ShotgunLightning")
	PPTY FGH 2 A_FaceTarget
	PLG3 L 8 Bright
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,0)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,15)
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,-15)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,0)
	PPTY E 0 A_Jump (128, "LightningChain")
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,15)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,-15)
	PPTY E 0 A_Jump (16, "ShotgunLightning")
	PPTY FE 3
	Goto See
   LightningChain:
    PPTY FG 4 A_FaceTarget
	PPTY H 4 A_playsound ("principality/mock")
	PPTY II 1 Bright A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY II 1 Bright A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY H 0 A_FaceTarget
	PPTY H 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY I 1 Bright A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY HH 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY FE 3
	Goto See
   ShotgunLightning:
	PPTY FGHFGHFGH 4 A_FaceTarget
	PPTY I 2 A_FaceTarget
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -1, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 1, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -3, CMF_OFFSETPITCH , -0.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 3, CMF_OFFSETPITCH , -0.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -1, CMF_OFFSETPITCH , -1)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 1, CMF_OFFSETPITCH , -1)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -1, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 1, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -3, CMF_OFFSETPITCH , -0.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 3, CMF_OFFSETPITCH , -0.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -1, CMF_OFFSETPITCH , -1)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 1, CMF_OFFSETPITCH , -1)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -3, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 3, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -5, CMF_OFFSETPITCH , -1.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 5, CMF_OFFSETPITCH , -1.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -3, CMF_OFFSETPITCH , -3)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 3, CMF_OFFSETPITCH , -3)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -3, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 3, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -5, CMF_OFFSETPITCH , -1.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 5, CMF_OFFSETPITCH , -1.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -3, CMF_OFFSETPITCH , -3)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 3, CMF_OFFSETPITCH , -3)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -7, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 7, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -9, CMF_OFFSETPITCH , -3.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 9, CMF_OFFSETPITCH , -3.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -7, CMF_OFFSETPITCH , -7)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 7, CMF_OFFSETPITCH , -7)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -7, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 7, CMF_OFFSETPITCH , 0)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -9, CMF_OFFSETPITCH , -3.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 9, CMF_OFFSETPITCH , -3.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -7, CMF_OFFSETPITCH , -7)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 7, CMF_OFFSETPITCH , -7)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -13, CMF_OFFSETPITCH , -5.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 13, CMF_OFFSETPITCH , -5.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, -11, CMF_OFFSETPITCH , -11)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, 31, 11, CMF_OFFSETPITCH , -11)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -13, CMF_OFFSETPITCH , -5.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 13, CMF_OFFSETPITCH , -5.5)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, -11, CMF_OFFSETPITCH , -11)
		TNT1 G 0 Bright A_CustomMissile ("MiniLightning", 32, -31, 11, CMF_OFFSETPITCH , -11)
	TNT1 A 0 A_Recoil(20)
	PPTY F 10 A_FaceTarget
		Goto See
  Pain:
	TNT1 A 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),50,random(-5,5),random(-5,5),random(-5,5))
	TNT1 A 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),50,random(-5,5),random(-5,5),random(-5,5))
	PPTY J 4
    PPTY J 4 A_Pain
    Goto See
  Death.Ice:
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
	TNT1 A 0 A_Changeflag("FULLVOLACTIVE",TRUE)
    TNT1 A 0 A_KillChildren
	PLTG A 50 A_BossDeath
	PLTG A 70 A_NoBlocking
	TNT1 A 0  A_SpawnItemEx ("FrozenPrincipality", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	TNT1 AAA 0 A_SpawnItemEx ("AviaryIceSpawner")
	Stop
  Death.PlayerVoid:
	TNT1 A 0 A_Changeflag("DONTCORPSE",TRUE)
	TNT1 A 0 A_playsound("stonemaiden/pain",6,1, FALSE)
	PLTG X 1 Bright A_NoBlocking
	TNT1 A 0 A_KillChildren
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock06",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx ("Rrock04",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Rrock01",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAA 0 A_SpawnItemEx ("Rrock04",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock06",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock01",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 A 0 A_playsound ("stonemaiden/free")
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_Jump (128, "Altstone")
	TNT1 A 0 A_SpawnItemEx ("StonePrincipality", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    Stop
  AltStone:
	TNT1 A 0 A_SpawnItemEx ("StonePrincipality2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    Stop
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Quake(1,5,0,128,"nosound")
	PL3G H 1 A_BossDeath
	TNT1 A 0 A_SpawnItemEx ("PrincipalityPCDeath", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	TNT1 AAA 0 A_SpawnItemEx ("AviaryIceSpawner2") 
	PL3G H -1
	Stop
  Raise:
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
    PL3G CCC 5
	PL3G CC 5 BRIGHT
	TNT1 A 0 A_SpawnItemEx ("PrincipalityHalo", 10,0,63, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    Goto See
  }
}

ACTOR QuietPrincipality : Principality
{
  Tag "Principality"
  SeeSound "thunder/altint"
  DeathSound "body/altgib"
  PainSound "virgin/pain"
  ActiveSound "bird/flap"
    States
  {
  Missile:
    PPTY E 6 A_FaceTarget
	PPTY E 0 A_Jump (127,20)
	PPTY FGH 2 A_FaceTarget
	PLG3 L 4 Bright
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,0)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,15)
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,0)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,-15)
	PLG3 L 0 A_Jump (127,8)
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,15)
	PLG3 L 0 Bright A_CustomMissile ("Lightningball", 27,-18,-15)
	PPTY FE 3
		Goto See
    PPTY FG 4 A_FaceTarget
	PPTY H 4 Bright
	PPTY H 1 Bright A_playsound ("thunder/altint")
	PPTY H 2 Bright A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY H 0 A_FaceTarget
	PPTY HH 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY H 0 A_FaceTarget
	PPTY HH 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY H 0 A_FaceTarget
	PPTY HH 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY II 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY I 0 A_FaceTarget
	PPTY HH 1 A_CustomMissile ("Tinylightning", 27,-18,1)
	PPTY FE 3
	Goto See
	Death:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Quake(1,5,0,128,"nosound")
	PL3G H 1 A_BossDeath
	TNT1 A 0 A_SpawnItemEx ("PrincipalityPCDeath", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	TNT1 AAA 0 A_SpawnItemEx ("AviaryIceSpawner2") 
	PL3G H -1
	Stop
	}
}

Actor StonePrincipality
{
  Health 1000
  Radius 48
  Height 64
  Mass 1000
  +SOLID
  +SHOOTABLE
  +PUSHABLE
  +DONTBLAST
  +DONTMORPH
  +DONTRIP
  +NOICEDEATH
  +FULLVOLACTIVE
  +NOBLOOD
  +NEVERTARGET
  -COUNTKILL
	DamageFactor "FireMagic", 0
	DamageFactor "Poison", 0
	DamageFactor "Melee", 2.0
	DamageFactor "Ice", 0
	DamageFactor "Fire", 0
	DamageFactor "Electric", 0
	DamageFactor "Magic", 0
	DamageFactor "PlayerVoid", 0
  States
  {
  Spawn:
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam")
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 3 Bright
	PLTG W 3 Bright A_playsound("angel/stonebeam") 
	PL3G AB 2 Bright
	PLTG W 2 Bright A_playsound("angel/stonebeam") 
	PL3G AB 2 Bright
	PLTG W 2 Bright A_playsound("angel/stonebeam") 
	PL3G AB 2 Bright
	PLTG W 2 Bright A_playsound("angel/stonebeam") 
	PL3G AB 1 Bright
	PLTG W 1 Bright A_playsound("angel/stonebeam") 
	PL3G AB 1 Bright
	PLTG W 1 Bright A_playsound("angel/stonebeam") 
	PL3G AB 1 Bright
	PL3G C 25 Bright 
	PL3G DE 50 Bright A_playsound("stonemaiden/pain")
	PL3G FG 50 A_playsound("stonemaiden/pain")
	TNT1 A 0 A_playsound("stonemaiden/pain4")
	PLTG X -1
	Stop
  Death:
	TNT1 A 0 A_playsound("stonemaiden/pain",6,1, FALSE)
	PLTG X 1 Bright A_NoBlocking
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock06",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx ("Rrock04",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Rrock01",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAA 0 A_SpawnItemEx ("Rrock04",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock06",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock01",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 A 0 A_playsound ("stonemaiden/free")
    Stop
  }
}

Actor StonePrincipality2 : StonePrincipality
{
}

Actor FrozenPrincipality
{
  Health 100
  Radius 48
  Height 64
  Mass 1000
  +SOLID
  +SHOOTABLE
  +PUSHABLE
  +NOICEDEATH
  +NOBLOOD
  -COUNTKILL
  DamageFactor "Ice", 0
  DamageFactor "Fire", 2
  States
  {
  Spawn:
	PLTG B 30
	TNT1 A 0 A_Playsound("principality/bounce")
	PLTG CDED 8
	PLTG FEFG 5
	PLTG FGFGFG 2
	PLTG G 80
	TNT1 A 0 A_Playsound("principality/nude")
	PLTG H 40
	PLTG EFGF 2
	PLTG G 100
	TNT1 A 0 A_playsound("angel/frozensoild")
	PLTG IJKLMN 16
	PLTG OPQR 25
	PLTG S 10000000000000 
	TNT1 A 0 A_SpawnItemEx ("AviaryIceSpawner")
	Loop
   Death:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItemEx ("AviaryIceSpawner")
    Stop
   Death.PlayerVoid:
	TNT1 A 0 A_Changeflag("DONTCORPSE",TRUE)
	TNT1 A 0 A_playsound("stonemaiden/pain",6,1, FALSE)
	PLTG X 1 Bright A_NoBlocking
	TNT1 A 0 A_KillChildren
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock06",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx ("Rrock04",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("Rrock01",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAA 0 A_SpawnItemEx ("Rrock04",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("Rrock05",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAA 0 A_SpawnItemEx("Rrock06",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("Rrock01",random(-20,20),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
	TNT1 AAAA 0 A_SpawnItemEx("Rrock02",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 AAA 0 A_SpawnItemEx("Rrock03",0,0,32,random(-10,10),random(-10,10),random(5,10))
	TNT1 A 0 A_playsound ("stonemaiden/free")
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_Jump (128, "Altstone")
	TNT1 A 0 A_SpawnItemEx ("StonePrincipality", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    Stop
  AltStone:
	TNT1 A 0 A_SpawnItemEx ("StonePrincipality2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    Stop
  }
}

Actor PrincipalityPCDeath
{
  -NOINTERACTION
  -SOLID
  +NOGRAVITY
  +DONTFALL
  States
  {
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Quake(5,3,0,4)
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,5))
	TNT1 AAAAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,80))
    TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,80))
	TNT1 AAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,80),random(-5,80))
	PL3G C 20 Bright
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,5))
	TNT1 AAAAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-30,30),random(-30,30),20,random(-5,5),random(-5,80))
    TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,80))
	TNT1 AAAAAAA 0 A_SpawnItemEx("PrincipalityFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),20,random(-5,5),random(-5,80),random(-5,80))
	PL3G CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_Fadeout(0.01)
	PL3G CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_Fadeout(0.01)
	PL3G CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 2 A_Fadeout(0.02)
	TNT1 A 0
	Stop
	}
}

ACTOR PrincipalityCast : Principality
{
  States
	{
  See:
    PPTY ABCDABCD 5 A_Chase
	Loop
  Missile:
    PPTY E 6 A_FaceTarget
	PPTY FGH 2 A_FaceTarget
	PLG3 L 8 Bright
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PPTY GH 8 Bright A_FaceTarget
	PLG3 L 8 Bright A_FaceTarget
	PPTY FE 3
	Goto See
  Death:
    PPTY K 6 
    PPTY L 6 A_Scream
	PPTY M 6 A_NoBlocking
    PPTY N 6
	PPTY O 10 A_BossDeath
	PPTY PQRST 4 
	PPTY U 3
    PPTY VWX 4
	PPTY X 10
	Stop
	}
}