actor Madarchflyer : Exile
{
//Creator: NaturalxCF
//Origin: Nexus Infinity
//Sprite: MVIL
//Title: "Mad Archvile Flyer" 
  obituary "%o was burned by a mad archvile."
  hitobituary "%o got too close to a mad archvile."
  health 2000
  mass 400
  speed 8
  painchance 20
  minmissilechance 2
  +missilemore
  +missileevenmore
  +noradiusdmg
  +FLOAT
  +NOGRAVITY
  Tag "Mad Archvile Flyer"
  DropItem "BossLifeEssence" 210
  DropItem "BossArmorBonusMax" 210
  DropItem "HellionRegen" 200 1
  DropItem "GreaterDemonicEnergy" 255 
  DropItem "ExtraArmor" 180 1
  states
  {
  Spawn:
    MVIL A 10 A_Look
    loop
  See:
    MVIL A 1 A_Chase
    loop
  Missile:
    MVIL B 5 A_FaceTarget
    MVIL B 0 A_custommissile("madarchvilefire1",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire1",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire2",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire2",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire3",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire3",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire4",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire4",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire5",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire5",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire6",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire6",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire7",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire7",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire8",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire8",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire9",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire9",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire10",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire11",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire11",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire12",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire12",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire13",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire13",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire10",60,28,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",60,-28,0)
    MVIL B 0 A_custommissile("madarchvilefire10",56,24,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",56,-24,0)
    MVIL B 0 A_custommissile("madarchvilefire10",52,20,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",52,-20,0)
    MVIL B 0 A_custommissile("madarchvilefire10",48,16,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",48,-16,0)
    MVIL B 0 A_custommissile("madarchvilefire10",44,12,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",44,-12,0)
    MVIL B 0 A_custommissile("madarchvilefire10",40,8,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",40,-8,0)
    MVIL B 0 A_custommissile("madarchvilefire10",36,4,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball4",36,4,0)
    MVIL BBBBBBBBBB 0 A_custommissile("madarchball3",36,4,0)
    MVIL BBB 1 bright A_custommissile("madarchball2",36,-4,0)
    goto See
  Pain:
    MVIL A 3
    MVIL A 3 A_Pain
    MVIL A 6
    goto See
  XDeath:
  Death:
    MVIL B 1
    MVIL B 1 A_Scream   
    MVIL B 1 A_NoBlocking
    MVIL B 1 A_settranslucent(0,05)
    MVIL B 0 A_custommissile("madarchvilefire10",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire10",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire11",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire11",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire12",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire12",64,-32,0)
    MVIL B 0 A_custommissile("madarchvilefire13",64,32,0)
    MVIL B 1 bright A_custommissile("madarchvilefire13",64,-32,0)
    FATT EEEE 1 A_CustomMissile("madexplosion",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT EEEE 1 A_CustomMissile("madexplosion",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT EE 1 A_CustomMissile("madexplosion",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT E 1 A_CustomMissile("madexplosion",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh1",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh2",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh1",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFF 1 A_CustomMissile("madfatsoFlesh2",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh1",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh2",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFFFFFFFFFFF 0 A_CustomMissile("madfatsoFlesh1",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    FATT FFFF 1 A_CustomMissile("madfatsoFlesh2",random(0,90),random(0,40),random(-180,180),2,random(-15,15)) 
    stop
  }
}

actor madArchvileFire1
{
RenderStyle translucent
Alpha 0.2
+NOBLOCKMAP
+NOGRAVITY
scale 0.1
States
{
  Spawn:
    AFFI A 1 bright 
    AFFI BAB 1 bright 
    AFFI C 1 bright 
    AFFI BCBCDCDCDEDED 1 bright
    AFFI E 1 bright 
    AFFI FEFEFGHGHGH 1 bright 
    Stop
  }
}

actor madArchvileFire2 : madarchvilefire1 { scale 0.2 }
actor madArchvileFire3 : madarchvilefire1 { scale 0.3 }
actor madArchvileFire4 : madarchvilefire1 { scale 0.4 }
actor madArchvileFire5 : madarchvilefire1 { scale 0.5 }
actor madArchvileFire6 : madarchvilefire1 { scale 0.6 }
actor madArchvileFire7 : madarchvilefire1 { scale 0.7 }
actor madArchvileFire8 : madarchvilefire1 { scale 0.8 }
actor madArchvileFire9 : madarchvilefire1 { scale 0.9 }
actor madArchvileFire10 : madarchvilefire1 { scale 1.1 }
actor madArchvileFire11 : madarchvilefire1 { scale 1.2 }
actor madArchvileFire12 : madarchvilefire1 { scale 1.3 }
actor madArchvileFire13 : madarchvilefire1 { scale 1.4 }

actor madarchBall
{
  Radius 6
  Height 8
  Speed 60
  Damage (Random(1,2))
  Projectile
  +RANDOMIZE
  Damagetype "VileFires"
  RenderStyle translucent
  Alpha 0.2
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    AFFI A 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    AFFI BAB 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    AFFI C 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    AFFI BCBCDCDCDEDED 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    AFFI E 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    AFFI E 1 bright a_weave(random(-8,8),random(-8,8),random(-8,8),random(-8,8))
    loop
  Death:
    AFFI FEFEFGHGHGH 1 bright a_explode(1,128)
    stop
  }
}

actor madarchBall2
{
  Radius 6
  Height 8
  Speed 60
  +seekermissile
  Damage (Random(1,2))
  Projectile
  +RANDOMIZE
  Damagetype "VileFires"
  RenderStyle translucent
  Alpha 0.2
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    AFFI A 1 bright a_seekermissile(10,10)
    AFFI BAB 1 bright a_seekermissile(10,10)
    AFFI C 1 bright a_seekermissile(10,10)
    AFFI BCBCDCDCDEDED 1 bright a_seekermissile(10,10)
    AFFI E 1 bright a_seekermissile(10,10)
    AFFI FEFEFGHGHGH 1 bright a_seekermissile(10,10)
    loop
  Death:
    AFFI FEFEFGHGHGH 1 bright a_explode(1,128)
    stop
  }
}

actor madarchBall3
{
  Radius 6
  Height 8
  Speed 60
  Damage (Random(1,2))
  Projectile
  +RANDOMIZE
  Damagetype "VileFires"
  RenderStyle translucent
  Alpha 0.2
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    AFFI A 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    AFFI BAB 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    AFFI C 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    AFFI BCBCDCDCDEDED 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    AFFI E 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    AFFI E 1 bright a_weave(random(-6,6),random(-6,6),random(-6,6),random(-6,6))
    loop
  Death:
    AFFI FEFEFGHGHGH 1 bright a_explode(1,128)
    stop
  }
}

actor madarchBall4
{
  Radius 6
  Height 8
  Speed 60
  Damage (Random(1,2))
  Projectile
  +RANDOMIZE
  Damagetype "VileFires"
  RenderStyle translucent
  Alpha 0.2
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    AFFI A 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    AFFI BAB 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    AFFI C 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    AFFI BCBCDCDCDEDED 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    AFFI E 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    AFFI E 1 bright a_weave(random(-4,4),random(-4,4),random(-4,4),random(-4,4))
    loop
  Death:
    AFFI FEFEFGHGHGH 1 bright a_explode(1,128)
    stop
  }
}