ACTOR Sjas
{
//Creator: Titanium/GVH
//Origin: Ghouls VS. Humans
//Sprite: SJAS
//Title: "Sjas" 
floatspeed 10
Speed 21
MONSTER
Health 400
RENDERSTYLE TRANSLUCENT
Alpha 0.5
meleedamage 11//255
Radius 20
Height 32
Mass 0x7FFFFFFF
Seesound "Sjassee"
Bloodcolor "Black"
Painchance 250
Tag "Sjas"
Species "CacoDemon"
Obituary "%o was spooked by a Sjas."
DropItem "NemesisHealthBonusMax", 200, 16
DropItem "NemesisArmorBonus16", 200
DropItem "NemesisHealthBonusMax", 200, 16
DropItem "NemesisArmorBonus16", 200
DropItem "BlurSphere", 125
DropItem "ShuffleSpawner", 64, 1
+FLOAT
+LOOKALLAROUND
+NOGRAVITY
+BOSS
+NOTELEOTHER
+DONTHURTSPECIES
+DONTHARMSPECIES
+NOICEDEATH
States
{
  Spawn:
	SJAS A 1 A_Look
	Loop
  See:
	SJAS BBBBBBBBBBBB 1 A_Chase
	SJAS A 0 A_Playsound("Sjasact")
	SJAS A 0 A_UnHideThing
	Loop
  Pain:
	SJAS B 1 A_Playsound("Sjaspain")
	SJAS B 0 TeleportOther(1, random(2,5), 0)
	Goto See
  Melee:
	SJAS C 0 A_FaceTarget
	SJAS C 0 A_MeleeAttack
	SJAS C 0 A_VileAttack
	SJAS C 0 A_Playsound("Sjasattack")
	SJAS CDCDCDCDCD 1 
	SJAS C 20 A_HideThing
	Goto See
  Death:
	SJAS A 0 A_UnHideThing
	SJAS E 50 A_Playsound("Sjaspain")
	SJAS EFEFEFEFEFEFEFEFEFEFEFEF 2 A_Playsound("Sjaspain")
	SJAS FGFGFGFGFGFGFGFGFGFGFGFG 2 A_Playsound("Sjaspain")
	SJAS GHGHGHGHGHGHGHGHGHGHGHGH 2 A_Playsound("Sjaspain")
	SJAS F 50 A_Playsound("Sjaspain")
	SJAS C 0 A_Playsound("Sjasdeath")
	SJAS C 0 A_Fall
    FIRE A 0 A_CustomMissile("SjasFire",0,0,0,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,120,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,150,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,180,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-120,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-150,2)
	TNT1 A 30
	FIRE A 0 A_CustomMissile("SjasFire",0,0,0,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,120,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,150,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,180,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-120,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-150,2)
	TNT1 A 30
	FIRE A 0 A_CustomMissile("SjasFire",0,0,0,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,120,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,150,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,180,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-30,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-60,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-90,2)
	FIRE A 0 A_CustomMissile("SjasFire",0,0,-120,2)
    FIRE A 0 A_CustomMissile("SjasFire",0,0,-150,2)
	TNT1 A 50
	Stop
	}
}

Actor SjasStronger : Sjas 
{
+BOSS
Health 2789 
meleedamage 55
Tag "Sjas"
Tag "\c[o5]Sjas\c-"
}

ACTOR SjasFire : ExileFireFX
{
  RenderStyle Add
  Alpha 0.85
  Scale 1
  Speed 5
  +NOBLOCKMAP
  +NOCLIP
  +NOGRAVITY
  +NOTARGET
  +NODAMAGETHRUST
  Obituary "%o got roasted alive by a Sjas."
  DamageType "Null"
  States
  {
  Spawn:
    DFIR A 2 Bright A_StartFire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR B 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR A 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR B 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR C 2 Bright A_FireCrackle
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR B 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR C 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR B 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR C 2 Bright A_Fire 
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR D 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR C 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR D 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR C 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR D 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR E 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR D 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR E 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR D 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR E 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR F 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR E 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR F 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
	TNT1 A 0 A_FireCrackle
    DFIR E 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR F 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR G 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR H 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR G 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR H 2 Bright A_Fire
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR G 2 Bright A_Fire
	TNT1 A 0 A_SpawnItem("DiabFireSpawner",0,0,0,0)
    TNT1 A 0 A_Explode(Random(1,2),54)
    DFIR H 2 Bright A_Fire
    Stop
  }
}