ACTOR Orc01 : TSIMinionBase //Orc03
{
//Creator: Fluffy (all orcs)
//Origin: Nexus Infinity
//Sprite: OR03 - OR48
//Title: "Orc"
  Health 320
  Radius 30
  Height 64
  Mass 500
  Speed 12
  PainChance 50
  scale 0.85
  MeleeRange 50
  SeeSound "orc/see"
  PainSound "orc/pain"
  DeathSound "orc/death"
  ActiveSound "orc/idle"
  Obituary "%o was slain by an Orc."
  DropItem "BossLifeEssence", 180
  DropItem "HEMArmorBonusMax5", 180
  DropItem "HEMArmorBonusMax5", 180
  renderstyle translucent
  alpha 1
  Tag "\c[p3]Orc\c-"
  +FLOORCLIP
  var int user_rush;
  var int user_shield;
  var int user_invisible;
  var int user_dodge;
  var int user_missile;
  States
  {
  Spawn:
    OR03 ABCD 10 A_Look
    Loop
  See:
    OR03 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR03 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(64,"Rush")
    Loop
  Rush:
    TNT1 A 0 A_SetUserVar("user_rush",0)
  RushLoop:
    TNT1 A 0 A_SpawnItemEx("Orc01GhostA")
	OR03 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc01GhostA")
	OR03 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc01GhostB")
	OR03 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc01GhostB")
	OR03 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    TNT1 A 0 A_SpawnItemEx("Orc01GhostC")
	OR03 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc01GhostC")
	OR03 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc01GhostD")
	OR03 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc01GhostD")
	OR03 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_JumpIf(user_rush >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_rush,user_rush+1)
    Loop
  Missile:
    OR03 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR03 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR03 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR03 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR03 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR03 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR03 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR03 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(50,"Melee")
    OR03 E 1 a_facetarget
    OR03 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR03 E 3 ThrustThingZ (0, 25, 0, 0)
    OR03 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR03 E 1 a_playsound("nemesisremilia/whoosh")
    OR03 EF 2 a_facetarget
    OR03 G 3 A_CustomMeleeAttack(random(10,25)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR03 E 1 a_playsound("nemesisremilia/whoosh")
    OR03 EF 2 A_FaceTarget
    OR03 G 3 A_CustomMeleeAttack(random(10,25)*6,"orc/swordhit","none","SatanGuard")
    Goto See   
  Pain:
    OR03 H 3
    OR03 H 3 A_Pain
    Goto See 
  Death:
    OR03 I 5
    OR03 J 5 A_Scream
    OR03 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR03 L 5 A_NoBlocking
    OR03 MNO 3
    OR03 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR03 QONMLKJI 5
    goto See
  }
}

Actor Orc01V2 : Orc01 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor Orc01GhostA : LegZombieGhostA
{
scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR03 A 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc01GhostB : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR03 B 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc01GhostC : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR03 C 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc01GhostD : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR03 D 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc04 : Orc01
{
MeleeRange 60
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR04 ABCD 10 A_Look
    Loop
  See:
    OR04 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR04 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR04 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR04 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR04 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR04 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR04 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR04 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR04 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR04 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(60,"Melee")
    OR04 E 1 a_facetarget
    OR04 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR04 E 3 ThrustThingZ (0, 25, 0, 0)
    OR04 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR04 E 1 a_playsound("nemesisremilia/whoosh")
    OR04 EF 4 a_facetarget
    OR04 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR04 E 1 a_playsound("nemesisremilia/whoosh")
    OR04 EF 4 A_FaceTarget
    OR04 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR04 H 3
    OR04 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"ShieldUp")
    Goto See
  ShieldUp:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",random(0,10))
	TNT1 A 0 A_JumpIf(user_shield >= 25,"ShieldDown")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	OR04 H 6 A_FaceTarget
    Goto ShieldUp+3
  ShieldDown:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,0)
	OR04 H 1 A_JumpIfTargetInLOS("Missile")
	Goto See
  Death:
    OR04 I 5
    TNT1 A 0 A_SpawnItemEx("Orc04Mace",0,4,34,-2,4,FRandom(5,8),25)
	TNT1 A 0 A_SpawnItemEx("Orc04Shield",0,0,34,6,0,4,60)
    OR04 J 5 A_Scream
    OR04 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR04 L 5 A_NoBlocking
    OR04 MNO 3
    OR04 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR04 QONMLKJI 5
    goto See
  }
}

Actor Orc04V2 : Orc04 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor OrcShieldHitbox : ShieldHitboxMain
{
  Tag "\c[p3]Orc's Shield\c-"
}

ACTOR Orc04Mace : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 A 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 B -1 
    stop
	}
}

ACTOR Orc04Shield : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 C 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 D -1 
    stop
	}
}

ACTOR Orc05 : Orc01
{
Health 450
MeleeRange 80
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR05 ABCD 10 A_Look
    Loop
  See:
    OR05 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR05 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(128,"Hide")
  Slicer:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR05 A 0 A_FaceTarget
	OR05 EF 6
    OR05 G 10 Bright A_CustomMissile("OR25Slicer",34)
	Goto See
  Hide:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(AVOIDMELEE,1)
	TNT1 A 0 A_SpawnItem("FakeVanish",0,25)
	TNT1 A 0 A_SetUserVar("user_invisible",1)
	OR05 HHHHH 2 A_FadeOut(0.2,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("Appear","",CHF_NOPLAYACTIVE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("Appear","",CHF_NOPLAYACTIVE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Jump(32,"Appear")
  Appear:
    TNT1 A 0 A_SpawnItem("FakeVanish",0,25)
	OR05 HHHHH 2 A_FadeIn(0.2)
	TNT1 A 0 A_SetUserVar("user_invisible",0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(AVOIDMELEE,0)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(80,"Melee")
    OR05 E 1 a_facetarget
    OR05 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR05 E 3 ThrustThingZ (0, 25, 0, 0)
    OR05 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR05 E 1 a_playsound("nemesisremilia/whoosh")
    OR05 EF 4 a_facetarget
    OR05 G 6 A_CustomMeleeAttack(random(20,40)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_JumpIf(user_invisible == 1,"Appear")	
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR05 E 1 a_playsound("nemesisremilia/whoosh")
    OR05 EF 4 A_FaceTarget
    OR05 G 6 A_CustomMeleeAttack(random(20,40)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Pain:
    OR05 H 3
    OR05 H 3 A_Pain
    Goto See
  Death:
    OR05 I 5 A_SetTranslucent(1)
    TNT1 A 0 A_SpawnItemEx("Orc05Sword",0,4,34,-2,4,FRandom(5,8),25)
    OR05 J 5 A_Scream
    OR05 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR05 L 5 A_NoBlocking
    OR05 MNO 3
    OR05 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR05 QONMLKJI 5
    goto See
  }
}

Actor Orc05V2 : Orc05 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc05Sword : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 E 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 F -1 
    stop
	}
}

ACTOR Orc13 : Orc01
{
Health 550
MeleeRange 60
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR13 ABCD 10 A_Look
    Loop
  See:
    OR13 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR13 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR13 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls","Hide")
  Hide:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(AVOIDMELEE,1)
	TNT1 A 0 A_SpawnItem("FakeVanish",0,25)
	TNT1 A 0 A_SetUserVar("user_invisible",1)
	OR13 HHHHH 2 A_FadeOut(0.2,0)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("Appear","",CHF_NOPLAYACTIVE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Chase("Appear","",CHF_NOPLAYACTIVE)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Jump(32,"Appear")
  Appear:
    TNT1 A 0 A_SpawnItem("FakeVanish",0,25)
	OR13 HHHHH 2 A_FadeIn(0.2)
	TNT1 A 0 A_SetUserVar("user_invisible",0)
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(AVOIDMELEE,0)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	Goto See
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR13 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR13 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR13 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
	TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR13 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR13 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR13 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR13 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(60,"Melee")
    OR13 E 1 a_facetarget
    OR13 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR13 E 3 ThrustThingZ (0, 25, 0, 0)
    OR13 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR13 E 1 a_playsound("nemesisremilia/whoosh")
    OR13 EF 4 a_facetarget
    OR13 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR13 E 1 a_playsound("nemesisremilia/whoosh")
    OR13 EF 4 A_FaceTarget
    OR13 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR13 H 3
    OR13 H 3 A_Pain
    Goto See
  Death:
    OR13 I 5
    TNT1 A 0 A_SpawnItemEx("Orc04Mace",0,4,34,-2,4,FRandom(5,8),25)
    OR13 J 5 A_Scream
    OR13 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR13 L 5 A_NoBlocking
    OR13 MNO 3
    OR13 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR13 QONMLKJI 5
    goto See
  }
}

Actor Orc13V2 : Orc13 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc15 : Orc01
{
MeleeRange 60
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR15 ABCD 10 A_Look
    Loop
  See:
    OR15 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR15 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR15 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls","Dodge")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR15 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR15 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR15 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR15 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR15 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR15 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR15 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(60,"Melee")
    OR15 E 1 a_facetarget
    OR15 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR15 E 3 ThrustThingZ (0, 25, 0, 0)
    OR15 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR15 E 1 a_playsound("nemesisremilia/whoosh")
    OR15 EF 4 a_facetarget
    OR15 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR15 E 1 a_playsound("nemesisremilia/whoosh")
    OR15 EF 4 A_FaceTarget
    OR15 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR15 H 3
    OR15 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See
  Dodge:
	OR15 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR15 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc15GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR15 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS(1,160)
	Goto see
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  Death:
    OR15 I 5
	TNT1 A 0 A_SpawnItemEx("Orc04Mace",0,4,34,-2,4,FRandom(5,8),25)
    OR15 J 5 A_Scream
    OR15 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR15 L 5 A_NoBlocking
    OR15 MNO 3
    OR15 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR15 QONMLKJI 5
    goto See 
  }
}

Actor Orc15V2 : Orc15 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor Orc15GhostE : Orc01GhostA
{
scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR15 E 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc16 : Orc01
{
MeleeRange 60
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR16 ABCD 10 A_Look
    Loop
  See:
    OR16 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR16 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR16 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls","Dodge")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR16 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR16 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR16 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR16 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR16 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR16 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR16 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(60,"Melee")
    OR16 E 1 a_facetarget
    OR16 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR16 E 3 ThrustThingZ (0, 25, 0, 0)
    OR16 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR16 E 1 a_playsound("nemesisremilia/whoosh")
    OR16 EF 4 a_facetarget
    OR16 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR16 E 1 a_playsound("nemesisremilia/whoosh")
    OR16 EF 4 A_FaceTarget
    OR16 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR16 H 3
    OR16 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge","ShieldUp")
    Goto See
  ShieldUp:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",random(0,10))
	TNT1 A 0 A_JumpIf(user_shield >= 25,"ShieldDown")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	OR16 H 6 A_FaceTarget
    Goto ShieldUp+3
  ShieldDown:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,0)
	OR16 H 1 A_JumpIfTargetInLOS("Missile")
	Goto See
  Dodge:
	OR16 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR16 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc15GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR16 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS(1,160)
	Goto see
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  Death:
    OR16 I 5
    TNT1 A 0 A_SpawnItemEx("Orc04Mace",0,4,34,-2,4,FRandom(5,8),25)
	TNT1 A 0 A_SpawnItemEx("Orc16Shield2",0,0,34,6,0,4,60)
    OR16 J 5 A_Scream
    OR16 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR16 L 5 A_NoBlocking
    OR16 MNO 3
    OR16 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR16 QONMLKJI 5
    goto See 
  }
}

Actor Orc16V2 : Orc16 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc16Shield2 : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 G 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 H -1 
    stop
	}
}

ACTOR Orc17 : Orc01
{
MeleeRange 100
Health 450
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR17 ABCD 10 A_Look
    Loop
  See:
    OR17 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR17 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(64,"Rush")
    Loop
  Rush:
    TNT1 A 0 A_SetUserVar("user_rush",0)
  RushLoop:
    TNT1 A 0 A_SpawnItemEx("Orc17GhostA")
	OR17 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc17GhostA")
	OR17 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc17GhostB")
	OR17 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc17GhostB")
	OR17 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    TNT1 A 0 A_SpawnItemEx("Orc17GhostC")
	OR17 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc17GhostC")
	OR17 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc17GhostD")
	OR17 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc17GhostD")
	OR17 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_JumpIf(user_rush >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_rush,user_rush+1)
    Loop
  Missile:
    OR17 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
  Charge:
    TNT1 A 0 A_JumpIfCloser(100,"Melee")
    OR17 E 1 a_facetarget
    OR17 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR17 E 3 ThrustThingZ (0, 25, 0, 0)
    OR17 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR17 E 1 a_playsound("nemesisremilia/whoosh")
    OR17 EF 4 a_facetarget
    OR17 G 6 A_CustomMeleeAttack(random(20,35)*3,"Butcher/Melee","none","SatanGuard")
    Goto See
  Dodge:
	OR17 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR17 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc17GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR17 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS(1,160)
	Goto see
	TNT1 A 0 A_Jump(255,"Charge")
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR17 E 1 a_playsound("nemesisremilia/whoosh")
    OR17 EF 4 A_FaceTarget
    OR17 G 6 A_CustomMeleeAttack(random(20,35)*3,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR17 H 3
    OR17 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See
  Death:
    OR17 I 5
	TNT1 A 0 A_SpawnItemEx("Orc17MoonStar",0,4,34,-2,4,FRandom(5,8),25)
    OR17 J 5 A_Scream
    OR17 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR17 L 5 A_NoBlocking
    OR17 MNO 3
    OR17 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR17 QONMLKJI 5
    goto See 
  }
}

Actor Orc17V2 : Orc17 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc17MoonStar : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 I 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 J -1 
    stop
	}
}

Actor Orc17GhostA : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR17 A 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc17GhostB : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR17 B 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc17GhostC : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR17 C 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc17GhostD : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR17 D 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc17GhostE : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR17 E 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc21 : Orc01
{
Health 550
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR21 ABCD 10 A_Look
    Loop
  See:
    OR21 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR21 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR21 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls","Dodge")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR21 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR21 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0) 
	Goto See
	OR21 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR21 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR21 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR21 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR21 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Dodge:
	OR21 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR21 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc21GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR21 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS(1,160)
	Goto see
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  Charge:
    TNT1 A 0 A_JumpIfCloser(50,"Melee")
    OR21 E 1 a_facetarget
    OR21 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR21 E 3 ThrustThingZ (0, 25, 0, 0)
    OR21 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR21 E 1 a_playsound("nemesisremilia/whoosh")
    OR21 EF 2 a_facetarget
    OR21 G 3 A_CustomMeleeAttack(random(10,25)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR21 E 1 a_playsound("nemesisremilia/whoosh")
    OR21 EF 2 A_FaceTarget
    OR21 G 3 A_CustomMeleeAttack(random(10,25)*6,"orc/swordhit","none","SatanGuard")
    Goto See   
  Pain:
    OR21 H 3
    OR21 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See 
  Death:
    OR21 I 5
    OR21 J 5 A_Scream
    OR21 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR21 L 5 A_NoBlocking
    OR21 MNO 3
    OR21 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR21 QONMLKJI 5
    goto See
  }
}

Actor Orc21V2 : Orc21 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor Orc21GhostE : Orc01GhostA
{
scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR21 E 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc23 : Orc01
{
MeleeRange 65
Health 450
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR23 ABCD 10 A_Look
    Loop
  See:
    OR23 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR23 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR23 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(92,"Dodge")
  WarAxe:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR23 EF 6
	OR23 G 10 A_CustomMissile("WarAxe",34,0,0,0,0) 
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(65,"Melee")
    OR23 E 1 a_facetarget
    OR23 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR23 E 3 ThrustThingZ (0, 25, 0, 0)
    OR23 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR23 E 1 a_playsound("nemesisremilia/whoosh")
    OR23 EF 4 a_facetarget
    OR23 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR23 E 1 a_playsound("nemesisremilia/whoosh")
    OR23 EF 4 A_FaceTarget
    OR23 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR23 H 3
    OR23 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See
  Dodge:
	OR23 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR23 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc15GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR23 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS("WarAxe",160)
	Goto see
  Death:
    OR23 I 5
	TNT1 A 0 A_SpawnItemEx("Orc23WarAxe",0,4,34,-2,4,FRandom(5,8),25)
    OR23 J 5 A_Scream
    OR23 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR23 L 5 A_NoBlocking
    OR23 MNO 3
    OR23 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR23 QONMLKJI 5
    goto See
  }
}

Actor Orc23V2 : Orc23 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc23WarAxe : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 K 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 L -1 
    stop
	}
}

Actor WarAxe
{
Radius 5
Height 5
Speed 29
Damage 6
PROJECTILE
Scale 0.35
+FORCERADIUSDMG
+EXTREMEDEATH
+SEEKERMISSILE
DamageType "AdvancedImp"
States
{
  Spawn:
    TNT1 A 0
	WAX1 D 0 A_PlaySound("waraxe/spin")
  Looping:
	WAX1 A 0 A_SpawnItemEx("RiderWarAxeTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 A 1 Bright A_SeekerMissile(6,6,1)
	WAX1 A 0 A_SpawnItemEx("RiderWarAxeTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 A 1 Bright A_SeekerMissile(6,6,1)
	WAX1 B 0 A_SpawnItemEx("RiderWarAxeTrail2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 B 1 Bright A_SeekerMissile(6,6,1)
	WAX1 B 0 A_SpawnItemEx("RiderWarAxeTrail2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 B 1 Bright A_SeekerMissile(6,6,1)
	WAX1 C 0 A_SpawnItemEx("RiderWarAxeTrail3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 C 1 Bright A_SeekerMissile(6,6,1)
	WAX1 C 0 A_SpawnItemEx("RiderWarAxeTrail3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 C 1 Bright A_SeekerMissile(6,6,1)
	WAX1 D 0 A_SpawnItemEx("RiderWarAxeTrail4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 D 1 Bright A_SeekerMissile(6,6,1)
	WAX1 D 0 A_SpawnItemEx("RiderWarAxeTrail4",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 D 1 Bright A_SeekerMissile(6,6,1)
	WAX1 D 0 A_PlaySound("waraxe/spin")
	WAX1 E 0 A_SpawnItemEx("RiderWarAxeTrail5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 E 1 Bright A_SeekerMissile(6,6,1)
	WAX1 E 0 A_SpawnItemEx("RiderWarAxeTrail5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 E 1 Bright A_SeekerMissile(6,6,1)
	WAX1 F 0 A_SpawnItemEx("RiderWarAxeTrail6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 F 1 Bright A_SeekerMissile(6,6,1)
	WAX1 F 0 A_SpawnItemEx("RiderWarAxeTrail6",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 F 1 Bright A_SeekerMissile(6,6,1)
	WAX1 G 0 A_SpawnItemEx("RiderWarAxeTrail7",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 G 1 Bright A_SeekerMissile(6,6,1)
	WAX1 G 0 A_SpawnItemEx("RiderWarAxeTrail7",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 G 1 Bright A_SeekerMissile(6,6,1)
	WAX1 H 0 A_SpawnItemEx("RiderWarAxeTrail8",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 H 1 Bright A_SeekerMissile(6,6,1)
	WAX1 H 0 A_SpawnItemEx("RiderWarAxeTrail8",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_TRANSFERTRANSLATION,0)
	WAX1 H 1 Bright A_SeekerMissile(6,6,1)
	WAX1 H 0 A_PlaySound("waraxe/spin")
	Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("WarAxeExplosionWhite",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("waraxe/hit")
	TNT1 A 1 A_Explode(80,80,0)
	Stop
	}
}

Actor WarAxeExplosionWhite
{
	RenderStyle None
	Translation "0:255=%[0,0,0]:[1,1,1]"
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_SpawnItemEx("ExploMediumBack1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
	MainLoop:
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,15,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,30,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,45,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,60,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,75,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,105,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,120,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,135,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,150,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,165,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,180,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,195,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,210,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,225,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,240,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,255,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,270,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,285,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,300,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,315,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,330,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.3,1.2),0,0,345,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
	CheckSpawnPos:
		TNT1 A 0 A_CheckFloor("InFloor")
	InAir:
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExplosionMediumSprite",0,0,0,frandom(0.1,1.0),0,frandom(-1.0,1.0),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.1,1.2),0,frandom(-1.2,1.2),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 10 
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExplosionMediumSprite",0,0,0,frandom(0.1,1.0),0,frandom(-1.0,1.0),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		Stop
	InFloor:
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExplosionMediumSprite",0,0,0,frandom(0.1,1.1),0,frandom(0.3,1.1),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 AAAA 0 A_SpawnItemEx("NewExploMediumSmoke",0,0,0,frandom(0.1,1.2),0,frandom(0.3,1.4),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		TNT1 A 10 
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExplosionMediumSprite",0,0,0,frandom(0.1,1.0),0,frandom(-1.0,1.0),random(0,359),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)
		Stop
	}
}

Actor ExplosionMediumSprite
{
Speed 0
Radius 3
Height 5
RenderStyle Add
Alpha 0.7
Scale 0.49
+NOINTERACTION 
+NOTELESTOMP
+CLIENTSIDEONLY
States
{
	Spawn:
	    TNT1 A 0
		TNT1 A 0 A_Jump(128,"plus")
		TNT1 A 0 A_SetScale(ScaleX*1,ScaleY*1)
		Goto Decide
	Plus:
	    TNT1 A 0 A_SetScale(ScaleX*-1,ScaleY*-1)
	Decide:
		TNT1 A 0 A_Jump(128,2,4,5)
		X003 ABCDE 1 Bright A_FadeOut(0.025)
		TNT1 A 0 A_ScaleVelocity(0.8)
		X003 FGHIJ 1 Bright A_FadeOut(0.025)
		TNT1 A 0 A_ScaleVelocity(0.7)
		X003 KLMNO 1 Bright A_FadeOut(0.025)
		TNT1 A 0 A_ScaleVelocity(0.55)
		X003 PQRST 1 Bright A_FadeOut(0.025)
		TNT1 A 0 A_ScaleVelocity(0.45)
		X003 UVWXYZ 1 Bright A_FadeOut(0.025)
		Stop
	}
}

Actor NewExploMediumSmoke
{
RenderStyle Translucent
Alpha 0.57
Scale 0.4
+NOINTERACTION
+NOTONAUTOMAP
+NOTELESTOMP
+CLIENTSIDEONLY
var int user_t;
States
{
  Spawn:
	TNT1 A 0 NoDelay A_Jump(256,"R1","R2","R3","R4")
	Stop
	R1:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22)
		X038 ABCDEFGHIJKLMNOPQRSTUV 0 A_Jump(256,"Behavior")
		Goto Behavior
	R2:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22)
		X039 ABCDEFGHIJKLMNOPQRSTUV 0 A_Jump(256,"Behavior")
		Goto Behavior
	R3:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22)
		X040 ABCDEFGHIJKLMNOPQRSTUV 0 A_Jump(256,"Behavior")
		Goto Behavior
	R4:
		TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22)
		X041 ABCDEFGHIJKLMNOPQRSTUV 0 A_Jump(256,"Behavior")
		Goto Behavior
	Behavior:
	    "----" A 0 A_ScaleVelocity(0.95)
		"----" A 3 A_FadeOut(0.023)
		Loop

	}
}

Actor PBDebrisSmoke : NewExploMediumSmoke
{
Alpha 0.1
Scale 0.6
+NOTONAUTOMAP
States
{
	Spawn:
		TNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
		TNT1 A 5 A_SetScale(ScaleX*random(-1,1),ScaleY*random(-1,1))
		X037 AAAAAAAAAA 1 A_FadeIn(0.07)
		TNT1 A 0 A_Jump(255,"One","Two","Three","Four")
	One:
		X037 A 3 A_FadeOut(0.055)
		TNT1 A 0 A_ScaleVelocity(0.95)
		Loop
	Two:
		X037 B 3 A_FadeOut(0.055)
		TNT1 A 0 A_ScaleVelocity(0.95)
		Loop
	Three:
		X037 C 3 A_FadeOut(0.055)
		TNT1 A 0 A_ScaleVelocity(0.95)
		Loop
	Four:
		X037 D 3 A_FadeOut(0.062)
		TNT1 A 0 A_ScaleVelocity(0.95)
		Loop
	}
}

Actor ExploMediumBack1
{
	+NOINTERACTION
	+NOTELESTOMP
	+CLIENTSIDEONLY
	RenderStyle Add
	Scale 0.8
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_SetScale(ScaleX*random(-1,1),ScaleY*random(-1,1))
	Decide:
		X004 ABCDEFGHIJKLMNOPQ 1 Bright A_FadeOut(0.03)
		Stop
	}
}

ACTOR RiderWarAxeTrail
{
    RenderStyle Add
    Scale 0.35
    Alpha 0.75
    PROJECTILE
	+NOGRAVITY
	+NOINTERACTION
	+CLIENTSIDEONLY
    States
    {
    Spawn:
		WAX1 A 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail2 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 B 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail3 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 C 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail4 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 D 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail5 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 E 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail6 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 F 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail7 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 G 2 Bright A_FadeOut(0.04)
		Loop
    }
}

ACTOR RiderWarAxeTrail8 : RiderWarAxeTrail
{
    States
    {
    Spawn:
		WAX1 H 2 Bright A_FadeOut(0.04)
		Loop
    }
}


ACTOR Orc25 : Orc01
{
MeleeRange 80
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR25 ABCD 10 A_Look
    Loop
  See:
    OR25 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR25 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_Jump(64,"Rush")
    Loop
  Rush:
    TNT1 A 0 A_SetUserVar("user_rush",0)
  RushLoop:
    TNT1 A 0 A_SpawnItemEx("Orc25GhostA")
	OR25 AA 1 A_Chase("Melee","Slicer")
    TNT1 A 0 A_SpawnItemEx("Orc25GhostA")
	OR25 AA 1 A_Chase("Melee","Slicer")
    TNT1 A 0 A_SpawnItemEx("Orc25GhostB")
	OR25 BB 1 A_Chase("Melee","Slicer")
	TNT1 A 0 A_SpawnItemEx("Orc25GhostB")
	OR25 BB 1 A_Chase("Melee","Slicer")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    TNT1 A 0 A_SpawnItemEx("Orc25GhostC")
	OR25 CC 1 A_Chase("Melee","Slicer")
    TNT1 A 0 A_SpawnItemEx("Orc25GhostC")
	OR25 CC 1 A_Chase("Melee","Slicer")
    TNT1 A 0 A_SpawnItemEx("Orc25GhostD")
	OR25 DD 1 A_Chase("Melee","Slicer")
	TNT1 A 0 A_SpawnItemEx("Orc25GhostD")
	OR25 DD 1 A_Chase("Melee","Slicer")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_JumpIf(user_rush >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_rush,user_rush+1)
    Loop
  Missile:
    TNT1 A 0 A_JumpIfCloser(250,"Charge")
  Slicer:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR21 A 0 A_FaceTarget
	OR21 EF 6
    OR21 G 10 Bright A_CustomMissile("OR25Slicer",34)
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(80,"Melee")
    OR25 E 1 a_facetarget
    OR25 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR25 E 3 ThrustThingZ (0, 25, 0, 0)
    OR25 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR25 E 1 a_playsound("nemesisremilia/whoosh")
    OR25 EF 4 a_facetarget
    OR25 G 6 A_CustomMeleeAttack(random(20,40)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR25 E 1 a_playsound("nemesisremilia/whoosh")
    OR25 EF 4 A_FaceTarget
    OR25 G 6 A_CustomMeleeAttack(random(20,40)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Pain:
    OR25 H 3
    OR25 H 3 A_Pain
    Goto See
  Death:
    OR25 I 5 A_SetTranslucent(1)
    TNT1 A 0 A_SpawnItemEx("Orc05Sword",0,4,34,-2,4,FRandom(5,8),25)
    OR25 J 5 A_Scream
    OR25 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR25 L 5 A_NoBlocking
    OR25 MNO 3
    OR25 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR25 QONMLKJI 5
    goto See
  }
}

Actor Orc25V2 : Orc25 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR OR25Slicer : MainyuVoidTravelSlash
{
  Speed 45
  Damage 10
  DamageType "AdvancedImp"
  Species "Imps"
  States 
  {
  Spawn:
    CLBA B 1 Bright A_SpawnItemEx("MainyuVoidTravelSlashTrail",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4))
    Loop
  Death:
	TNT1 A 0 A_SetScale(1.0,1.0)
	TNT1 A 0 A_Explode(80,100)
	TNT1 A 0 A_Jump(128,"Death2")
    MNS1 ABCDEFGHIJK 2 Bright
    Stop
  Death2:
    MNS2 ABCDEFGHIJK 2 Bright
    Stop
    }
}

Actor Orc25GhostA : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR25 A 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc25GhostB : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR25 B 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc25GhostC : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR25 C 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc25GhostD : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR25 D 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc26 : Orc01
{  
MeleeRange 75
Speed 10
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 AA 0 A_SpawnItemEx("MasterLightningSpawnerSmall",0,0,0,0,0,0,0,SXF_SETMASTER)
  SpawnLoop:
    OR26 ABCD 10 A_Look
    Loop
  See:
    TNT1 A 0 A_StopSound(5)
  SeeLoop:
    OR26 AAAABBBB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR26 CCCCDDDD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
	TNT1 A 0 A_Jump(92,"Dodge")
  LightningStrike:
    OR26 E 1 a_facetarget
    OR26 E 5 A_SetUserVar("user_missile",Random(10,50))
	TNT1 A 0 A_PlaySound("baal/zap",7)
	TNT1 A 0 A_PlaySound("baal/zap2",CHAN_WEAPON)
	TNT1 A 0 A_PlaySound("baal/zaploop",5,1.0,TRUE)
  LightningStrikeLoop:
    TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_JumpIfTargetInsideMeleeRange("Melee")
    OR26 E 1 Bright A_facetarget
    OR26 E 1 Bright A_CustomRailgun(Random(10,30),20,None,None,RGF_SILENT|RGF_NOPIERCING|RGF_CENTERZ,0,0,"StrikeLightningPuff",10,5,0,0,0.5,1,"StrikeLightningBallSmall",46)
	TNT1 A 0 A_JumpIf(user_missile >= 150,"See")
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	Loop
  Melee:
    TNT1 A 0 A_StopSound(5)
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR26 E 1 a_playsound("nemesisremilia/whoosh")
    OR26 EF 4 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetOutsideMeleeRange(3)
	TNT1 A 0 A_PlaySound("beam/lightninghitbody")
	TNT1 A 0 A_SpawnItemEx("LightningHitWeapon",8,0,34)
    OR26 G 6 A_CustomMeleeAttack(random(20,35)*3,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    TNT1 AAA 0 A_StopSound(5)
    OR26 H 3
    OR26 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See
  Dodge:
	OR26 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR26 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc26GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 15,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR26 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS("LightningStrike",160)
	Goto see
  Death:
    TNT1 AAA 0 A_StopSound(5)
    OR26 I 5
	TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 0 A_SpawnItemEx("Orc26StunBaton",0,4,34,-2,4,FRandom(5,8),25)
    OR26 J 5 A_Scream
    OR26 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR26 L 5 A_NoBlocking
    OR26 MNO 3
    OR26 Q -1 A_BossDeath
    Stop
  Null:
    TNT1 A 0 A_RemoveChildren(1)
	TNT1 A 1
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR26 QONMLKJI 5
    goto See
  }
}

Actor Orc26V2 : Orc26 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc26StunBaton : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 M 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 N -1 
    stop
	}
}

Actor Orc26GhostE : Orc01GhostA
{
scale 0.85
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR26 E 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc28 : Orc01
{  
MeleeRange 60
Health 450
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR28 ABCD 10 A_Look
    Loop
  See:
    OR28 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR28 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR28 E 1 a_facetarget
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfTargetInLOS("Charge",130,JLOSF_DEADNOJUMP,750)
	TNT1 A 0 A_Jump(255,"FireBalls","IceBalls")
  FireBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR28 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR28 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("LavaBall",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("CyberSeekingComet",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("HFCyberMiniFireBall",34,0,0,0,0)
	Goto See
  IceBalls:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR28 EF 6
	TNT1 A 0 A_Jump(255,1,2,3,4,5)
	OR28 G 10 Bright A_CustomMissile("FrostBall",34,0,0,0,0) 
	Goto See
	OR28 G 10 Bright A_CustomMissile("FrostSeekingComet",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("IComet",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("FrostProjectile",34,0,0,0,0)
	Goto See
	OR28 G 10 Bright A_CustomMissile("FRZAfritBomb",34,0,0,0,0)
	Goto See
  Charge:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",0)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR28 H 1 A_facetarget
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 ThrustThing(angle*256/360, 55, 1, 0)
  ChargeLoop:
    OR28 H 1 A_SpawnItemEx("Orc28GhostH")
	TNT1 A 0 A_JumpIf(user_shield >= 35,"ChargeEnd")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_JumpIfTargetInsideMeleeRange("ChargeHit")
	TNT1 A 0 A_JumpIf(velx != 0 || vely != 0,"ChargeLoop")
  ChargeEnd:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
    TNT1 A 0 A_RemoveChildren(1)
	OR28 H 4 A_Stop
	Goto See
  ChargeHit:
    TNT1 A 0 A_VileAttack("orc/counter",random(20,35)*4,random(20,35)*4,60,1,"SatanGuard")
	TNT1 A 0 A_GiveToTarget("OrcThrustTarget",1)
	Goto ChargeEnd
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR28 E 1 a_playsound("nemesisremilia/whoosh")
    OR28 EF 4 A_FaceTarget
    OR28 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR28 H 3
    OR28 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"ShieldUp")
    Goto See
  ShieldUp:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",random(0,10))
	TNT1 A 0 A_JumpIf(user_shield >= 25,"ShieldDown")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	OR28 H 6 A_FaceTarget
    Goto ShieldUp+3
  ShieldDown:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,0)
	OR28 H 1 A_JumpIfTargetInLOS("Charge",130,JLOSF_DEADNOJUMP,750)
	Goto See
  Death:
    OR28 I 5
	TNT1 A 0 A_RemoveChildren(1)
    TNT1 A 0 A_SpawnItemEx("Orc04Mace",0,4,34,-2,4,FRandom(5,8),25)
	TNT1 A 0 A_SpawnItemEx("Orc28Shield3",0,0,34,6,0,4,60)
    OR28 J 5 A_Scream
    OR28 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR28 L 5 A_NoBlocking
    OR28 MNO 3
    OR28 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR28 QONMLKJI 5
    goto See
  }
}

Actor Orc28V2 : Orc28 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor OrcShieldHitbox2 : ShieldHitboxMain
{
+ISMONSTER
Tag "\c[p3]Orc's Shield\c-"
States
{
  Spawn:
   TNT1 A 1 NODELAY A_Warp(AAPTR_MASTER,25,0,10,0,WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   Loop
   }
}

Actor Orc28GhostH : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR28 H 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor OrcThrustTarget : CrusaderBuff
{
  States
  {
  Pickup:
	TNT1 A 1
	TNT1 A 0 ThrustThing(angle*256/360+128,20)
	Stop
  }
}

ACTOR Orc28Shield3 : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 O 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 P -1 
    stop
	}
}

ACTOR Orc29 : Orc01
{  
MeleeRange 65
Health 550
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR29 ABCD 10 A_Look
    Loop
  See:
    OR29 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR29 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR29 E 1 a_facetarget
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_Jump(92,"Dodge")
  WarAxe:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR29 EF 6
	OR29 G 10 A_CustomMissile("WarAxe",34,0,0,0,0) 
	Goto See
  Charge:
    TNT1 A 0 A_JumpIfCloser(65,"Melee")
    OR29 E 1 a_facetarget
    OR29 E 0 ThrustThing(angle*256/360, 18, 0, 0)
    OR29 E 3 ThrustThingZ (0, 25, 0, 0)
    OR29 E 0 a_facetarget
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR29 E 1 a_playsound("nemesisremilia/whoosh")
    OR29 EF 4 a_facetarget
    OR29 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR29 E 1 a_playsound("nemesisremilia/whoosh")
    OR29 EF 4 A_FaceTarget
    OR29 G 6 A_CustomMeleeAttack(random(20,35)*4,"Butcher/Melee","none","SatanGuard")
    Goto See
  Pain:
    OR29 H 3
    OR29 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"Dodge")
    Goto See
  Dodge:
	OR29 E 1 A_FaceTarget
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 A_SetUserVar(user_Dodge,0)
    TNT1 A 0 A_jump(128,3)
	TNT1 A 0 ThrustThing(angle*256/360+192, 60, 0, 0)
	TNT1 A 0 A_jump(256,2)
	TNT1 A 0 ThrustThing(angle*256/360+64, 60, 0, 0)
  ContinueDodgeLoop:
    OR29 E 2 A_FaceTarget
	TNT1 A 0 A_CheckSight("See")
	TNT1 A 0 A_SpawnItemEx("Orc29GhostE")
	TNT1 A 0 A_JumpIf(user_Dodge >= 20,"ContinueDodgeEnd")
	TNT1 A 0 A_SetUserVar(user_Dodge,user_Dodge+random(1,5))
	Loop
  ContinueDodgeEnd:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	OR29 E 1 A_Stop
	TNT1 A 0 A_JumpIfTargetInLOS("WarAxe",160)
	Goto see
  Death:
    OR29 I 5
	TNT1 A 0 A_SpawnItemEx("Orc23WarAxe",0,4,34,-2,4,FRandom(5,8),25)
    OR29 J 5 A_Scream
    OR29 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR29 L 5 A_NoBlocking
    OR29 MNO 3
    OR29 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR29 QONMLKJI 5
    goto See
  }
}

Actor Orc29V2 : Orc29 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

Actor Orc29GhostE : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR29 E 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

ACTOR Orc48 : Orc01
{
MeleeRange 80
Tag "\c[p3]Orc\c-"
  States
  {
  Spawn:
    OR48 ABCD 10 A_Look
    Loop
  See:
    OR48 AAABBB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	OR48 CCCDDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    Loop
  Missile:
    OR48 E 1 a_facetarget
	TNT1 A 0 A_Jump(128,2)
	TNT1 A 0 A_JumpIfTargetInLOS("Charge",130,JLOSF_DEADNOJUMP,750)
  Rush:
    TNT1 A 0 A_SetUserVar("user_rush",0)
  RushLoop:
    TNT1 A 0 A_SpawnItemEx("Orc48GhostA")
	OR48 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc48GhostA")
	OR48 AA 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc48GhostB")
	OR48 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc48GhostB")
	OR48 BB 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
    TNT1 A 0 A_SpawnItemEx("Orc48GhostC")
	OR48 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc48GhostC")
	OR48 CC 1 A_Chase("Melee","")
    TNT1 A 0 A_SpawnItemEx("Orc48GhostD")
	OR48 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("Orc48GhostD")
	OR48 DD 1 A_Chase("Melee","")
	TNT1 A 0 A_SpawnItemEx("FootStep2",0,0,2,0,0,-20)
	TNT1 A 0 A_JumpIfCloser(250,"Charge")
	TNT1 A 0 A_JumpIf(user_rush >= 3,"See")
	TNT1 A 0 A_SetUserVar(user_rush,user_rush+1)
    Loop
  Charge:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",0)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
	OR48 H 1 A_facetarget
	TNT1 A 0 A_Playsound("weapons/suldth",6)
	TNT1 A 0 ThrustThing(angle*256/360, 55, 1, 0)
  ChargeLoop:
    OR48 H 1 A_SpawnItemEx("Orc48GhostH")
	TNT1 A 0 A_JumpIf(user_shield >= 35,"ChargeEnd")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_JumpIfTargetInsideMeleeRange("ChargeHit")
	TNT1 A 0 A_JumpIf(velx != 0 || vely != 0,"ChargeLoop")
  ChargeEnd:
    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
    TNT1 A 0 A_RemoveChildren(1)
	OR48 H 4 A_Stop
	Goto See
  ChargeHit:
    TNT1 A 0 A_VileAttack("orc/counter",random(20,35)*4,random(20,35)*4,60,1,"SatanGuard")
	TNT1 A 0 A_GiveToTarget("OrcThrustTarget",1)
	Goto ChargeEnd
  Melee:
    TNT1 A 0 A_playsound("orc/attack",CHAN_VOICE)
    OR48 E 1 a_playsound("nemesisremilia/whoosh")
    OR48 EF 4 A_FaceTarget
    OR48 G 6 A_CustomMeleeAttack(random(20,40)*6,"orc/swordhit","none","SatanGuard")
    Goto See
  Pain:
    OR48 H 3
    OR48 H 3 A_Pain
	TNT1 A 0 A_Jump(128,"ShieldUp")
    Goto See
  ShieldUp:
	TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,1)
	TNT1 A 0 A_SetUserVar("user_shield",random(0,10))
	TNT1 A 0 A_JumpIf(user_shield >= 25,"ShieldDown")	 
	TNT1 A 0 A_SetUserVar("user_shield",user_shield+1)
	TNT1 A 0 A_SpawnItemEx("OrcShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	OR48 H 6 A_FaceTarget
    Goto ShieldUp+3
  ShieldDown:
	TNT1 A 0 A_ChangeFlag(NOPAIN,0)
	TNT1 A 0 A_ChangeFlag(NORADIUSDMG,0)
	OR48 H 1 A_JumpIfTargetInLOS("Charge",130,JLOSF_DEADNOJUMP,750)
	Goto See
  Death:
    OR48 I 5
	TNT1 A 0 A_RemoveChildren(1)
    TNT1 A 0 A_SpawnItemEx("Orc28Sword2",0,4,34,-2,4,FRandom(5,8),25)
	TNT1 A 0 A_SpawnItemEx("Orc28Shield4",0,0,34,6,0,4,60)
    OR48 J 5 A_Scream
    OR48 K 5 //A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    OR48 L 5 A_NoBlocking
    OR48 MNO 3
    OR48 Q -1 A_BossDeath
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    OR48 QONMLKJI 5
    goto See
  }
}

Actor Orc48V2 : Orc48 { Tag "\c[p3]Orc\c-" Species "Fiends" +COUNTKILL -NOKILLSCRIPTS }

ACTOR Orc28Shield4 : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 Q 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 R -1 
    stop
	}
}

Actor OrcMonSpawner : RandomSpawner
{
DropItem "Orc01V2", 256 ,1
DropItem "Orc04V2", 256 ,1
DropItem "Orc05V2", 256 ,1
DropItem "Orc13V2", 256 ,1
DropItem "Orc15V2", 256 ,1
DropItem "Orc16V2", 256 ,1
DropItem "Orc17V2", 256 ,1
DropItem "Orc21V2", 256 ,1
DropItem "Orc23V2", 256 ,1
DropItem "Orc25V2", 256 ,1
DropItem "Orc26V2", 256 ,1
DropItem "Orc28V2", 256 ,1
DropItem "Orc29V2", 256 ,1
DropItem "Orc48V2", 256 ,1
}

ACTOR Orc28Sword2 : CHSHammer
{
States
{
  Spawn:
    TNT1 A 0
    ORP2 S 1 A_CheckFloor("Death")
    Loop
  Death:
    TNT1 A 0 A_ChangeFlag(MBFBOUNCER,0)
	TNT1 A 0 A_ChangeFlag(BOUNCEONFLOORS,0)
    ORP2 T -1 
    stop
	}
}

Actor Orc48GhostA : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR48 A 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc48GhostB : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR48 B 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc48GhostC : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR48 C 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}

Actor Orc48GhostD : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR48 D 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}
 
Actor Orc48GhostH : Orc01GhostA
{
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Null")
Fade:
    TNT1 A 1
    OR48 H 2 A_FadeOut(0.10)
    Goto Fade+1
	}
}