actor Nethersyst
{
//Creator: Okihaito
//Origin: ???
//Sprite: HAAD
//Title: "Nethersyst"
  obituary "%o was Charged up by a Nethersyst."
  hitobituary "%o was Charged up by a Nethersyst."
  health 1000
  Radius 12
  Height 26
  mass 4000
  reactiontime 4
  speed 9
  scale 0.45
  painchance 15
  Damagefactor 0.8
  PainChance "SoulToxic", 0
  PainChance "Souls", 0
  PainChance "ChaosSoul", 0
  Damagefactor "Souls", 0.0
  DamageFactor "SoulToxic", 0.0
  DamageFactor "Ice", 0.0
  DamageFactor "BombBreath", 0.0
  Damagefactor "EleSouls", 0.0
  seesound "DSSYS2"
  painsound "DSSYS3"
  deathsound "DSSYS1"
  activesound "DSSYS2"
  attacksound "caco/melee"
  MONSTER
  Species "EleSouls"
  BloodColor "Pink"
  DropItem "ShuffleSpawner", 64, 1
  +DONTHURTSPECIES
  +NOINFIGHTING
  +AMBUSH
  +SPAWNCEILING
  +NOGRAVITY
  +FLOAT
  +FLOORCLIP
  +DONTFALL
  +LOOKALLAROUND
  Tag "\c[a1]Nethersyst\c-"
  states
  {
  Spawn:
    HAAD A 0 A_SetTranslucent(1,0)
    HAAD AB 2 A_Look
    loop
  See:
	HAAD A 0 A_CheckSight("Chase")
  Chase:
	HAAD A 0 A_SetTranslucent(1,0)
	HAAD A 0 A_Jump(20,"supersee")
    HAAD AB 2 A_Chase
    loop
  supersee:
	HAAD A 0 A_PlaySound("monster/heltel")
	HAAD A 0 A_SetTranslucent(0.5,1)
    HAAD ABABABABABAB 1 A_FastChase
	HAAD I 0 A_Stop
    goto see
  Missile:
	HAAD A 0 A_SetTranslucent(1,0)
    HAAD AB 2 bright A_FaceTarget
    HAAD A 0 A_CustomMissile("cacball",15,-8,random(-3,3))
	HAAD A 0 A_CustomMissile("cacball",15,8,random(-3,3))
	HAAD B 2 bright
	HAAD AB 2 bright A_FaceTarget
    HAAD A 0 A_CustomMissile("cacball",15,-8,random(-3,3))
	HAAD A 0 A_CustomMissile("cacball",15,8,random(-3,3))
	HAAD B 2 bright
	HAAD AB 2 bright A_FaceTarget
    HAAD A 0 A_CustomMissile("cacball",15,-8,random(-3,3))
	HAAD A 0 A_CustomMissile("cacball",15,8,random(-3,3))
	HAAD B 2 bright
	HAAD AB 2 bright A_FaceTarget
    HAAD A 0 A_CustomMissile("cacball",15,-8,random(-3,3))
	HAAD A 0 A_CustomMissile("cacball",15,8,random(-3,3))
	HAAD B 2 bright
    goto See
  Pain:
    HAAD A 0 A_SetTranslucent(1,0)
    HAAD G 3
    HAAD G 3 A_Pain
    HAAD G 6
    goto See
  Death:
  XDeath:
    HAAD I 0 A_Scream
    HAAD I 0 A_NoBlocking
	HAAD HIHIHIHIHIIHIHIHIHIHIHIHII 2 A_CustomMissile("cacballeffect",15,0,random(0,360))
    stop
  }
}

actor cacball
{
  radius 5
  height 6
  speed 50 //15
  //damage (Random(1,2)*4)//(Random(1,3) * 3)
  Damage (Random(20,40))
  scale 0.5
  Translation "168:191=192:207"
  renderstyle add
  alpha 1
  seesound "DSSYS2"
  DeathSound "weapons/rocklx"
  PROJECTILE
  Decal "Scorch"
  DamageType "Souls"
  Species "EleSouls"
  +DONTHURTSPECIES
  +RANDOMIZE
  states
  {
  Spawn:
    BAL2 AB 2 Bright A_SpawnItemEx("cacballTrail",0,0,2,0,0,0,0,128,0)
    loop
  Death:
	TNT1 AA 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    BAL2 CDE 5 Bright
    stop
  }
}

ACTOR cacballTrail : BFG9500Trail
{
Scale 0.5
Translation "168:191=192:207"
States
{
Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 1
    BAL2 ABABAB 2 A_FadeOut(0.15)
	Stop
    }
}

actor cacballeffect
{
  Damage 0
  +THRUACTORS
  radius 2
  height 2
  speed 1
  Translation "168:191=192:207"
  renderstyle add
  alpha 0.85
  //seesound "DSSYS1"
  //deathsound "caco/shotx"
  PROJECTILE
  +RANDOMIZE
  +NOGRAVITY
  states
  {
  Spawn:
  Death:
    BAL2 CD 4 bright A_NoGravity
    stop
  }
}
