ACTOR BloodScepter : Weapon
{
	Weapon.SelectionOrder 2
	Weapon.KickBack 100
	+UNDROPPABLE
	Weapon.AmmoUse1 1
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Weapon.AmmoType1 "Mana2"
	Weapon.AmmoUse2 5
	Weapon.AmmoType2 "Mana2"
	Inventory.PickupMessage "BLOOD SCEPTER"
	Tag "Blood Scepter"
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.5
	States
	{
	Spawn:
		BDSP A -1
		Stop
	Ready:
		BDSP B 1 A_WeaponReady
		Loop
	Deselect:
		BDSP B 1 A_Lower
		TNT1 A 0 A_Lower
		Loop
	Select:
		BDSP B 1 A_Raise
		TNT1 A 0 A_Raise
		Loop
	AltFire:
		BDSP D 0 A_PlayWeaponSound("NecromancerScepterAltCharge")
		BDSP D 1 Bright offset(-2,31)
		BDSP D 1 Bright offset(-1,33)
		BDSP D 1 Bright offset(1,35)
		BDSP D 1 Bright offset(-1,34)
		BDSP E 1 Bright offset(1,31)
		BDSP E 1 Bright offset(2,33)
		BDSP E 1 Bright offset(2,35)
		BDSP E 1 Bright offset(1,31)
		BDSP F 1 Bright offset(2,33)
		BDSP F 1 Bright offset(-2,31)
		BDSP F 1 Bright offset(1,34)
		BDSP F 1 Bright offset(-1,33)
		BDSP G 1 Bright offset(-2,31)
		BDSP G 1 Bright offset(1,34)
		BDSP G 1 Bright offset(2,35)
		BDSP G 1 Bright offset(-1,34)
		TNT1 AAAA 0 A_FireCustomMissile("DPhoenixShot1",frandom(-6,6),0,frandom(-6,6),frandom(-4,4))
		BDSP C 0 A_PlaySound("NecromancerScepterAltFire")
		BDSP H 1 Bright A_FireCustomMissile("DPhoenixShot1",0,1,0,-2)
		BDSP H 1 Bright a_setpitch(pitch-2)
		BDSP H 1 Bright offset(1,31) a_setpitch(pitch+.5)
		BDSP H 1 Bright offset(2,33) a_setpitch(pitch+.5)
		BDSP G 1 Bright offset(2,35) a_setpitch(pitch+.5)
		BDSP G 1 Bright offset(1,31) a_setpitch(pitch+.5)
		BDSP G 1 Bright offset(2,33)
		BDSP G 1 Bright offset(-2,31)
		BDSP F 1 Bright offset(1,34)
		BDSP F 1 Bright offset(-1,33)
		BDSP F 1 Bright offset(-2,31)
		BDSP F 1 Bright offset(1,34)
		BDSP D 1 Bright offset(2,35)
		BDSP D 1 Bright offset(-1,34)
		BDSP B 0 A_ReFire
		Goto Ready
	Fire:
		BDSP B 5
		BDSP B 2 Bright
		BDSP C 0 A_PlayWeaponSound("NecromancerScepterFire")
		BDSP C 1 Bright A_FireCustomMissile("BloodScepterFX",frandom(-0.5,0.5),1,0,0,1,frandom(-50,50)/100.0)
		BDSP C 1 Bright a_setpitch(pitch-.25)
		BDSP C 0 Bright a_setpitch(pitch+.25)
		BDSP C 2 Bright A_ReFire
		//BDSP B 0 A_ReFire
		Goto Ready
	Hold:
		BDSP B 2 Bright
		BDSP C 0 A_PlayWeaponSound("NecromancerScepterFire")
		BDSP C 1 Bright A_FireCustomMissile("BloodScepterFX",frandom(-0.5,0.5),1,0,0,1,frandom(-50,50)/100.0)
		BDSP C 1 Bright a_setpitch(pitch-.25)
		BDSP C 0 Bright a_setpitch(pitch+.25)
		BDSP C 2 Bright A_ReFire
		//BDSP B 0 A_ReFire
		Goto Ready
	}
}

ACTOR BloodScepterFX : FastProjectile
{
	Radius 4
	Height 6
	Speed 120
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(17,37), INTELLECT, 0, WOCTARGET))
	Damagetype "Shadow"
	Alpha 0.7
	Scale 0.7
	PROJECTILE
	RENDERSTYLE ADD
	+SPAWNSOUNDSOURCE
	+MTHRUSPECIES /*+NODAMAGETHRUST*/ +DONTBLAST
	//SeeSound "BloodScepter/Attack"
	+HITTRACER
	DeathSound "NecromancerScepterHit"
	States
	{
	Spawn:
		BCPR A 1 Bright A_SpawnItemEx("BloodScepterTrail",0,0,0,0,0,0,0,8)
		loop
	Death:
		BCPR B 0 Bright A_JumpIfInTargetInventory("IsHarvester",1,2)
		BCPR B 0 Bright A_Jump(256,2)
		BCPR B 0 Bright A_JumpIfInventory("Level",1,"HarvesterDeath",AAPTR_TRACER)
		BCPR B 4 Bright
		BCPR C 3 Bright
		BCPR D 4 Bright
		BCPR E 3 Bright
		BCPR F 2 Bright
		stop
	HarvesterDeath:
		BCPR A 0 Bright A_GiveToTarget("HeartOfYorickBeamHealth", 1)
		BCPR B 4 Bright
		BCPR C 3 Bright
		BCPR D 4 Bright
		BCPR E 3 Bright
		BCPR F 2 Bright
		stop
	}
}

ACTOR BloodScepterTrail
{   
	Radius 0
	Height 1
	Damage 0
	Speed 0
	Scale 0.5
	PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION
	RENDERSTYLE ADD
	Alpha 0.5
	States
	{
	Spawn:
		BCTR EFGH 3 Bright A_FadeOut
		Stop
	}
}

Actor DarkPhoenixRailPuff
{
	+BLOODLESSIMPACT
	-BLOODSPLATTER
	+MTHRUSPECIES /*+NODAMAGETHRUST*/ +DONTBLAST
}

ACTOR DPhoenixShot1
{
	Radius 6
	Height 16
	Speed 35
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(17,37), INTELLECT, 0, WOCTARGET))
	Damagetype "Shadow"
	Projectile
	+RANDOMIZE
	+MTHRUSPECIES 
	+DONTBLAST
	+DOOMBOUNCE
	-ALLOWBOUNCEONACTORS
	-BOUNCEONACTORS
	+HITTRACER
	BounceFactor 1.0
	BounceCount 3
	RenderStyle Add
	Alpha 1.0
	scale .5
	SeeSound ""
	DeathSound "NecromancerScepterAltHit"
	Decal "Scorch"
	States
	{
	Spawn:
		SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1A")
		TNT1 AAA 0 A_Cstaffmissileslither
		SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1A")
		TNT1 AAA 0 A_Cstaffmissileslither
		SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1A")
		TNT1 AAA 0 A_Cstaffmissileslither
		SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1B")
		TNT1 AAA 0 A_Cstaffmissileslither
		SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1B")
		TNT1 AAA 0 A_Cstaffmissileslither
		SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1B")
		TNT1 AAA 0 A_Cstaffmissileslither
		Loop
	Death:
		SCBL A 0 Bright A_JumpIfInTargetInventory("IsHarvester",1,2)
		SCBL A 0 Bright A_Jump(256,2)
		SCBL C 0 Bright A_JumpIfInventory("Level",1,"HarvesterDeath",AAPTR_TRACER)
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		Stop
	HarvesterDeath:
		SCBL C 0 Bright A_GiveToTarget("HeartOfYorickBeamHealth", 1)
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL C 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AAA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL D 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		TNT1 AA 0 A_SpawnItemEx("CultTrail2",0,0,0,frandom(-8,8),frandom(-8,8),frandom(-8,8),frandom(8,360))
		SCBL E 1 BRIGHT
		Stop
	}
}


ACTOR CultTrail1A
{
	+NOCLIP
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	renderstyle ADD
	alpha 1
	scale .5
	States
	{
	Spawn:
		SCBL A 1 BRIGHT A_fadeout
		Loop
	}
}

ACTOR CultTrail1B
{
	+NOCLIP
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	renderstyle ADD
	alpha 1
	scale .5
	States
	{
	Spawn:
		SCBL B 1 BRIGHT A_fadeout
		Loop
	}
}

ACTOR CultTrail2
{
	+NOCLIP
	+NOINTERACTION
	+NOGRAVITY
	+CLIENTSIDEONLY
	renderstyle ADD
	alpha 0.3
	scale .5
	States
	{
	Spawn:
		TNT1 A 2
		CBT1 ABCDEF 2 BRIGHT
		CBT1 GHIJ 1 BRIGHT A_fadeout
		Stop
	}
}