Actor DarkPaladin : Paladin 30194
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: DPAL
//Title: "Dark Paladin"
Health 2600
Mass 1000
Speed 10
PainChance 5
BloodColor Green
Painchance "Mine", 128
MeleeDamage 22
Damagefactor "Acid", 1.8
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.25
DamageFactor "PlayerDevBall2", 0.15
DamageFactor "PlayerDevTracer", 0.25
DamageFactor "Legendary", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "PlayerNemesisPlasma", 0.3
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
//No Infighting
Damagefactor "UBDTR", 0.0
Damagefactor "DarkbruiserBFG10K", 0.0
Damagefactor "DarkBruiserRailgunSlug", 0.0
DamageFactor "SatanGuard", 0.0
Damagefactor "Heterodox", 0.0
Damagefactor "Damned", 0.0
DamageFactor "NobleComet", 0.0
Damagefactor "CurseComet", 0.0
DamageFactor "AfritComet", 0.0
DamageFactor 0.45
DropItem "NemesisHealthBonusMax" 200 25
DropItem "NemesisArmorBonus16" 200
DropItem "NemesisHealthBonusMax" 200 25
DropItem "NemesisArmorBonus16" 200
DropItem "BerserkSphere" 80
DropItem "DemonAmmoBox" 220 200
DropItem "Demon Tech Rifle" 180
DropItem "Demon Tech Railgun" 120
DropItem "SuperArmorSphere" 60 
DropItem "CannongunSphere" 128
DropItem "DarkArmor" 135
Obituary "%o was killed and scattered by a Dark Paladin."
HitObituary "%o almost tried to fight a Dark Paladin."
SeeSound "DarkPaladin/Sight" 
PainSound "DarkPaladin/Pain" 
DeathSound "DarkPaladin/Death" 
ActiveSound "DarkPaladin/Active" 
AttackSound "weapons/dtrailf"
Tag "\c[l2]Dark Paladin\c-"
+BOSS
+BOSSDEATH
+NOTARGET
+DONTMORPH
+FASTMELEE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHARMSPECIES
States
{ 
  Spawn:
	DPAL AA 7 A_Look
	TNT1 A 0 HealThing(20)
	Loop 
  See:
    //TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	TNT1 A 0 A_JumpIfCloser(128,"SeePanic")
    DPAL AABB 2 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	DPAL CCDD 2 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	TNT1 A 0 HealThing(20)
	TNT1 A 0 A_Jump(64,"SeeShield","Boost")
	Loop
  Boost:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	DPAL A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostA",0,0)
	DPAL A 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostA",0,0)
	DPAL B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostB",0,0)
	DPAL B 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostB",0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	DPAL C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostC",0,0)
	DPAL C 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostC",0,0)
	DPAL D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostD",0,0)
	DPAL D 1 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostD",0,0)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 HealThing(10)
	TNT1 A 0 A_Jump(50,"See")
	Loop
  SeeShield:
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",1)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
    DPAL EE 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
    DPAL FF 3 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL GG 3 A_Chase
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL HH 3 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	TNT1 A 0 HealThing(20)
	TNT1 A 0 A_Jump(96,"See")
	TNT1 A 0 A_Jump(32,"ShieldBoost")
	Loop
  ShieldBoost:
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",1)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL E 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostE",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL E 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostE",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL F 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostF",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL F 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostF",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	DPAL G 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostG",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL G 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostG",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL H 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostH",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL H 2 A_Chase
	TNT1 A 0 A_Chase
	TNT1 A 0 A_SpawnItemEx("DPaladinGhostH",0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Playsound("monster/bruwlk")
	TNT1 A 0 HealThing(10)
	TNT1 A 0 A_Jump(50,"See")
	Loop
  SeePanic:
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",1)
	DPAL AABB 2 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	DPAL CCDD 2 A_Chase
	TNT1 A 0 A_PlaySound("monster/bruwlk")
	TNT1 A 0 HealThing(20)
	TNT1 A 0 A_JumpIfCloser(128,"Boost")
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	Goto See
  Melee:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL MN 6 A_FaceTarget
	DPAL O 6 A_CustomMeleeAttack(random(1,10)*6,"Paladin/Melee","Paladin/Swing")
	Goto See
  AnyMissiles:
	TNT1 A 0 A_Jump(256,"Rocket","Railgun","SuperBall","HomingRockets","ShieldAttack","BFG10K")
  Missile:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL A 1 A_JumpIfCloser(300,"Grenadier")
	TNT1 A 0 A_Jump(144,"Rocket","Railgun","DTR","HomingRockets","ShieldAttack","BFG10K")
  Normal:
	//TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",1)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 5 A_FaceTarget      
	DPAL L 4 Bright A_CustomMissile("DarkPaladinProjectile",38,0,random(-4,4))
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 4 A_FaceTarget 
	DPAL L 4 Bright A_CustomMissile("DarkPaladinProjectile",38,0,random(-4,4))
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 4 A_FaceTarget
	DPAL L 4 Bright A_CustomMissile("DarkPaladinProjectile",38,0,random(-4,4))
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 4 A_FaceTarget
	DPAL L 4 Bright A_CustomMissile("DarkPaladinProjectile",38,0,random(-4,4))
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 4 A_FaceTarget
	DPAL L 4 Bright A_CustomMissile("DarkPaladinProjectile",38,0,random(-4,4))
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox2",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 4 A_FaceTarget 
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(164,"Rocket","DTR")
	Goto See
  DTR:
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL I 8 A_FaceTarget
	DPAL I 3 A_FaceTarget
	TNT1 AAA 0 A_CustomMissile("DarkCyberNobleDemonTech",36,20,frandom(-5,5),CMF_TRACKOWNER)
	DPAL J 3 Bright A_PlaySound("weapons/demontechfire",CHAN_WEAPON)
	TNT1 A 0 A_Jump(6,"Pause")
	TNT1 A 0 A_SpidRefire
	Goto DTR+2
  Pause:
	TNT1 A 0
	DPAL I 10
	DPAL I 15 A_PlaySound("weapons/12gsgcock")
	TNT1 A 0 A_Jump(164,"AnyMissiles")
	Goto See
  ShieldAttack:
	//TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",1)
	TNT1 A 0 A_SpawnItemEx("ShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL KK 5 A_FaceTarget   
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox5",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,-4)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,4)
	DPAL K 8 Bright A_Custommissile("DarkPaladinProjectile2",38,0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL LLL 5 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox5",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,-4)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,4)
	DPAL K 8 Bright A_Custommissile("DarkPaladinProjectile2",38,0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL LLL 5 A_FaceTarget  
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox5",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,-8)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,8)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,-4)
	DPAL K 0 A_Custommissile("DarkPaladinProjectile2",38,0,4)
	DPAL K 8 Bright A_Custommissile("DarkPaladinProjectile2",38,0,0)
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox3",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL LLL 5 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("DarkPaladinShieldHitbox6",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 2 A_FaceTarget	
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(128,"AnyMissiles","HomingRockets")
	Goto See
  Grenadier:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL I 8 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DPAL J 7 Bright A_CustomMissile("DarkPaladinGrenade",35,20,0,0)	
	DPAL I 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DPAL J 7 Bright A_CustomMissile("DarkPaladinGrenade",35,20,0,0)	
	DPAL I 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire")
	DPAL J 7 Bright A_CustomMissile("DarkPaladinGrenade",35,20,0,0)	
	DPAL I 4 A_FaceTarget	
	Goto See	
  Rocket:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL I 12 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberNobleRocket",35,20,0,0)	
	DPAL I 8 A_FaceTarget	
	TNT1 A 0 A_Jump(128,"HomingRockets","Railgun")
	Goto See
  HomingRockets:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	DPAL I 12 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)	
	DPAL I 8 A_FaceTarget
	DPAL J 8 Bright A_CustomMissile("DarkCyberHomer",35,20,0,0)	
	DPAL I 8 A_FaceTarget	
	TNT1 A 0 A_Jump(128,"Railgun")
	Goto See
  Railgun:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	TNT1 A 0 A_PlaySound("weapons/rgcharge")
	DPAL II 10 A_FaceTarget
	DPAL I 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	DPAL J 0 A_CustomMissile("DTRailCore",36,20,0)
	DPAL J 7 A_CustomMissile("DarkCyberNobleDTRail",36,20,0) //DarkPaladinRail does not exist
	DPAL III 4 A_FaceTarget	
	TNT1 A 0 A_Jump(32,"SuperBall","BFG10K")
	DPAL I 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/dtrailf")
	DPAL J 0 A_CustomMissile("DTRailCore",36,20,0)
	DPAL J 7 A_CustomMissile("DarkCyberNobleDTRail",36,20,0)
	DPAL III 4 A_FaceTarget	
	TNT1 A 0 A_Jump(128,"SuperBall","BFG10K")
	Goto See	
  BFG10K:
	//TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_ChangeFlag("NORADIUSDMG",0)
	TNT1 A 0 A_PlaySound("weapons/charge15k")
	DPAL I 18 A_FaceTarget
	DPAL I 6 A_FaceTarget
	DPAL J 0 A_PlaySound("weapons/bfg15kfire")
	DPAL J 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))	
	DPAL I 4 A_FaceTarget
	DPAL J 0 A_PlaySound("weapons/bfg15kfire")
	DPAL J 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DPAL I 4 A_FaceTarget
	DPAL J 0 A_PlaySound("weapons/bfg15kfire")
	DPAL J 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))
	DPAL I 4 A_FaceTarget
	DPAL J 0 A_PlaySound("weapons/bfg15kfire")
	DPAL J 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))	
	DPAL I 4 A_FaceTarget
	DPAL J 0 A_PlaySound("weapons/bfg15kfire")
	DPAL J 4 Bright A_CustomMissile("DarkBruiser10K",35,20,Random(4,-4))	
	DPAL I 20 A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
	Goto See
  SuperBall: 
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySound("cydes/mischrg",7,1,0,0.5)
	DPAL I 1 A_FaceTarget
	DPAL IIIIIIIIII 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("lrball3/shot")
	DPAL J 7 Bright A_CustomMissile("GreenSuperBall",35,20,0)
	DPAL II 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("lrball3/shot")
	DPAL J 7 Bright A_CustomMissile("GreenSuperBall",35,20,0)
	TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	DPAL II 20 A_FaceTarget
	Goto See
	/*
	Pain:
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	DPAL P 3
	DPAL P 3 A_Pain
	TNT1 A 0 A_Jump(96,"See")
	TNT1 A 0 A_SetInvulnerable
	DPAL KKKKKKKKKK 3 A_FaceTarget
	TNT1 A 0 A_Jump(160,"SeeShield")
	TNT1 A 0 A_UnSetInvulnerable
	Goto See
	*/
  Pain:
	TNT1 A 0 A_ChangeFlag("FRIGHTENED",0)
	DPAL P 6 A_Pain
	TNT1 A 0 A_Jump(128,"ShieldUp")
	Goto See 
  ShieldUp:
	//HWAR H 0 A_SetInvulnerable
	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("ShieldHitbox4",25,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL K 6 A_FaceTarget
    //HWAR H 2 A_UnSetInvulnerable
    Goto ShieldUp+2
  ShieldDown:
	TNT1 A 0 A_Jump(128,"See")
	TNT1 A 0 A_Jump(160,"SeeShield","SeeShield","ShieldAttack")
	//TNT1 A 0 A_Jump(48,"ShieldAttack")
	Goto Missile
	/*
	Death:
	DPAL Q 0 A_Scream
	DPAL QQQQQQQQQQQQ 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 A 0 A_GiveToTarget("StrongCrateGiver",1)
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	DPAL R 7 A_SpawnItemEx("DarkPaladinShield",0,0,25,6,0,0,60,SXF_SETMASTER|SXF_CLIENTSIDE)
	DPAL S 7
	DPAL T 7 A_NoBlocking
	DPAL UV 7
	DPAL W -1 A_KillMaster
	Stop
	*/
  Death:
	DPAX A 20 A_Scream
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DPAX B 0 A_SpawnItemEx("DarkPaladinShield",0,0,25,6,0,0,60,SXF_SETMASTER|SXF_CLIENTSIDE)
	DPAX BBBB 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	DPAX CCCC 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DPAX DDDEEE 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DPAX FFFGGG 2 Bright A_CustomMissile("Kaboom4", Random(10,50), 0, random(0,360), 2, random(0,360))
	TNT1 AA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	DPAX H 4 Bright A_NoBlocking
	DPAX I 3
	DPAX J -1 A_KillMaster
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DPAL W 7 A_KillChildren
	DPAL VUTSRQ 7
	Goto See 
	} 
}

ACTOR DarkPaladinGrenade : CydestroyerGrenade
{
FastSpeed 26
DamageType "NobleComet"
DeathSound "weapons/clrocketexplode"
States
{
Spawn:
    TNT1 A 0
	TNT1 A 0 A_StopSound
SpawnLoop:
    DRND A 1 A_CustomMissile("GrenadeTrail",Random(-1,1),Random(-1,1))     		
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
    TNT1 AAA 0 A_CustomMissile("Kaboom4", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
    MIS3 B 6 Bright A_Explode
    MIS3 CDEF 4 Bright A_SetTranslucent(0.75,1)
    Stop	
    }
}

ACTOR DarkPaladinrRail : DTRail
{
DamageType "NobleComet"
Species "Nobles"
Decal GreenRocketScorch
States
{
Spawn:
    TNT1 A 1 Bright
    Loop
Death:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAA 0 A_CustomMissile("GreenKaboom2", 0, 0, random(0,360), 2, random(0,360))	
	TNT1 A 1 A_SpawnItem("RailGunImpactEffectGreen")
	Stop
	}
}

Actor DarkPaladinProjectile
{
Projectile
Speed 38
FastSpeed 43
Damage 15
Scale 0.35
+FORCEXYBILLBOARD
+THRUGHOST
+MTHRUSPECIES
RenderStyle Translucent
Alpha 1
Decal "Scorch"
SeeSound "devil/scream"
DeathSound "imp/shotx"
DamageType "NobleComet"
Species "Nobles"
Decal DoomImpScorch
States
{
	Spawn:
    TNT1 A 0 A_BishopMissileWeave
    S4B4 A 1 Bright A_SpawnItem("DarkPaladinProjectileFlare")
    TNT1 A 0 A_BishopMissileWeave
    S4B4 B 1 Bright A_SpawnItem("DarkPaladinProjectileFlare")
    Loop
  Death:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom7", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
    TNT1 A 0 A_Explode(6,32)
    BRB2 KLMNOPQRSTUVWX 3 Bright
    Stop
}
}

Actor DarkPaladinProjectile2 : DarkPaladinProjectile
{
Speed 42
FastSpeed 50
}

Actor DarkPaladinProjectileFlare
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
Renderstyle Add
radius 1
Height 1
Alpha 0.4
Scale 0.25
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    L8NG A 2 Bright
    Stop
  Toaster:
    TNT1 A 1
    Stop
}
}

Actor DarkPaladinShield
{
	Radius 8
	Height 8
	Scale 1.2
	Speed 6
	Bouncetype Doom
	+DROPOFF
	+MISSILE
	+REFLECTIVE
	States
	{
	Spawn:
		DDSH ABCDEFGH 3
		Loop
	Death:
		DDSH I -1
		Loop
	}
}


Actor DPaladinGhostA
{
Radius 2
Height 64
RENDERSTYLE Translucent
Alpha 0.7
Scale 1.2
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL A 2 A_FadeOut(0.1,1)
		Goto Spawn+1
    Toaster:
		TNT1 A 0
		Stop
	}
}

Actor DPaladinGhostB : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL B 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}

Actor DPaladinGhostC : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL C 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}

Actor DPaladinGhostD : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL D 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}
Actor DPaladinGhostE : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL E 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}
Actor DPaladinGhostF : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL F 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}
Actor DPaladinGhostG : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL G 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}
Actor DPaladinGhostH : DPaladinGhostA
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1
		DPAL H 2 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}

Actor ShieldHitbox4 : ShieldHitboxMain
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
}

Actor DarkPaladinShieldHitbox : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 AAA 3 NoDelay
	Stop
  }
}

Actor DarkPaladinShieldHitbox2 : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 AA 4 NoDelay
	Stop
  }
}

Actor DarkPaladinShieldHitbox3 : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 AAA 5 NoDelay
	Stop
  }
}

Actor DarkPaladinShieldHitbox4 : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 AA 2 NoDelay
	Stop
  }
}

Actor DarkPaladinShieldHitbox5 : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 A 9 NoDelay
	Stop
  }
}

Actor DarkPaladinShieldHitbox6 : ShieldHitbox4
{
  Tag "\c[l2]Dark Paladin's Shield\c-"
  States
  {
  Spawn:
	TNT1 A 2 NoDelay
	Stop
  }
}