//=================================================
// based on the Afrit by Nanami
// base sprites by Jimmy91 and Nanami
// decorate and sprite edit by zarrion the insect
//=================================================

// Changes made to this enemy and associated 
// sprites: BloodColor changed to red, and glowy 
// parts translated to red range so it shows up 
// better in the Satanic noir palette. Also, states 
// to allow for life and mana stealing were added 
// and the Pain_Gernade and Paingasm enemies were 
// removed. ~amv2k9

ACTOR Satanic_DarkCardinal 3120
{
	DamageFactor Fire, 0.25
	Health 4500
	Speed 6
	Radius 24
	Height 112
	PainChance 50
	Mass 700
	Meleedamage 10 
	SeeSound "cyber/sight"
	PainSound "brain/pain"
	DeathSound "cyber/death"
	Missiletype "Cardinal_Rocket"
	DropItem "Satanic_TaintedCrossAltAmmo" 256
	MissileHeight 72
	Scale 1.25
	MONSTER
	+NORADIUSDMG
	+NOGRAVITY
	+FLOATBOB
	+FLOAT
	Translation "112:127=176:191"
	BloodColor red
	Obituary "%o was blessed by the dark cardinal."  
	States 
	{ 
	Spawn:
      CARD AB 4 Bright A_Look
      Loop
	See:
      CARD AABBAABBAABB 2 Bright A_Chase 
      loop
	Missile:
      CARD A 0 A_jump(10,6)
      CARD A 0 A_jump(100,7)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("Cardinal_Rocket", 72, -30, 0)
      Goto See
      CARD C 4 Bright A_FaceTarget
      //CARD D 5 Bright A_CustomMissile("pain_gernade", 72, -30, 0)
      Goto See
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      CARD C 4 Bright A_FaceTarget
      CARD D 5 Bright A_CustomMissile("CardinalPlasma", 72, -30, 0)
      Goto See
	Pain: 
      CARD A 4 Bright
      CARD A 0 Bright A_custommissile("DeathBall",72,0,0,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,20,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,40,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,60,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,80,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,100,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,120,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,140,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,160,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,180,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,200,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,220,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,240,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,260,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,280,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,300,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,320,2,0)
      CARD A 0 Bright A_custommissile("DeathBall",72,0,340,2,0)
      Goto See
	Pain.DrainHealthEver:
		CARD A 0
		CARD A 0 ACS_ExecuteAlways(772,0,16,0,0)
    	CARD A 10 A_Pain
    	Goto See
	Death.DrainMana:
		CARD E 0 A_Scream
		CARD E 0 A_Fall
		CARD E 0 ACS_ExecuteAlways(779,0,48,0,0)
		CARD EFGHIJKL 5
		CARD L 0 A_BossDeath
		CARD L 1
		Stop
	Death.DrainHealthEver:	
	Death.DrainHealth:
		CARD E 0 A_Scream
		CARD E 0 A_Fall
		CARD E 0 ACS_ExecuteAlways(772,0,80,0,0)
		CARD EFGHIJKL 5
		CARD L 0 A_BossDeath
		CARD L 1
		Stop
	Death: 
		CARD E 8 Bright
		CARD F 8 Bright A_Scream
		CARD G 8 Bright A_NoBlocking
		CARD H 8 Bright
		CARD I 8 Bright A_Explode
		CARD J 8 Bright
		CARD K 8 Bright
		CARD L 8 Bright
		Stop 
   } 
}
//====================
ACTOR Cardinal_Rocket
{
	Game Doom
	SpawnID 127
	Radius 11
	Height 8
	Speed 20
	Damage 24
	Projectile
	+RANDOMIZE
	+DEHEXPLOSION
	+ROCKETTRAIL
	Translation "112:127=176:191"
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		CROC AB 4 Bright
		Loop
	Death:
		CROC C 8 Bright A_Explode
		CROC D 6 Bright
		CROC E 4 Bright
		Stop
	}
}

//====================
ACTOR Fire
{
	+NOBLOCKMAP
	+NOTELEPORT
	+NOGRAVITY
	RenderStyle Add
        Alpha 0.9
	States
	{
	Spawn:
		FIRE ABCD 6 Bright
		FIRE E 6 Bright //A_SpawnItem("paingasm", 0, 0)
		FIRE FGH 6 Bright
		Stop
	}
}

//====================
actor DeathBall : BaronBall
{
  Damage 1
  +SEEKERMISSILE 
  scale .8
  States
  {
  Spawn:
    BAL7 A 4 BRIGHT A_Tracer
    BAL7 A 0 BRIGHT A_SpawnItem("BallTail", 0, 0)
    BAL7 B 4 BRIGHT A_Tracer
    BAL7 A 0 BRIGHT A_SpawnItem("BallTail", 0, 0)
    Loop
  Death:
    BAL7 CDE 6 BRIGHT
    Stop
  }
}
//====================
ACTOR faintGhost1
{
	Radius 1
	Height 1
	Speed 0
	Damage 0
	Mass 100
	translation "168 : 191 = 112 : 127"
	RenderStyle Translucent
	Alpha 0.9
	PROJECTILE
	scale .25
	States
	{
	Spawn:
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 Thing_ChangeTid(0,390)
	HEAD A 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR BallTail : faintGhost1
{
	scale .6
	States
	{
	Spawn:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 BAL7 AB 2 A_fadeout(0.05)
	loop
	}
}
//====================
ACTOR CardinalPlasma  
{
	Radius 11
	Height 8
	Speed 20
	Damage 16
	Projectile
	+FLOATBOB
	SeeSound "imp/attack"
	DeathSound ""
	scale 1.0
	Translation "112:127=176:191"
	States
	{
	Spawn:
	 CRTA J 1 Bright A_SpawnItem("plasmaTail", 0, 0)
	 Loop
	Death:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 CRTA J 2 A_fadeout(0.05)
		Stop
	}
}
//====================
ACTOR plasmaTail
{
	Radius 1
	Height 1
	Speed 0
	Damage 0
	Mass 100
	+FLOATBOB
	PROJECTILE
	scale .25
	scale 1.0
	Translation "112:127=176:191"
	States
	{
	Spawn:
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 Thing_ChangeTid(0,390)
	 CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)
	loop
	}
}