// Note: the original Acolyte class is used by Strife!
ACTOR DarkAcolyte : Bishop replaces Acolyte 30118 
{ 
	//$Category Monsters
	//$Title Acolyte of Chaos
	Species "Wizard"
	Health 180
	DropItem "ArtiTimeBomb", 64, 1
	DropItem "GoldWandAmmo", 84, 10
	PainChance 170
	Obituary "$OB_ACOLYTE"
	Tag "$FN_ACOLYTE"
	BloodType "WizardYellowBlood"
	+NoBloodDecals
	-NoBlood
	States 
	{ 
	Spawn: 
		ACOL AB 10 A_Look 
		Loop 
	See: 
       ACOL AAABBB 4 A_Chase
       ACOL A 0 A_Jump(96,1)
       Loop
       ACOL A 0 A_Chase
       ACOL A 1 A_Playsound("monster/blur")
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL A 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 1 A_Chase
       ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
       ACOL B 0 A_Jump(96,1)
       Goto See+8
       ACOL B 0
       Goto See
   Missile:
       ACOL D 8 Bright A_FaceTarget
       ACOL E 5 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       ACOL F 0 Bright A_FaceTarget
       ACOL F 3 Bright A_CustomMissile("AcolyteShot",34,0,0,0)
       Goto See
   Pain: 
       ACOL C 2 
       ACOL C 2 A_Pain 
       Goto See 
   Death: 
       ACOL G 8 Bright A_Scream 
       ACOL H 5 Bright
       ACOL I 5 Bright
       ACOL J 5 Bright A_NoBlocking 
       ACOL KLM 5 Bright
       ACOL N 5 A_CustomMissile("AcolFX1",54,0,0,0)
       ACOL O 5  
       ACOL P -1 
       Stop 
   Raise: 
       ACOL PONMLKJIHG 5 
       Goto See 
   } 
}

ACTOR AcolFX2
{   
   Radius 2
   Height 2
   Speed 0
   Scale 0.90
   Projectile
   RenderStyle Translucent
   Alpha 0.90
   States
   {
   Spawn:
      TNT1 A 3
      ACOL A 5 A_FadeOut(0.10)
      goto Spawn+1
   }
}

ACTOR AcolyteShot
{
   Radius 8
   Height 16
   Speed 10
   Damage 1
   Projectile
   RenderStyle Add
   Alpha 0.67
   +THRUGHOST
   +SEEKERMISSILE
   +FLOATBOB
   SeeSound "BishopAttack"
   DeathSound "BishopMissileExplode"
   States
   {
   Spawn:
      CFX1 A 1 Bright A_CStaffMissileSlither
      CFX1 A 1 Bright A_CStaffMissileSlither
      CFX1 B 1 Bright A_CStaffMissileSlither
      CFX1 B 1 Bright A_CStaffMissileSlither
      CFX1 B 0 Bright A_SeekerMissile(1,3)
      loop
   Death:
      CFX1 CDEFGH 3 Bright
      stop
   }
}

ACTOR AcolFX1
{   
   Radius 0
   Height 2
   Speed 0
   Projectile
   RenderStyle Add
   Alpha 0.67
   States
   {
   Spawn:
      ACOL QRSTUVW 4
      Stop 
   }
}



