ACTOR BlueImp 21026
{
Health 165
Radius 20
Height 56
Speed 6
MeleeDamage 10
PainChance 140
PainChance "SoulToxic", 60
PainChance "FatFlamer", 60
PainChance "FiendFire", 60
DamageFactor "ImpComet", 0.0
SeeSound "Poe/Sight"
ActiveSound "Poe/active"
PainSound "Poe/pain"
DeathSound "Poe/death"
Obituary "%o get rekt by a Blue Doom shadow."
HitObituary "%o was shredded by a Blue shadow."
DropItem "LifeEssence" 50
DropItem "ArmorBonusMax" 50
DamageType "Ice"
Damagefactor "Acid", 0.4
Damagefactor "SatanGuard", 0.0
Damagefactor "Ice", 0.0
Damagefactor "Fire", 0.4
//No Infighting
Damagefactor "Shadow", 0.0
Damagefactor "AdvancedImp", 0.0
Damagefactor "Catharsi15k", 0.0
Damagefactor "Catharsi10K", 0.0
Damagefactor "HellionFire", 0.0
Damagefactor "Nightshade", 0.0
Species "Imps"
Tag "\c[F9]Blue \c[d4]Doom shadow"
MONSTER
+FLOORCLIP
+MISSILEMORE
States
{
Spawn:
	BSHD A 1 A_Look
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrailSpawner",0,0,0,0,0,0,0,0)
	Loop
See:
	BSHD B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD B 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD B 1 A_FastChase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD C 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD D 1 A_FastChase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD D 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD E 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD E 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD E 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	BSHD E 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("BlueDoomShadowTrail2Spawner",0,0,0,0,0,0,0)
	Loop
Melee: 
    Goto Missile
Missile:
	TNT1 A 0 Bright A_Jump(256,"Normal2","Freeze","BlueLazer")
	Goto See
Normal:
	BSHD FF 2 A_FaceTarget
	BSHD GG 2 Bright A_CustomMissile("FrostCoveredBall", 32, 0, 0)
	TNT1 A 0 A_Jump(87,"Normal2","Freeze")
	Goto See
Normal2:
	BSHD F 4 A_FaceTarget
	TNT1 A 0 Bright A_CustomMissile("FrostCoveredBall", 32, 0, 0)
	BSHD GG 3
	TNT1 A 0 A_Jump(77,"Freeze")
	GoTo See
Freeze:
	BSHD FFF 5
	BSHD G 6 A_CustomMissile("FRZRPoltBomb", 32, 0, 0)
	TNT1 A 0 A_Jump(67,"BlueLazer")
	Goto See
BlueLazer:
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	BSHD G 8 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("ImpureLaser",32,0,0,CMF_TRACKOWNER)
	GoTo See
Pain:
	BSHD H 4 A_Pain
	Goto See
Death:
    BSHD I 5
	BSHD J 5 A_Scream
	BSHD KL 5
	BSHD M 0 A_SpawnItem("BodyCrash",0,0,0,0)
	BSHD M 5 A_Fall
	BSHD M -1
	Stop
XDeath:
	BSHD N 3
	BSHD O 3 A_XScream
	BSHD P 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
	BSHD Q 3 A_Fall
	BSHD RST 3
    Stop
Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	BSHD LKJI 5
	Goto See
    }
}

Actor BlueDoomShadowTrailSpawner
{
Height 56
Radius 1
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CheckSight("Toaster")
		TNT1 A 1 Bright A_SpawnItemEx("BlueDoomShadowTrail",0,0,0,random(-6,6),random(-6,6),random(-6,6),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

Actor BlueDoomShadowTrail2Spawner
{
Height 56
Radius 1
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_CheckSight("Toaster")
		TNT1 A 1 Bright A_SpawnItemEx("BlueDoomShadowTrail2",0,0,0,random(-5,3),random(-5,5),random(-3,3),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Stop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

Actor BlueDoomShadowTrail
{
Renderstyle Translucent
Alpha 0.6
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		BSHD A 4
		BSHD A 1 A_FadeOut(0.125,1)
		Wait
	}
}

Actor BlueDoomShadowTrail2
{
Renderstyle Translucent
Alpha 0.6
+MISSILE
+DROPOFF
+NOGRAVITY
+NOBLOCKMAP
+NOTELEPORT
+DONTSPLASH
+THRUACTORS
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 AA 0 Bright A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
	Spawn1:
		BSHD CDEB 4
		BSHD B 1 A_FadeOut(0.125,1)
		Wait
	Spawn2:
		BSHD BCDE 4
		BSHD E 1 A_FadeOut(0.125,1)
		Wait
	Spawn3:
		BSHD EBCD 4
		BSHD D 1 A_FadeOut(0.125,1)
		Wait
	Spawn4:
		BSHD DEBC 4
		BSHD C 1 A_FadeOut(0.125,1)
		Wait
	}
}