actor SuccubusBase
{
  Obituary "A pyrosuccubus was too hot for %o."
  health 500
  radius 16
  height 54
  mass 200
  speed 12
  Scale 0.95
  DamageFactor ice,1.5
  DamageFactor Fire,0
  painchance 95
    seesound "pyr/sight"
    painsound "pyr/pain"
    deathsound "pyr/death"
    activesound "pyr/active"
	RENDERSTYLE TRANSLUCENT
  MONSTER
  +NOTARGET
  +FLOORCLIP
  +DONTHURTSPECIES
  DropItem "LifeEssence" 75
  DropItem "ArmorBonusMax" 75
  Species "Nobles"
   States 
   { 
   Spawn: 
      SUC2 B 10 Bright A_Look
      Loop 
   See:
       TNT1 A 0 A_ChangeFlag("FLOAT",0)
       TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
       TNT1 A 0 A_ChangeFlag("DROPOFF",0)
       SUC2 AA 3 Bright A_Chase
       SUC2 A 0 Bright A_SpawnItemEx("WalkFire1",0,0,0,1,0,0,0,128)
       SUC2 BB 3 Bright A_Chase
       SUC2 B 0 Bright A_SpawnItemEx("WalkFire1",0,0,0,1,0,0,0,128)
       SUC2 CC 3 Bright A_Chase
       SUC2 C 0 Bright A_SpawnItemEx("WalkFire1",0,0,0,1,0,0,0,128)
       SUC2 DD 3 Bright A_Chase
       SUC2 D 0 Bright A_SpawnItemEx("WalkFire1",0,0,0,1,0,0,0,128)
       SUC2 A 0 A_Jump(32,"Grav")
       Loop
    Grav:
	   TNT1 A 0 A_JumpIf( Z + height + 100 >= CeilingZ, "See")
       TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
       TNT1 A 0 A_ChangeFlag("DROPOFF",1)
       TNT1 A 0 A_ChangeFlag("FLOAT",1)
       Goto Fly
    Fly:
       SUF2 AA 4 BRIGHT ThrustThingZ(0,15,0,0)
       SUF2 AABBCCDD 2 BRIGHT
       Goto Hover
    Land:
       SUF2 AA 4 BRIGHT ThrustThingZ(0,-20,0,0)
       SUF2 A 1 BRIGHT A_CheckFloor("See")
       SUF2 AABBCCDD 2 BRIGHT
       SUF2 A 1 BRIGHT A_CheckFloor("See")
       Goto Hover
    Hover:
       SUF2 AABBCCDD 2 BRIGHT A_Chase (0, "MissileF")
       SUF2 A 0 BRIGHT A_Jump(64,"Fly")
       SUF2 A 0 BRIGHT A_Jump(32,"Land")
       Loop
	Missile:
		TNT1 A 0 A_Jump(85, "TripleShot")
		Goto QuadrupleShot
	QuadrupleShot:
	   SUC2 E 8 Bright A_FaceTarget 
       SUC2 F 8 Bright A_FaceTarget 
       SUC2 G 8 Bright A_ComboAttack
       SUC2 E 8 Bright A_FaceTarget 
       SUC2 F 8 Bright A_FaceTarget
       SUC2 G 0 Bright A_Custommissile ("SuccubusFireball", 27, 0, 8) 
       SUC2 G 0 Bright A_ComboAttack
       SUC2 G 8 Bright A_Custommissile ("SuccubusFireball", 27, 0, -8)
	   SUC2 E 8 Bright
       Goto See
	TripleShot:
       SUC2 E 8 Bright A_FaceTarget 
       SUC2 F 8 Bright A_FaceTarget
       SUC2 G 0 Bright A_Custommissile ("SuccubusFireball", 27, 0, 8) 
       SUC2 G 0 Bright A_ComboAttack
       SUC2 G 8 Bright A_Custommissile ("SuccubusFireball", 27, 0, -8)
	   SUC2 E 8 Bright
       Goto See
	MissileF:
		TNT1 A 0 A_Jump(85, "TripleShotF")
		Goto QuadrupleShotF
	QuadrupleShotF:
	   SUF2 E 8 Bright A_FaceTarget 
       SUF2 F 8 Bright A_FaceTarget 
       SUF2 G 8 Bright A_ComboAttack
       SUF2 E 8 Bright A_FaceTarget 
       SUF2 F 8 Bright A_FaceTarget
       SUF2 G 0 Bright A_Custommissile ("SuccubusFireball", 27, 0, 8) 
       SUF2 G 0 Bright A_ComboAttack
       SUF2 G 8 Bright A_Custommissile ("SuccubusFireball", 27, 0, -8)
	   SUF2 E 8 Bright
       Goto Hover
	TripleShotF:
       SUF2 E 8 Bright A_FaceTarget 
       SUF2 F 8 Bright A_FaceTarget
       SUF2 G 0 Bright A_Custommissile ("SuccubusFireball", 27, 0, 8) 
       SUF2 G 0 Bright A_ComboAttack
       SUF2 G 8 Bright A_Custommissile ("SuccubusFireball", 27, 0, -8)
	   SUF2 E 8 Bright
       Goto Hover
   Pain: 
       SUC2 L 2 Bright 
       SUC2 L 2 Bright A_Pain 
       Goto See 
   Death: 
       SUC2 M 7 Bright
       SUC2 N 7 Bright A_Scream 
       SUC2 O 7 Bright
       SUC2 P 7  A_NoBlocking 
       SUC2 QRST 7
       SUC2 U -1 
       Stop
	Raise:
		SUC2 UTSRQ 8 Bright
		SUC2 P 0 A_PlaySoundEx("pyr/resurrected", 3)
		SUC2 PONM 8 Bright
		Goto See 
 	}
}

Actor HellKNSuccubus : SuccubusBase
{
	Obituary  "%o was not expecting that from a Succubus"
	Tag "Succubus"
    DamageFactor ice,1
    DamageFactor Fire,0.8
	+DONTHURTSPECIES
	+MissileMore
    Species "Nobles"	
	States			
	{
	Spawn:
	    SUC1 B 10 Bright A_Look
        Loop  
    See:
		TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
		SUC1 AABB 3 Bright A_Chase
		TNT1 A 0 A_SpawnItem("HumanishStep",0,0,0,0)
		SUC1 CCDD 3 Bright A_Chase
		Loop
	Missile:
	    TNT1 A 0 A_Jump(150, "MainMissile")
		TNT1 A 0 A_Jump(95, "SpreadMissile")
	MainMissile:	
	    SUC1 EF 8 A_FaceTarget 
        SUC1 G 8 Bright A_Custommissile("KnightFastBall", 32, 0, 0) 
        SUC1 EF 8 A_FaceTarget
        SUC1 G 8 Bright A_Custommissile("KnightFastBall", 32, 0, 0)
		TNT1 A 0 A_Jump(70, "SpreadMissile")
        Goto See
	SpreadMissile:
        SUC1 E 16 Bright A_FaceTarget 
        SUC1 F 8 Bright A_FaceTarget
        SUC1 G 1 Bright A_Custommissile ("KnightFastBall", 27, 0, 25)
        TNT1 A 0 Bright A_Custommissile ("KnightFastBall", 27, 0, 15)
	    TNT1 A 0 Bright A_Custommissile ("KnightFastBall", 27, 0, 0)
	    TNT1 A 0 Bright A_Custommissile ("KnightFastBall", 27, 0, -15)
	    TNT1 A 0 Bright A_Custommissile ("KnightFastBall", 27, 0, -25)
		Goto See
	Pain: 
        SUC1 L 2 Bright 
        SUC1 L 2 Bright A_Pain 
        Goto See
    Death: 
       SUC1 M 7 Bright
       SUC1 N 7 Bright A_Scream 
       SUC1 O 7 Bright
       SUC1 P 7  A_NoBlocking 
       SUC1 QRST 7
       SUC1 U -1 
       Stop	
    Raise:
	   SUC1 UTSRQ 8 Bright
	   SUC1 P 0 A_PlaySoundEx("pyr/resurrected", 3)
	   SUC1 PONM 8 Bright
	   Goto See 	   
	}
}

