Actor RictusIncarnate : BaronOfHell 3127
{
  Health 1300
  Speed 12
  PainChance 46
  Species "Nobles"
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +FASTMELEE
  +DONTHURTSPECIES
  +QUICKTORETALIATE
  SeeSound "rictus/sight"
  ActiveSound "rictus/active"
  PainSound "rictus/pain"
  DeathSound "rictus/die"
  Obituary "%o was turned into a lost soul by a Rictus Incarnate."
  HitObituary "%o got ripped apart by Rictus Incarnate."
  MeleeDamage 16
  DamageFactor "NobleComet", 0.0
  DamageFactor "SoulToxic", 0.0
  DropItem "LifeEssence" 256
  DropItem "ArmorBonusMax" 256
  DropItem "BossLifeEssence" 192 25
  DropItem "BossArmorBonusMax" 192 1
  DropItem "DemonAmmoBox" 192 200
  DropItem "RedArmor" 64
  States
  {
  Spawn:
    RCIN A 7 A_Look
	RCIN A 7 A_Look
	RCIN Z 7 A_Look
	RCIN Z 7 A_Look
    Loop
  See:
    RCIN AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
	RCIN CCDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
    Loop
  Missile:
    TNT1 A 0 A_Jump(128,"Imp","Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
	TNT1 A 0 A_Jump(64,"Rictus")
  Normal:
    RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 3)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 0)
	RCIN G 6 Bright A_CustomMissile("RIBall", 32, 0, -3)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 3)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 0)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 6)
	RCIN G 6 Bright A_CustomMissile("RIBall", 32, 0, -3)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 3)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 0)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, -3)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, 6)
	RCIN G 0 A_CustomMissile("RIBall", 32, 0, -6)
	RCIN G 6 Bright A_CustomMissile("RIBall", 32, 0, -3)
	TNT1 A 0 A_Jump(64,"Imp","Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
	Goto See
  Imp:
    RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 4 Bright A_FaceTarget
    RCIN Q 6 Bright A_CustomMissile("DevilBall", 60, 0, 0)
	RCIN P 10 Bright A_FaceTarget
	TNT1 A 0 A_Jump(64,"Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
    Goto See
  Famine:
    RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 4 Bright A_FaceTarget
    RCIN S 5 Bright A_CustomMissile("FamineTracer", 60, 0, 0)
	RCIN R 15 Bright A_FaceTarget
	TNT1 A 0 A_Jump(64,"Comet","RictusProjectile","SmallComet","SmallSeekingComet")
	Goto See
  SmallComet:
    RCIN EF 8 A_FaceTarget	
	RCIN G 7 Bright A_CustomMissile("ArcradimusComet2", 32, 0, 0)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("ArcradimusComet2", 32, 0, 10)
	RCIN G 0 A_CustomMissile("ArcradimusComet2", 32, 0, 0)
	RCIN G 7 Bright A_CustomMissile("ArcradimusComet2", 32, 0, -10)
	TNT1 A 0 A_Jump(64,"RictusProjectile","Comet","SmallSeekingComet")
    Goto See
  SmallSeekingComet:
    RCIN EF 8 A_FaceTarget	
	RCIN G 7 Bright A_CustomMissile("RISeekerComet", 32, 0, 0)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 10)
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 0)
	RCIN G 7 Bright A_CustomMissile("RISeekerComet", 32, 0, -10)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 10)
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 0)
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 5)
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, 0)
	RCIN G 0 A_CustomMissile("RISeekerComet", 32, 0, -5)
	RCIN G 7 Bright A_CustomMissile("RISeekerComet", 32, 0, -10)
	TNT1 A 0 A_Jump(64,"RictusProjectile","Comet")
    Goto See
  Comet:
    RCIN EF 8 A_FaceTarget	
	RCIN G 7 Bright A_CustomMissile("RIComet", 32, 0, 0)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RIComet", 32, 0, -8)
	RCIN G 7 Bright A_CustomMissile("RIComet", 32, 0, 8)
	RCIN EF 8 A_FaceTarget	
	RCIN G 0 A_CustomMissile("RIComet", 32, 0, 8)
	RCIN G 0 A_CustomMissile("RIComet", 32, 0, 0)
	RCIN G 7 Bright A_CustomMissile("RIComet", 32, 0, -8)
	TNT1 A 0 A_Jump(64,"RictusProjectile")
    Goto See
  Rictus:
    RCIN P 6 Bright A_FaceTarget
    RCIN Q 6 Bright A_SpawnItemEx("Rictus",62,0,60,0,0,0,0,SXF_SETMASTER)
    Goto See
  RictusProjectile:
    RCIN P 20 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("rictus/attack")
	RCIN Q 8 Bright A_CustomMissile("RictusBomb", 60, 0, 0)
	RCIN P 20 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("rictus/attack")
	RCIN Q 8 Bright A_CustomMissile("RictusBomb", 60, 0, 0)
	RCIN P 20 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("rictus/attack")
	RCIN Q 8 Bright A_CustomMissile("RictusBomb", 60, 0, 0)
	RCIN P 20 Bright A_FaceTarget
	Goto See
    Melee:
    RCIN EF 8 A_FaceTarget
    RCIN G 8 A_ComboAttack
    Goto See
  Pain:
    RCIN H 2
    RCIN H 2 A_Pain
    Goto See
  Death:
    RCIN I 8 A_Scream
	TNT1 A 0 A_SpawnItemEx("Rictus",62,0,60,0,0,0,0,SXF_SETMASTER)
    RCIN J 0 A_FaceTarget
    RCIN J 8 
    RCIN K 8
    RCIN L 8 A_Fall
    RCIN M 8 A_SpawnItem("BodyCrash",0,0,0,0)
	RCIN N 8 
    RCIN O -1
    Stop
  Raise:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    RCIN NMLKJI 8
    Goto See
   }
}

ACTOR RIComet : ArcradimusComet
{
   Radius 10
   Height 10
   Speed 30
   Damage 22
   DamageType "NobleComet"
   Scale 0.85
   States
   {
   Spawn: 
      ACCM AAAABBBBCCCC 1 Bright A_SpawnItem("RICometTrail",0,0)
      loop
   Death:
      ACCM J 0 Bright A_SetTranslucent (0.67,1)
      ACCM J 3 Bright
      ACCM K 3 Bright A_Explode(128,128,0)
	  TNT1 A 0 A_SpawnItemEx("ArcradimusCometDeath",0,0,0,0,0,0,0,128,0)
      ACCM LMN 3 Bright
      stop
   }
}

ACTOR RICometTrail : ArcradimusCometTrail
{   
   Radius 6
   Height 6
   Scale 0.9
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3 Bright
      ACCM DEFGHI 3 BRIGHT
      Stop 
   }
}

Actor RIBall : ArcradShot
{
Damage 9
DamageType "NobleComet"
States
{
    Spawn:
	 ABL9 AAABBB 1 Bright A_SpawnItemEx("ArcradShotTrail",0,0,0,0,0,0,0,128)
	 Loop
	Death:
	 TNT1 A 0
     TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	 TNT1 AAA 0 A_CustomMissile("KaboomRed", 0, 0, random(0,360), 2, random(0,360))
	 TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
     ABL9 DEFG 3 Bright
     Stop
}
}

ACTOR RictusBomb : DefilerBall
{
    Speed 40
	FastSpeed 44
    Damage 10
	Obituary "%o was turned into a lost soul by a Rictus Incarnate."
    States
    {
    Spawn:
	    //TNT1 A 0 A_PlaySound("rictus/attack")
		TNT1 A 0 A_SpawnItem("RictFireSpawner",0,0,0,0)
		RICT A 2 Bright A_Tracer2	
		RICT B 2 Bright A_SpawnItem("RictFireSpawner",0,0,0,0)
		Loop
    Death:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("rictus/die")
		TNT1 A 0 A_SetTranslucent(0.75,1)
		TNT1 AA 0 A_SpawnItemEx("SoulPart1",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 A 0 A_SpawnItemEx("SoulPart2",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 AA 0 A_SpawnItemEx("SoulPart3",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 AA 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128) 
		TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		MISL B 5 Bright A_NoBlocking
		MISL CD 4 Bright
		Stop
    }
}

ACTOR RISeekerComet : ArcradimusSeekerComet
{
BounceCount 3
States
{
Spawn:
ARCM AAABBBCCCAAABBBCCCAAABBBCCCAAABBBCCC 1 Bright A_SpawnItemEx("ArcradimusCometTail")
TNT1 A 0 A_SeekerMissile(90,90)
ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail")
TNT1 A 0 A_SeekerMissile(90,90)
ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail")
TNT1 A 0 A_SeekerMissile(90,90)
ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail")
Fly:
ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail")
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Explode
TNT1 A 0 A_SetTranslucent(0.75,1)
TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
ARCM D 3 Bright A_SpawnItemEx("ArcradimusCometDeathGlow",0,0,0,0,0,0,0,128,0)
ARCM E 3 Bright A_SpawnItemEx("ArcradimusCometDeath",0,0,0,0,0,0,0,128,0)
Stop
}
}