DamageType TrueDamage
{
   Factor 1
   ReplaceFactor // Not truly necessary, since we multiply by 0
}

#include "Decorate/Defines.txt"
#include "Decorate/Base.txt"
#include "Decorate/Skills.txt"
#include "Decorate/Stats.txt"
#include "Decorate/Interface.txt"
#include "Decorate/Weapons.txt"
#include "Decorate/Number.txt"
#include "Decorate/Health Bar.txt"


#include "Decorate/Items/Accessories.txt"
#include "Decorate/Items/Flasks.txt"
#include "Decorate/Items/Health.txt"
#include "Decorate/Items/Armor.txt"
#include "Decorate/Items/Artifacts.txt"
#include "Decorate/Items/Mana.txt"
#include "Decorate/Items/Money.txt"
#include "Decorate/Items/Chests.txt"

#include "Decorate/Fighter/Skills.txt"
#include "Decorate/Fighter/Weapon 1.txt"
#include "Decorate/Fighter/Weapon 2.txt"
#include "Decorate/Fighter/Weapon 3.txt"
#include "Decorate/Fighter/Weapon 4.txt"
#include "Decorate/Fighter/Weapon 5.txt"
#include "Decorate/Fighter/Weapon 6.txt"


#include "Decorate/Cleric/Weapon 1.txt"
#include "Decorate/Cleric/Weapon 2.txt"
#include "Decorate/Cleric/Weapon 3.txt"
#include "Decorate/Cleric/Weapon 4.txt"
#include "Decorate/Cleric/Weapon 5.txt"
#include "Decorate/Cleric/Weapon 6.txt"
#include "Decorate/Cleric/Skills.txt"

#include "Decorate/Mage/Skills.txt"
#include "Decorate/Mage/Weapon 1.txt"
#include "Decorate/Mage/Weapon 2.txt"
#include "Decorate/Mage/Weapon 3.txt"
#include "Decorate/Mage/Weapon 4.txt"
#include "Decorate/Mage/Weapon 5.txt"
#include "Decorate/Mage/Weapon 6.txt"

#include "Decorate/Hunter/Skills.txt"
#include "Decorate/Hunter/Weapon 1.txt"
#include "Decorate/Hunter/Weapon 2.txt"
#include "Decorate/Hunter/Weapon 3.txt"
#include "Decorate/Hunter/Weapon 4.txt"
#include "Decorate/Hunter/Weapon 5.txt"
#include "Decorate/Hunter/Weapon 6.txt"

#include "Decorate/Necromancer/Skills.txt"
#include "Decorate/Necromancer/Weapon 1.txt"
#include "Decorate/Necromancer/Weapon 2.txt"
#include "Decorate/Necromancer/Weapon 3.txt"
#include "Decorate/Necromancer/Weapon 4.txt"
#include "Decorate/Necromancer/Weapon 5.txt"
#include "Decorate/Necromancer/Weapon 6.txt"

#include "Decorate/Friendly/Shopkeeper.txt"

#include "Decorate/Effects/Blood.txt"
#include "Decorate/Effects/Fog.txt"

#include "Puzzles.txt"
#include "MONSTERS.txt"
#include "HEREMONS.txt"
#include "REAGENTS"
#include "DOOMMONS.txt"
#include "PLAYERS.txt"
//#include "HERESHEY"
//#include "SCRATPAD"



Actor MeshArmorSpot : RandomSpawner replaces MeshArmor
{
	Game Hexen
	Spawnid 68
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}

Actor FalconShieldSpot : RandomSpawner replaces FalconShield
{
	Game Hexen
	Spawnid 69
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}

Actor PlatinumHelmetSpot : RandomSpawner replaces PlatinumHelm
{
	Game Hexen
	Spawnid 70
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}

Actor AmuletOfWardingSpot : RandomSpawner replaces AmuletOfWarding
{
	Game Hexen
	Spawnid 71
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}

Actor ArtiBoostArmorSpot : RandomSpawner replaces ArtiBoostArmor
{
	Game Hexen
	Spawnid 22
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}



Actor Sparkle
{
Damage 0
PROJECTILE
+NOBLOOD
+PAINLESS
+BLOODLESSIMPACT
+RIPPER
+NOCLIP
-ACTIVATEPCROSS
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
Renderstyle Add
Speed 0
Radius 6
Height 4
VSpeed 8
Scale 0.4
States
  {
  Spawn:
    PLSS ABABAB 4 bright //A_FadeOut(0.2)
  Death:
    TNT1 A 0
    stop
  }
}

Actor ArtiFlaskMaker : RandomSpawner replaces ArtiPoisonBag
{
	Dropitem "ArtiGreenFlask"
	DropItem "ArtiRedFlask"
	DropItem "ArtiYellowFlask"
}

Actor NewClipSpot : RandomSpawner replaces Clip
{
	Game Doom
	SpawnID 11
	Dropitem "NewMana1"
}

Actor NewClipBoxSpot : RandomSpawner replaces ClipBox
{
	Game Doom
	SpawnID 139
	Dropitem "NewMana3"
}

Actor NewShellSpot : RandomSpawner replaces Shell
{
	Game Doom
	SpawnID 12
	Dropitem "NewMana1"
}

Actor NewShellBoxSpot : RandomSpawner replaces ShellBox
{
	Game Doom
	SpawnID 143
	Dropitem "NewMana3"
}

Actor NewRocketAmmoSpot : RandomSpawner replaces RocketAmmo
{
	Game Doom
	SpawnID 140
	Dropitem "NewMana2"
}

Actor NewRocketBoxSpot : RandomSpawner replaces RocketBox
{
	Game Doom
	SpawnID 141
	Dropitem "NewMana3"
}

Actor NewCellSpot : RandomSpawner replaces Cell
{
	Game Doom
	SpawnID 75
	Dropitem "NewMana2"
}

Actor NewCellPackSpot : RandomSpawner replaces CellPack
{
	Game Doom
	SpawnID 142
	Dropitem "NewMana3"
}

Actor Rolling : Inventory
{
	Inventory.MaxAmount 6
}

Actor NewSorcFX1 : SorcFX1 replaces SorcFX1
{
	/*+NODAMAGETHRUST*/
	Damagetype "Fire"
	Renderstyle Add
	Speed 10
	States
	{
	Death:
    FX13 I 2 Bright A_Explode(60+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,13,AAPTR_TARGET,0)), 128, 0)
    FX13 JKLM 2 Bright
    Stop
   }
}

Actor NewSorcFX3 : SorcFX3 replaces SorcFX3
{
	/*+NODAMAGETHRUST*/
	+DONTFALL
	States
    {
    Spawn:
		SBS3 ABC 2 Bright
		Loop
    Death:
		SBS3 A 2 Bright A_SetTranslucent(1,1)
		SBS3 A 0 Bright A_SpawnItemEx("HeresiarchNewBishop",0,0,0,0,0,0,SXF_SETMASTER)
		SBS3 DEFGH 2 Bright
		Stop
    }
}

Actor NewSorcFX4 : SorcFX4 replaces SorcFX4
{
	//Renderstyle Add
	/*+NODAMAGETHRUST*/
	Damagetype "Arcane"
	Speed 20
	States
	{
	Death:
    SBS4 D 0 Bright A_SetTranslucent(1,1)
    SBS4 D 2 Bright A_Explode(40+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,9,AAPTR_TARGET,0)), 128, 0)
    SBS4 EFGH 2 Bright
    Stop
   }
}

Actor NewKorax : Korax replaces Korax
{
	Health 100000
	Damagefactor "PoisonCloud", 0.25
	DamageFactor "Deathblow", 0
	PainChance 0
	+NEVERRESPAWN
	+NOTARGET
	+NOPAIN
	+NOFEAR
	+LOOKALLAROUND
	BloodColor "0 78 0"
	Tag "Korax"
	States
    {
	Spawn:
		KORX A 0
		KORX A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,100000,115,WOC_BOSS)
	Idle:
		KORX A 5 A_Look
		Loop
	Death:
		KORX I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10000)
		KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
        KORX I 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX J 5 A_FaceTarget
		KORX K 5 A_Scream
		KORX LMNOP 5
		KORX Q 10
		KORX R 0 A_KoraxBonePop
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX R 1 A_SpawnItemEx ("KaGas", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
		KORX S 5 A_NoBlocking
		KORX TU 5
		KORX V -1
		Stop
	}
}

Actor SacrificeSplash : CustomInventory
{
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	States
	{
	Use:
		TNT1 A 0 A_SetBlend("Red",0.3,0.3)
		TNT1 AAAAAAAAAAAAAA 0 A_SpawnDebris("NashGore_FlyingBlood",1)
		Stop
	}
}

Actor DummyPlayer : PigPlayer
{//dummy player used in DM to transfer information to respawners
renderstyle Translucent
alpha 0.0
Health 10000
+INVULNERABLE
}




//-----------------------------Experience



Actor DamageIndicator : Inventory
{
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 1
}

Actor NewSoulSphereSpot : RandomSpawner replaces SoulSphere
{
	Game Doom
	SpawnID 25
	Dropitem "NewArtiSuperHealth"
}

Actor EliteDamage : PowerupGiver
{
  Powerup.Type "EliteDamage"
  Powerup.Duration 0x7FFFFFFF
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 0
  +INVENTORY.AUTOACTIVATE
}

Actor EliteDefense : PowerupGiver
{
  Powerup.Type "EliteDefense"
  Powerup.Duration 0x7FFFFFFF
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 0
  +INVENTORY.AUTOACTIVATE
}

Actor PowerEliteDamage : PowerDamage
{
	DamageFactor "Normal", 2
	Powerup.Duration 0x7FFFFFFF
}

Actor PowerEliteDefense : PowerProtection
{
	DamageFactor "Normal", 0.5
	Powerup.Duration 0x7FFFFFFF
}

Actor CrystalPotionSpots : RandomSpawner replaces CrystalVial
{
	Game Raven
	Spawnid 23
	Dropitem "BluePotionVial" 255 4
	DropItem "BluePotionPentagon" 255 3
	DropItem "BluePotionHexagon" 255 2
	DropItem "BluePotionRound" 255 1
}


Actor QuartzPotionSpots : RandomSpawner replaces ArtiHealth
{
	Game Raven
	Spawnid 24
	Dropitem "PurplePotionVial" 255 4
	DropItem "PurplePotionPentagon" 255 3
	DropItem "PurplePotionHexagon" 255 2
	DropItem "PurplePotionRound" 255 1
}

ACTOR NewMinotaurFriend : MinotaurFriend replaces MinotaurFriend
{
  Radius 28
  Height 100
  Speed 20
  Damage ((random(21,41))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,ACTIVATOR,0))+(7*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,ACTIVATOR))/4)
  Monster
  +FLOORCLIP
  +DONTMORPH
  +NODROPOFF
  +NOBLOCKMONST
  SeeSound "minotaur/sight"
  AttackSound "minotaur/attack1"
  PainSound "minotaur/pain"
  DeathSound "minotaur/death"
  ActiveSound "minotaur/active"
  health 2500
  painchance 0
  +NOPAIN
  meleerange 164
  mass 4000
  //+NOICEDEATH
  +QUICKTORETALIATE
  +MISSILEMORE
  +DONTMORPH
  -COUNTKILL
  -TELESTOMP
  Species "Player"
  +THRUSPECIES
  -NOTARGETSWITCH
  -NORADIUSDMG
  +NEVERFAST
  /*+NODAMAGETHRUST*/
  +DONTHARMSPECIES
  RadiusDamageFactor 0.1
  Obituary "%o was burnt to a crisp by the Maulotaur."
  HitObituary "%o was crushed by the Maulotaur."
  Damagetype "Physical"
  Tag "Dark Servant"
  states
  {
  Spawn:
	NMTR A 0
	NMTR A 0 A_AlertMonsters
	NMTR A 0 A_GiveInventory("ImAPet",1)
	NMTR A 0 A_SetTranslucent(1,0)
	NMTR A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,2500,115,WOC_TRACERSUMMON)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,"Mutate")
	Idle:
	NMTR AB 10 A_Look
    Loop
  Melee:
    NMTR U 0 A_UnSetInvulnerable
	NMTR U 0 A_TakeInventory("Hammercheck", 1)
    NMTR V 8 A_FaceTarget
    NMTR W 4 A_FaceTarget
	NMTR W 4 A_PlayWeaponSound("minotaur/swing")
    NMTR X 10 A_CustomMeleeAttack ((random(35,55))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,10,ACTIVATOR,0))+(10*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,ACTIVATOR))/4, "FighterHammerHitThing")
    Goto See
  Missile:
    NMTR U 0 A_UnSetInvulnerable
    NMTR V 0 A_Jump(51, 2)
    NMTR V 0 A_JumpIfCloser(800, "Hammer")
	NMTR V 0 A_TakeInventory("Hammercheck", 1)
  	NMTR V 0 A_Jump(104, 2)
    NMTR V 0 A_JumpIfCloser(2000, "Charge")
    NMTR V 8
	NMTR V 0 A_PlayWeaponSound("minotaur/swing")
    NMTR Y 4 A_FaceTarget
	NMTR Z 0 A_CustomMissile("NewMinotaurFX1", 40, 0, 0)
	NMTR Z 0 A_CustomMissile("NewMinotaurFX1", 40, 0, 2.8125)
	NMTR Z 0 A_CustomMissile("NewMinotaurFX1", 40, 0, -2.8125)
	NMTR Z 0 A_CustomMissile("NewMinotaurFX1", 40, 0, 5.625)
	NMTR Z 0 A_CustomMissile("NewMinotaurFX1", 40, 0, -5.625)
    NMTR Z 9
    Goto See
  Hammer:
    NMTR U 0 A_UnSetInvulnerable
  	NMTR V 0 A_JumpIfInventory("Hammercheck", 1, "Missile")
    NMTR V 8 A_FaceTarget
    NMTR W 4 A_FaceTarget
	NMTR W 4 A_PlayWeaponSound("minotaur/swing")
	NMTR W 0 A_PlaySound("minotaur/attack3", CHAN_VOICE)
	NMTR X 0 A_PlaySound("minotaur/attack1", CHAN_WEAPON)
    NMTR X 10 A_CustomMissile("NewMinotaurFX2", 0, 0, 0)
	NMTR V 0 A_Jump(192, "HammerLoop")
    Goto See
  HammerLoop:
    NMTR X 10 A_GiveInventory("Hammercheck", 1)
    Goto Hammer
  Charge:
	NMTR U 0 A_SetInvulnerable
    NMTR U 0 A_FaceTarget
    NMTR U 0 A_SkullAttack(25)
	NMTR U 0 A_SpawnItemEx("MinoPuff",0,0,0,0,0,2)
	NMTR U 2
	NMTR U 0 A_JumpIf(z - floorz >= 15, "ChargeStop")
    goto Charge+3
   ChargeStop:
    SPOS A 0 A_Stop
    goto See
  See:
    NMTR A 0 A_UnSetInvulnerable
	NMTR A 0 A_SetTranslucent(1,0)
	NMTR A 0 A_JumpIfTargetinLOS(2, 140)
	NMTR A 0 A_Jump(50, "Giveup")
    NMTR AB 5 A_Chase
	NMTR CD 5 A_Chase
    Loop
  Giveup:
	NMTR A 0 A_ClearTarget
	Goto See
  Death:
	NMTR E 6
    NMTR E 2 A_Scream
    NMTR E 5 A_SpawnItemEx("NewMinotaurSmokeExit")
    NMTR E 5
    NMTR E 5 A_NoBlocking
    NMTR E 5
    NMTR E 5 A_SetTranslucent(0.66, 0)
    NMTR E 5 A_SetTranslucent(0.33, 0)
    NMTR E 10 A_BossDeath
    Stop
  Ice:
	"----" A 0
	"----" E 5 A_GenericFreezeDeath
	"----" E 1 A_FreezeDeathChunks
	Wait
  }
}

ACTOR NewMinotaurSmokeExit
{
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT
  RenderStyle Add
  //Alpha 0.6
  States
  {
  Spawn:
    MNSM ABCDEFGHIJIHGFEDCBA 3
    Stop
  }
}

Actor NewMinotaurFX1 : MinotaurFX1
{
	Damage ((Random(3,24))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,AAPTR_TARGET,0))+(3*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))/4)
	+MTHRUSPECIES
	/*+NODAMAGETHRUST*/
}

Actor NewMinotaurFX2 : MinotaurFX2
{
	Damage ((Random(8,28))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,AAPTR_TARGET,0))+(4*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))/4)
	+MTHRUSPECIES
	/*+NODAMAGETHRUST*/
	States
  {
  Spawn:
    FX13 A 2 Bright A_SpawnItemEx("NewMinotaurFX3",random(-2,2),random(-2,2),0)
    Loop
  Death:
    FX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,28,AAPTR_TARGET,0))+(28*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))/4, 128, 0)
    FX13 JKLM 4 Bright
    Stop
  }
}

Actor NewMinotaurFX3 : MinotaurFX3
{
	Damage ((Random(8,28))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,AAPTR_TARGET,0))+(4*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))/4)
	+MTHRUSPECIES
	/*+NODAMAGETHRUST*/
	States
  {
  Death:
    FX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,28,AAPTR_TARGET,0))+(28*ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))/4, 128, 0)
    FX13 JKLM 4 Bright
    Stop
  }
}

Actor NewIceChunk : IceChunk replaces IceChunk
{
	+CLIENTSIDEONLY
}

Actor NewPottery1 : Pottery1
{
	States
	{
	Death:
		POT1 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT1 A 0 A_PotteryExplode
		Stop
	}
}

Actor NewPottery2 : Pottery2
{
	States
	{
	Death:
		POT2 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT2 A 0 A_PotteryExplode
		Stop
	}
}

Actor NewPottery3 : Pottery3
{
	States
	{
	Death:
		POT3 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT3 A 0 A_PotteryExplode
		Stop
	}
}

