Actor DarkPatriarch : Bishop
{
	Health 1200
	Radius 22
	Height 65
	Speed 10
	PainChance 0
	Species "Bishop"
	Monster
	+FLOAT
	+NOTARGET
	+NOGRAVITY
	-NOTARGETSWITCH
	+TELESTOMP
	-NOBLOOD
	SeeSound "BishopSight"
	AttackSound "BishopAttack"
	PainSound "BishopPain"
	DeathSound "BishopDeath"
	ActiveSound "BishopActiveSounds"
	Obituary "%o was judged by the Dark Patriarch."
	DropItem "NewArtiSuperHealth" 64
	DropItem "AccessoryRandomSpawner"
	DropItem "NewArtiInvulnerability2" 64
	Dropitem "NewArtiDarkServant" 64
	Dropitem "NewArtiBoostMana" 64
	Dropitem "NewArtiForceCube" 64
	DropItem "Money3" 128
    DropItem "Money3" 128
    DropItem "Money3" 128
    DropItem "Money3" 128
    DropItem "Money3" 128
	DropItem "Money3" 128
	DropItem "Money3" 128
	DropItem "Money3" 128
	DropItem "ChestKey" 128
	Damagetype "Holy"
	Bloodtype "EtherealBloodWhite"
	Tag "Dark Patriarch"
	+USEKILLSCRIPTS
	States
	{
	Spawn:
		DPTR A 0
		DPTR A 0 ACS_NamedExecuteAlways("WOC Monster Init",0,65,WOC_STATUSIMMUNE)
	Idle:
		DPTR A 10 A_Look
		Loop
	See:
		DPTR A 2 A_Chase
		DPTR A 0 A_BishopDecide
		DPTR A 2 A_BishopChase
		DPTR A 2 A_BishopDecide
		DPTR B 2 A_BishopChase
		DPTR A 0 A_BishopDecide
		DPTR B 2 A_Chase
		DPTR A 0 A_BishopDecide
		DPTR B 2 A_BishopChase
		DPTR A 0 A_BishopDecide
		Loop
	Blur:
		DPTR A 2 A_BishopDoBlur
		DPTR A 0 A_UnsetShootable
		DPTR AAA 4 A_SpawnItem("PatriarchBlur")
		TNT1 A 0 A_Jump(256,1,2,3)
		DPTR AA 4 A_SpawnItem("PatriarchBlur")
		TNT1 A 0 Thing_Stop(0)
		TNT1 A 0 A_SpawnItem("PatriarchBlur")
		Goto See
	Missile:
		DPTR A 3 A_FaceTarget
		DPTR DE 3 A_FaceTarget
		DPTR F 3 A_PlaySound("BishopAttack")
		TNT1 A 0 A_Jump(256,2,4,6,8)
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		DPTR F 5 A_CustomMissile("PatriarchFX",32)
		DPTR F 0 A_FaceTarget
		Goto See
	Death:
		DPTR G 6
		DPTR H 6 Bright A_Scream
		DPTR I 5 Bright A_NoBlocking
		DPTR J 5 Bright A_Explode(ACS_NamedExecuteWithResult("WOC Monster Damage Scale",ACTIVATOR,FRandom(50,80)),128,XF_NOTMISSILE)
		DPTR K 5 Bright
		DPTR LM 4 Bright
		DPTR N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5)
		DPTR O 4 A_QueueCorpse
		DPTR P -1 //A_BossDeath
		Stop
	Ice:
		"----" C 5 A_GenericFreezeDeath
		"----" C 1 A_FreezeDeathChunks
		Wait
	}
}



Actor PatriarchPainBlur
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.6
  States
  {
  Spawn:
    DPTR C 8
    Stop
  }
}

Actor PatriarchBlur
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.6
  States
  {
  Spawn:
    DPTR A 16
    DPTR A 8 A_SetTranslucent(0.4)
    Stop
  }
}

Actor PatriarchFX
{
	Radius 10
	Height 6
	Speed 15
	Damagetype "Holy"
	Projectile
	+SEEKERMISSILE
	+FOILINVUL
	+PAINLESS
	Damage (ACS_NamedExecuteWithResult("WOC Monster Damage Scale",WOCTARGET,FRandom(15,30)))
	RenderStyle Add
	DeathSound "BishopMissileExplode"
	States
	{
	Spawn:
		PFX1 CCCC 1 Bright A_BishopMissileWeave
		PFX1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)
		PFX1 DDDC 1 Bright A_BishopMissileWeave
		PFX1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)
		PFX1 EEEE 1 Bright A_BishopMissileWeave
		PFX1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)
		PFX1 FFFF 1 Bright A_BishopMissileWeave
		PFX1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)
		loop
	Death:
		PFX1 HHHHH 1 Bright A_SpawnItemEx("PatriarchRainFX",frandom(-64,64),frandom(-64,64),-6,frandom(-1,1),frandom(-1,1),-20)
		PFX1 IIIII 1 Bright A_SpawnItemEx("PatriarchRainFX",frandom(-64,64),frandom(-64,64),-6,frandom(-1,1),frandom(-1,1),-20)
		PFX1 JJJJ 1 Bright A_SpawnItemEx("PatriarchRainFX",frandom(-64,64),frandom(-64,64),-6,frandom(-1,1),frandom(-1,1),-20)
		PFX1 KKKLLLMMM 1 Bright A_SpawnItemEx("PatriarchRainFX",frandom(-64,64),frandom(-64,64),-6,frandom(-1,1),frandom(-1,1),-20)
		PFX1 GGG 1 A_SpawnItemEx("PatriarchRainFX",frandom(-64,64),frandom(-64,64),-6,frandom(-1,1),frandom(-1,1),-20)
		Stop
	}
}

ACTOR PatriarchRainFX
{
	Radius 6
	Height 12
	Speed 20
	Damage (ACS_NamedExecuteWithResult("WOC Monster Damage Scale",WOCTARGET,FRandom(15,30)))
	Damagetype "Holy"
	Mass 5
	Projectile
	-ACTIVATEPCROSS
	-ACTIVATEIMPACT
	-NOGRAVITY
	+SPAWNCEILING
	+CEILINGHUGGER
	RenderStyle Add
	States
	{
	Spawn:
		PFX3 A 0
		PFX3 A 0 A_ChangeFlag("CeilingHugger",0)
	Animation:
		PFX3 A -1 Bright
		Stop
	Death:
		PFX3 B 0 Bright A_ChangeFlag("NOGRAVITY", 1)
		PFX3 B 0 Bright A_CheckFloor("NotFloor")
		PFX3 B 0 Bright A_Jump(38, "Disappear")
		PFX3 GHI 4 Bright
		Stop
	NotFloor:
		PFX3 B 0 Bright A_Jump(38, "Disappear")
		PFX3 BCDEF 4 Bright
		Stop
	Disappear:
		TNT1 A 1 Bright
		Stop
	}
}