actor MiniKaiserSpawner : MinibonerSpawner
{
	translation "80:100=160:167", "101:111=35:47", "3:3=38:38", "128:143=80:111", "48:79=80:111", "236:239=96:111", "13:15=104:111", "168:191=192:207", "16:47=192:202"
	states
	{
	death:
		TNT1 A 0 A_SpawnItem ("MiniKaiser")
		stop
	}
}



Actor MiniKaiser : MiniBoner
{
	bloodtype goldbonespray
	HitObituary "%o was brought down low by a tiny skeleton."

	translation "80:100=160:167", "101:111=35:47", "3:3=38:38", "128:143=80:111", "48:79=80:111", "236:239=96:111", "13:15=104:111", "168:191=192:207", "16:47=192:202"	
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("BoneActive", 1, "DanceAway")
		MBNR AB 2 A_Look
		goto idle
	idle:
		TNT1 A 0
		TNT1 A 0 A_JumpIf (user_bonertimer >= 35, "death")
		TNT1 A 0 A_Look
		MBNR AABBCC 1 A_Wander
		TNT1 A 0 A_Look
		MBNR DDEEFF 1 A_Wander
		TNT1 A 0 A_Look
		TNT1 A 0 A_SetUserVar("user_bonertimer", user_bonertimer+1)
		TNT1 A 0 A_Jump (100, "dance")
		loop
	see:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("BoneActive",1)
		MBNR AABBCCDDEEFF 2 A_VileChase
		TNT1 A 0 A_SetUserVar("user_bonertimer", user_bonertimer+1)
		TNT1 A 0 A_JumpIf (user_bonertimer >= 25, "death")
		loop
	NormalMove:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory ("BoneActive",1)
		MBNR AABBCCDDEEFF 2 A_FastChase
		TNT1 A 0 A_SetUserVar("user_bonertimer", user_bonertimer+1)
		TNT1 A 0 A_JumpIf (user_bonertimer >= 25, "death")
		goto see
	Melee:
		MBNR G 0 
		MBNR G 4 A_FaceTarget
		MBNR H 3 A_FaceTarget
		TNT1 A 0 A_PlaySound ("miniboner/sight",CHAN_VOICE,1,0,0.9)
		MBNR I 8 A_custommeleeattack (random(3, 8), "doomboner/punch","doomboner/swing")
		TNT1 A 0 A_SetUserVar("user_bonertimer", user_bonertimer+1)
		TNT1 A 0 A_JumpIf (user_bonertimer >= 25, "death")
		Goto See
	Death:
		MBNR L 1 A_Scream
		MBNR L 1 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound ("skeleton/gib",0,1,0,0.6)
		TNT1 AA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAA 0 A_SpawnItem ("goldbonespray")
		ISKL AAAAAA 0 A_SpawnItemEx("goldhipbone",0,0,0,random(-10,10),random(-10,10),10)
		ISKL AAA 0 A_SpawnItemEx("goldribcage",0,0,0,random(-10,10),random(-10,10),12)
		TNT1 A 10
		Stop
	heal:
		TNT1 A 0
		TNT1 A 0 A_JumpIfinventory ("dontrevive",1, "normalmove")
		MBNR G 0 
		MBNR G 4 
		MBNR H 3
		TNT1 A 0 A_PlaySound ("miniboner/sight",CHAN_VOICE,1,0,0.9)
		MBNR I 12 
		Goto Death
	}
}