actor Uranus : CustWepClassBase
{
Player.ScoreIcon "C_0VG0X"
player.displayname "Uranus"
player.soundclass "uranusc"

player.maxhealth 1850
health 1850
player.jumpz 10
player.forwardmove 0.69, 0.69//0.6
player.sidemove 0.67, 0.67//0.58

player.startitem "CBM_BaseFlagPack"

player.startitem "Uranus_W"
player.startitem "DeeperDiggerAmmo",84
player.startitem "UranusStampedeAmmo",56
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"


player.startitem "OilSliderWeakness"
player.startitem "TopSpinWeakness"
//player.startitem "DiveMissileWeakness"
player.startitem "ChargeKickWeakness"
player.startitem "SlashClawWeakness"
player.startitem "FlameSwordWeakness"
player.startitem "BreakDashWeakness"//
player.startitem "BusterRodGWeakness"

States
{
Spawn:
URAN A 0
URAN A 0 A_JumpIfInventory("SuperArmTemp",1,"RockHold")
URAN B 1 
URAN A -1
RockHold:
URAN G 1
RockHolding:
URAN F 1
Goto RockHolding

Spawn:
URAN A 0
URAN A 0 A_JumpIfInventory("SuperArmTemp",1,3)
URAN B 1
URAN A -1
URAN R 1
URAN Q 1
wait
See:
URAN B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeRocks")
URAN BCDE 5
Goto Spawn
SeeSomeRocks:
URAN RSTS 5
Goto Spawn+4
Missile:
URAN F 0 A_JumpIfInventory("VivifyCycle2",4,"ARunE")
URAN F 0 A_JumpIfInventory("VivifyCycle2",3,"ARunD")
URAN F 0 A_JumpIfInventory("VivifyCycle2",2,"ARunC")
URAN F 0 A_JumpIfInventory("VivifyCycle2",1,"ARunB")
URAN F 0 A_JumpIfInventory("VivifyDelay7",1,"MissileRock")
URAN F 0 A_JumpIfInventory("VivifyDelay4",1,"MissileRock2")
URAN F 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSlam")
URAN FFFFFF 1 A_JumpIfInventory("VivifyFlag2",1,"MissileStampede")
URAN G 4
goto Spawn
MissileRock:
URAN G 5
goto Spawn
MissileRock2:
URAN G 4
URAN P 5
goto Spawn

MissileSlam:
URAN O 9
URAN P 7
Goto Spawn
MissileStampede:
URAN BBBCCCDDDEEE 1 A_JumpIfInventory("VivifyDelay6",1,"MissileStampede2")
loop
MissileStampede2:
URAN P 7
Goto Spawn
ARunB:
URAN B 1 A_JumpIfInventory("VivifyFlag2",1,"MissileStampede")
URAN B 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunC:
URAN C 1 A_JumpIfInventory("VivifyFlag2",1,"MissileStampede")
URAN C 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunD:
URAN D 1 A_JumpIfInventory("VivifyFlag2",1,"MissileStampede")
URAN D 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunE:
URAN E 1 A_JumpIfInventory("VivifyFlag2",1,"MissileStampede")
URAN E 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunEnd:
URAN P 5
Goto Spawn
StampedePain:
URAN H 0 A_SpawnItemEx("DelayPainFX")
goto MissileStampede

ClassPain:
URAN H 0 A_JumpIfInventory("VivifyFlag2",1,"StampedePain")
goto MegamanPain
ClassDeath:
URAN H 0
goto MegamanDeath
}
}
