actor Stoneman : CustWepClassBase
{
Player.ScoreIcon "C_05C0X"
player.displayname "Stoneman"
player.soundclass "stonemanc"

player.maxhealth 1550
health 1550
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Stoneman_W"
player.startitem "Spawn_HalfHitStunFlag"
player.startitem "HalfHitStunFlag"


player.startitem "HyperBombWeakness"
player.startitem "CrashBombWeakness"
player.startitem "DrillBombWeakness"
player.startitem "NapalmBombWeakness"//
player.startitem "DangerWrapWeakness"
player.startitem "FlashBombWeakness"
player.startitem "RemoteMineWeakness"
player.startitem "LaserTridentWeakness"
player.startitem "CommandoBombWeakness"
player.startitem "PhotonMissileWeakness"
player.startitem "BalladeCrackerWeakness"

States
{
Spawn:
STOM A 0 A_JumpIfInventory("StoneCoreFlag",1,"SpawnCore")
STOM A 0 A_JumpIfInventory("StoneBossLeap",1,"MissileL")
STOM B 1 A_JumpIfInventory("StoneBossLeap",1,"MissileL")
STOM A 1
Goto Spawn+3
SpawnCore:
STOM R 1 A_JumpIfInventory("StoneCoreFlag",1,"SpawnCoreB")
goto Spawn
Melee:
STOM R 0 A_JumpIfInventory("StoneCoreFlag",1,"SpawnCoreB")
STOM R 0 A_JumpIfInventory("StoneBossLeap2",1,"MissileL2")
STOM R 0 A_JumpIfInventory("StoneCoreBuddha",1,"CoreRebuild")
goto Spawn
See:
STOM BCDE 5
Goto Spawn
Missile:
STOM F 0 A_JumpIfInventory("StoneCoreFlag",1,"SpawnCoreB")
STOM F 0 A_JumpIfInventory("StoneBossLeap",1,"MissileL")
STOM F 0 A_JumpIfInventory("CantStopTheRockAmmo",1,"MissileC")
STOM FFFFF 1 A_JumpIfInventory("CantStopTheRockAmmo",1,"MissileC")
STOM G 4
goto Spawn+3
MissileC:
STOM I 3
STOM I 0 A_JumpIfInventory("StoneBossLeap",1,"MissileL")
STOM I 2 A_JumpIfInventory("CantStopTheRockAmmo",1,"MissileC")
goto Missile+8
MissileL:
STOM J 2
STOM J 0 A_JumpIfInventory("StoneBossLeap2",1,"MissileL2")
STOM JJ 1 A_JumpIfInventory("StoneBossLeap",1,"MissileL")
STOM KLMMLK 3
goto Spawn+3
MissileL2:
STOM FG 5
goto Spawn+3

SpawnCoreB:
STOM R 0
STOM R 1 A_JumpIf(Args[4]<8,"CoreBouncing")
Goto CoreNoB
CoreBouncing:
STOM R 1 A_JumpIf(floorz==z,"CoreBounce")
loop
CoreBounce:
STOM R 3 A_GiveInventory("StoneCoreBounce_P")
Goto SpawnCoreB
CoreNoB:
STOM RRRRRSSSSS 1 A_JumpIfInventory("StoneCoreBuddha",1,"CoreRebuild")
loop
CoreRebuild:
STOM MLK 3
goto Spawn

ClassPain:
STOM H 0 A_JumpIfInventory("StoneCoreFlag",1,"ClassPainCore")
goto MegamanPain
ClassPainCore:
STOM R 1 A_SpawnItemEx("PainFX_CBM",-5,0,3,0,0,0)
goto SpawnCore

ClassDeath:
STOM H 0 A_JumpIfInventory("StoneCoreFlag",1,1)
goto MegamanDeath
STOM R 0
goto MegamanDeath


TimeStopped_Fun:
"----" H 0 A_JumpIfInventory("StoneCoreFlag",1,"Pain_TimeStop_Core")
Goto Super::TimeStopped_Fun
TimeStopped_Pain:
"----" H 0 A_JumpIfInventory("StoneCoreFlag",1,"Pain_TimeStop_Core")
Goto Super::TimeStopped_Pain
Pain_TimeStop_Core:
STOM R 0
goto TimeStopped_Echo
/*
Pain.Drowning:Pain.Slime:Pain.Fire:Pain.Falling:Pain.Ice:
"----" H 0
"----" H 0 A_JumpIfInventory("BeatCallCheck",1,"BeatAssist")
Pain.Spiney:
"----" H 0 A_JumpIfInventory("ShieldHits",1,"Pain1")
Pain.Crush:Pain.Beam:Pain.PressBall:Pain.BurnWave:
"----" H 0 A_JumpIfInventory("StoneCoreFlag",1,"Pain1")
"----" H 0 A_JumpIf(Health <= 1,"Pain1")
"----" H 0 A_JumpIfInventory("NoFallingRespawn_F",1,"Pain1")
"----" H 0 A_GiveInventory("CBM_ArtiTeleport_P",1)
Goto Pain+1
*/

Pain.Drowning:Pain.Slime:Pain.Fire:Pain.Falling:Pain.Ice:
Pain.DrowningTag:Pain.SlimeTag:Pain.FallingTag:
"----" H 0
"----" H 0 A_JumpIfInventory("BeatCallCheck",1,"BeatAssist")
Pain.Spiney:
"----" H 0 A_JumpIfInventory("ShieldHits",1,"Pain1")
Pain.Crush:Pain.CrushTag:Pain.Beam:Pain.PressBall:Pain.BurnWave:Pain.Massacre:
"----" H 0 A_JumpIfInventory("NoFallingRespawn_F",1,"Pain1")
"----" H 0 A_GiveInventory("CBM_ArtiTeleportCheck_P")
Goto Pain+1


}
}
