actor LightRyu : CustWepClassBase
{//LightHealthBar ha ha ha get it?
Player.ScoreIcon "C_00R0X"
player.displayname "DrLight"
player.soundclass "lightc"

player.maxhealth 900
health 900
player.jumpz 12
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805

player.startitem "CBM_BaseFlagPack"

player.startitem "DrLight_W"
player.startitem "RyuSuperItem"
player.startitem "SuperComboGauge",6

States
{
Spawn:
RYUL A 0
RYUL B 1
RYUL A 1
Goto Spawn+2
See:
RYUL BCDE 5
Goto Spawn
Missile:
RYUL F 0 A_JumpIfInventory("RyuMainFlagX",1,"MissileSuperMain")
RYUL F 0 A_JumpIfInventory("RyuSuperFlag",1,"MissileSuperAlt")
RYUL F 0 A_JumpIfInventory("RyuAltFlag",1,"Missile2")
RYUL FFFFF 1
RYUL GGGGGG 1
goto Spawn+2
Missile2:
RYUL K 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper")
RYUL K 3
goto MissileSpin
MissileUpper:
RYUL L 6
MissileUpper2:
RYUL L 0 A_JumpIfInventory("RyuL_Flag",1,"Spawn")
RYUL L 1 A_JumpIf(z-floorz<=0,"Spawn")
loop
MissileSpin:
RYUL MMNNOOPP 1 A_JumpIfInventory("RyuL_Flag",1,"Spawn")
loop

MissileSuperMain:
RYUL F 4
MissileSuperMain2:
RYUL F 1 A_JumpIfInventory("RyuL_Flag",1,"MissileSuperMain3")
wait
MissileSuperMain3:
RYUL G 7
goto Spawn+2

MissileSuperAlt:
RYUL K 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper")
RYUL K 1 A_JumpIfInventory("VivifyDelay5",1,"MissileSuperAlt2")
loop
MissileSuperAlt2:
RYUL L 8
goto MissileSuperAlt

ClassPain:
RYUL H 0 A_JumpIfInventory("MegaShoryu",1,"MissileUpper2")
RYUL H 0 A_JumpIfInventory("RyuMainFlagX",1,"MissileSuperMain")
goto MegamanPain
ClassDeath:
RYUL H 0
goto MegamanDeath
}
}

actor LightRyuDemiseCorpse : BasicExplosion
{
Translation "192:192=4:4","198:198=41:41","202:202=192:192","199:199=197:197","250:250=203:203","249:249=198:198"
Scale 2.5
States
{
Spawn:
HD0Q Q 2
TNT1 A 2
HD0Q Q 2
TNT1 A 2
HD0Q Q 2
TNT1 A 2
HD0Q Q 2
TNT1 A 2
HD0Q Q 2
TNT1 A 2
HD0Q Q 2
TNT1 A 2
HD0Q R 2
TNT1 A 2
HD0Q S 2
TNT1 A 2
HD0Q T 2
TNT1 A 2
HD0Q U 2
TNT1 A 2
HD0Q V 2
stop
}
}
