actor Enker : CustWepClassBase
{
Player.ScoreIcon "C_0KA0X"
player.displayname "Enker"
player.soundclass "enkerc"

player.maxhealth 1250
health 1250
player.jumpz 10
player.forwardmove 0.94, 0.94
player.sidemove 0.92, 0.92

player.startitem "CBM_BaseFlagPack"

player.startitem "Enker_W"
player.startitem "EnkerDashItem"
player.startitem "MirrorChargeAmmo", 11


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 "BubbleBombWeakness"
player.startitem "BalladeCrackerWeakness"//

States
{
Spawn:
ENKR A 0
ENKR B 1
ENKR A 0
ENKR A 1 A_JumpIf(z-floorz>0,"SeeJ")
Goto Spawn+2
See:
ENKR BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"SeeJ")
Goto Spawn
SeeJ:
ENKR I 1 A_JumpIf(z-floorz<=0,"Spawn")
wait
Missile:
ENKR F 0 A_JumpIf(z-floorz>0,"MissileJ")
ENKR F 0 A_JumpIfInventory("VivifyDelay6",1,"MissileSwipe")
ENKR F 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo")
ENKR F 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo")
ENKR F 6
ENKR G 0 A_JumpIf(z-floorz>0,"MissileJ2")
goto Missile2
Missile2:
ENKR G 6
ENKR G 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileJ:
ENKR W 0 A_JumpIfInventory("VivifyDelay6",1,"MissileSwipeJ")
ENKR W 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ")
ENKR W 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ")
ENKR W 6
ENKR W 0 A_JumpIf(z-floorz>0,"MissileJ2")
goto Missile2
MissileJ2:
ENKR W 6
ENKR W 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn

MissileSwipe:
ENKR J 4
ENKR K 2
ENKR L 0 A_JumpIf(z-floorz>0,"MissileSwipeJ2")
goto MissileSwipe2
MissileSwipe2:
ENKR L 6
ENKR L 0 A_JumpIf(z-floorz>0,"MissileSwipeJ3")
goto MissileSwipe3
MissileSwipe3:
ENKR L 6
ENKR L 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn

MissileSwipeJ:
ENKR M 4
ENKR N 2
ENKR O 0 A_JumpIf(z-floorz>0,"MissileSwipeJ2")
goto MissileSwipe2
MissileSwipeJ2:
ENKR O 6
ENKR O 0 A_JumpIf(z-floorz>0,"MissileSwipeJ3")
goto MissileSwipe3
MissileSwipeJ3:
ENKR O 6
ENKR O 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn

MissileAmmoGet:
ENKR Y 0 A_PlaySoundEx("weapons/mmk/mirrorbustercharge","Voice")//weapon/mirrorabsorb
ENKR Y 0 A_GiveInventory("VivifyDelay3",1)
ENKR Y 0 A_GiveInventory("EnkerAltCombo_F",1)
//ENKR Y 0 A_GiveInventory("MirrorChargeAmmo",7)
ENKR Y 0 ACS_NamedExecuteWithResult("cbm_EnkerArmorGiver")
ENKR Y 0 A_JumpIf(z-floorz>0,"MissileAmmoJ")
ENKR Y 0 A_Jump(256,"MissileAmmo")
MissileAmmo:
ENKR Y 1
MissileAmmo2:
ENKR YY 1 A_JumpIf(z-floorz>0,"MissileAmmoJ")
ENKR YY 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmo2")
ENKR Y 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileAmmoJ:
ENKR X 1
MissileAmmoJ2:
ENKR XX 1 A_JumpIf(z-floorz<=0,"MissileAmmo")
ENKR XX 1 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoJ2")
ENKR X 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
ClassPain:
ENKR H 0 A_JumpIfInventory("EnkerAbsorbCount",1,"MissileAmmoGet")
ENKR H 0 A_GiveInventory("MirrorChargeAmmo",3)
goto MegamanPain
ClassDeath:
ENKR H 0
goto MegamanDeath
}
}