actor Blademan : CustWepClassBase
{
Player.ScoreIcon "C_10A0X"
player.displayname "Blademan"
player.soundclass "blademanc"

player.maxhealth 850
health 850
player.jumpz 13
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "CBM_BaseFlagPack"

player.startitem "Blademan_W"
player.startitem "Blademan_W2"
player.startitem "SwordArmAmmo", 20

player.weaponslot 1, "Blademan_W"
player.weaponslot 2, "Blademan_W2"


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 "BalladeCrackerWeakness"
player.startitem "BubbleBombWeakness"
States
{
Spawn:
BLDM A 0
BLDM B 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
BLDM A 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn+2
See:
BLDM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn
Missile:
BLDM F 0 A_JumpIfInventory("VivifyFlag1",1,"ClingDash")
BLDM F 0 A_JumpIfInventory("BladeWallCling",1,"ClingMissile")
BLDM F 5
BLDM G 4
goto Spawn
ClingDash:
BLDM R 0 A_JumpIfInventory("BladeWallCling",1,"Clinging")
BLDM R 1 A_JumpIfInventory("VivifyDelay3",1,"Spawn")//Landed
loop
//BLDM RRRRRRRRRRRRRR 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
//goto Spawn
Clinging:
BLDM M 1
BLDM M 1 A_JumpIfInventory("BladeWallClingEnd",1,"Spawn")
wait
ClingMissile:
BLDM N 3
BLDM O 7
goto Clinging
ClingPain:
BLDM M 0 A_SpawnItemEx("DelayPainFX")
goto Clinging
ClassPain:
BLDM H 0 A_JumpIfInventory("BladeWallCling",1,"ClingPain")
goto MegamanPain
ClassDeath:
BLDM H 0
goto MegamanDeath
}
}
