actor Oilman : ClassBase
{
Player.StartItem "IFMM01", 1
Player.ScoreIcon "C_01H0X"
player.displayname "Oilman"
player.soundclass "oilmanc"

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "OilSliderBoss"
player.startitem "ExtraOilAmmo", 112
player.startitem "OilStaminaFlag", 252
player.startitem "OilmanItem", 1

player.startitem "FireStormWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "NeedleCannonWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "StarCrashWeakness", 1
player.startitem "FlameBlastWeakness", 1
player.startitem "ScorchWheelWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "WaveBurnerWeakness", 1
player.startitem "MagmaBazookaWeakness", 1
player.startitem "SolarBlazeWeakness", 1
player.startitem "BreakDashWeakness", 1

States
{
Spawn:
NOIL A 0
NOIL B 1 A_JumpIfInventory("OilmanJump",1,"SpawnSlide")
NOIL A 1 A_JumpIfInventory("OilmanJump",1,"SpawnSlide")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
NOIL JJJJKKKKLLLLMMMM 1 A_JumpIf(z-floorz>0,"Jumping")//A_JumpIfInventory("VivifyDelay4",1,"MissileMatch")
Goto Spawn+303//Spawn+2

Melee:
NOIL Q 1
goto SpawnSlide
SpawnSlide:
NOIL Q 0 A_JumpIfInventory("OilmanIsDone",1,"Spawn")
NOIL Q 1
loop
See:
NOIL BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn
Missile:
NOIL F 0 A_JumpIfInventory("OilmanJump",1,"Missile2")
NOIL FFFFF 1 A_JumpIf(z-floorz>0,"JumpingMissile")
NOIL GGGG 1 A_JumpIf(z-floorz>0,"JumpingMissile")
goto Spawn
Missile2:
NOIL R 1 A_JumpIfInventory("OilmanIsDone",1,"Missile3")
NOIL R 4
goto SpawnSlide
Missile3:
NOIL R 0
goto Missile+1

Jumping:
NO1L Q 1 A_JumpIf(z-floorz<=0,"Spawn")
loop 
JumpingMissile: 
NO1L RRRRR 1 A_JumpIf(z-floorz<=0,"Missile") 
Goto jumping//Spawn+3

CustomState2:
MissileMatch:
NOIL MP 5
goto Spawn 

ClassPain:
NOIL H 0 A_JumpIfInventory("OilBoat",1,1)
goto PainContinue
NOIL S 0
goto PainContinue
ClassDeath:
NOIL H 0
goto DeathContinue
}
}