actor Maestro : ClassBase //85
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00C0X"
player.displayname "Maestro"
player.soundclass "rockmanc"

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

player.startitem "MaestroNeutralBoss"
player.startitem "VanillaAmmo", 3
player.startitem "BusterAmmo", 3
player.startitem "GreenSupremeFlag"
player.startitem "CanCopyWeapons"
player.startitem "CanUseItems"
player.startitem "MaestroHasSpawned", 1
player.startitem "CopyNerf"
+NOSKIN
States
{
Spawn:
PLY1 A 0
PLY1 B 1
PLY1 A 0 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
PLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
PLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC") 
PLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
PLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
PLY1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
PLY1 Y 1 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
Goto Spawn+253
See:
PLY1 BCDE 5
Goto Spawn+2
Missile:
PLY1 F 8
PLY1 G 7
goto Spawn
SpawnC:
PLY1 T 7
PLY1 A 0 A_JumpIfInventory("MaestroBusterFlag",1,"SpawnC")
Goto Spawn+2
CustomState1:
PLY1 T 65
goto Spawn+2
CustomState2:
PLY1 A 1
goto Spawn+2
ClassPain:
PLY1 H 0
goto PainContinue
ClassDeath:
PLY1 H 0
goto DeathContinue
}
}

actor GreenSupremeFlag : OnceC{}
