actor RollClass : ClassBase //90
{
Player.StartItem "IFMM00", 1
Player.ScoreIcon "C_00E0X"
player.displayname "Roll"
player.soundclass "RollC"
player.startitem "RollSwingBoss"
player.startitem "RollBucketBoss"
player.startitem "RollHealItem"
player.startitem "RollFlag"
player.startitem "CanUseItems"
player.startitem "RollHealAmmo", 14
player.startitem "RollHyperDashAmmo", 777

player.maxhealth 90
health 90
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805
player.jumpz 11

player.weaponslot 1, "RollSwingBoss"
player.weaponslot 2, "RollBucketBoss"

//player.startitem "CopyNerf"
States
{
Spawn:
ROL6 A 0
ROL6 B 1 A_JumpIf(z-floorz>0,"SeeJ")
ROL6 A 1 A_JumpIf(z-floorz>0,"SeeJ")
ROL6 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0,"SeeJ")
ROL6 YYYYY 1 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn+3
See:
ROL6 BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"SeeJ")
Goto Spawn
SeeJ:
ROL6 U 1 A_JumpIf(z-floorz<=0,"Spawn")
wait
Missile:
ROLL F 0 A_JumpIf(z-floorz>0,"MissileJ")
ROL6 F 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 F 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 FFFFF 1 A_JumpIf(z-floorz>0,"SeeJ")
ROL6 GGGG 1 A_JumpIf(z-floorz>0,"SeeJ")
ROLL G 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileJ:
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 1 A_JumpIf(z-floorz<=0,"Missile")
Goto SeeJ
MissileSwing:
ROL6 S 5
ROL6 T 7
ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
Slide:
ROL6 R 20
ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
ClassPain:
ROL6 H 0
goto PainContinue
ClassDeath:
ROL6 H 0
goto DeathContinue
}
}

actor RollFlag : Inventory{}