actor Brightman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04A0X"
player.displayname "brightman"
player.soundclass "brightmanc"
player.startitem "FlashStopperBoss"
player.startitem "WattIsMyAmmo", 28
//player.startitem "FlashStopperUseItem"

player.maxhealth 100
health 100
player.jumpz 10
Player.ForwardMove 0.7, 0.7
Player.SideMove 0.68, 0.68

player.startitem "RainFlushWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "HardKnuckleWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "SaltWaterWeakness", 1
States
{
Spawn:
BRIG A 0
BRIG B 1 A_JumpIf(z-floorz>0, "Jumping")//A_JumpIfInventory("VivifyDelay4",1,"FlashStopper")
BRIG A 1 A_JumpIf(z-floorz>0, "Jumping")//A_JumpIfInventory("VivifyDelay4",1,"FlashStopper")
Goto Spawn+2
See:
BRIG BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")//A_JumpIfInventory("VivifyDelay4",1,"FlashStopper")
Goto Spawn
Jumping:
BRIG L 1 A_JumpIf(z-floorz<=0, "Spawn")
Wait
JumpingMissile:
BRIG MMMMMM 1 A_JumpIf(z-floorz<=0, "Missile")
JumpingMissileEnd:
BRIG MMMMMM 1 A_JumpIf(z-floorz<=0, "MissileEnd")
goto Jumping 
Missile:
BRIG FFFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
MissileEnd:
BRIG GGGGGG 1 A_JumpIf(z-floorz>0, "JumpingMissileEnd")
goto Spawn+2
CustomState1:
BRIG KKJJKKJJKKJJKKJJ 1
goto Spawn
ClassPain:
BRIG H 0
goto PainContinue
ClassDeath:
BRIG H 0
goto DeathContinue
}
}