actor Pharaohman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04D0X"
player.maxhealth 100
health 100
player.jumpz 10
Player.ForwardMove 0.8, 0.8
Player.SideMove 0.78, 0.78
player.displayname "pharaohman"
player.soundclass "pharaohmanc"
player.startitem "PharaohShotBoss"
//player.startitem "PharaohShotBosB"
player.weaponslot 0, "PharaohShotBoss"
//player.weaponslot 1, "PharaohShotBosB"

player.startitem "FlashStopperWeakness2", 1

//player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "GrabBusterWeakness", 1
States
{
Spawn:
PHAR A 0
PHAR B 1 A_JumpIf(z-floorz>0, "Jumping")
PHAR A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
PHAR BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn

Jumping:
PHAJ I 1 A_JumpIf(z-floorz<=0, "Spawn")
wait

JumpingMissile:
PHAJ KKKKK 1 A_JumpIf(z-floorz<=0, "Missile")
PHAJ LLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping

Missile:
PHAR MMMMM 1 A_JumpIf(z-floorz>0, "JumpingMissile")
PHAR GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2
CustomState1:
PHAF C 6
Goto Spawn
CustomState2:
PHAP N 8
Goto Spawn
CustomState3:
PHAR JKL 5
goto Spawn
ClassPain:
PHAR H 0
goto PainContinue
ClassDeath:
PHAR H 0
goto DeathContinue
}
}