actor Ringman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04E0X"
player.displayname "ringman"
player.soundclass "ringmanc"

player.startitem "RingBoomerangBoss"
player.startitem "WhopperRingAmmo", 14
player.startitem "HungryHungryHippoAmmo", 56
player.maxhealth 90
health 90
player.jumpz 14
player.ForwardMove 0.8, 0.8
Player.SideMove 0.78, 0.78

player.startitem "PharaohShotWeakness2", 1

player.startitem "FireStormWeakness", 1
player.startitem "AtomicFireWeakness", 1
player.startitem "TopSpinWeakness", 1
player.startitem "PharaohShotWeakness", 1
player.startitem "ChargeKickWeakness", 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:
RINM A 0
RINM B 1 A_JumpIf(z-floorz>0, "Jumping")
RINM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
RINM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+1
CustomState1:
Missile:
RINM FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
RINM GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2
Jumping:
RINM J 1 A_JumpIf(z-floorz<=0, "Spawn")
wait 
JumpingMissile:
RINM LLLLLLLL 1 A_JumpIf(z-floorz<=0, "Missile")
goto Jumping  


ClassPain:
RINM H 0
goto PainContinue
ClassDeath:
RINM H 0
goto DeathContinue
}
}