actor Skullman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04H0X"
player.displayname "Skullman"
player.soundclass "skullmanc"

player.maxhealth 80
health 80
player.jumpz 12
player.forwardmove 0.8, 0.8//0.85
player.sidemove 0.78, 0.78

player.startitem "SkullBarrierBoss"
player.startitem "AlasPoorYorickAmmo", 22
player.startitem "SpookyScaryAmmo", 84

player.startitem "DustCrusherWeakness2", 1

player.startitem "OilSliderWeakness", 1
player.startitem "NeedleCannonWeakness", 1
player.startitem "DustCrusherWeakness", 1
player.startitem "JunkShieldWeakness", 1
player.startitem "ConcreteShotWeakness", 1
player.startitem "DeepDiggerWeakness", 1
States
{
Spawn:
SKUL A 0
SKUL B 1 A_JumpIf(z-floorz>0, "Jumping")
SKUL A 1 A_JumpIf(z-floorz>0, "Jumping")
wait
See:
SKUL BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn 
Jumping:
SKUL J 1 A_JumpIf(z-floorz<=0, "Spawn")
wait 
JumpingMissile:
SKUL M 0 A_JumpIfInventory("VivifyDelay4",1,"Skullbarrier")
SKUL MMMMM 1 A_JumpIf(z-floorz<=0, "Missile")
SKUL MMMM 1 A_JumpIf(z-floorz<=0, "Missile")
goto Spawn 
SkullBarrier:
SKUL RRRSS 2
Goto Spawn+2
Missile:
SKUL F 0 A_JumpIfInventory("VivifyDelay4",1,"Skullbarrier")
SKUL FFFFF 1 A_JumpIf(z-floorz>0, "JumpingMissile")
SKUL GGGG 1 A_JumpIf(z-floorz>0, "JumpingMissile")
goto Spawn+2
ClassPain:
SKUL H 0
goto PainContinue
ClassDeath:
SKUL H 0
goto DeathContinue
}
}