actor Toadman : ClassBase
{
Player.StartItem "IFMM04", 1
Player.ScoreIcon "C_04B0X"
player.displayname "Toadman"
player.soundclass "toadmanc"

player.maxhealth 150
health 150
player.jumpz 15
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "RainFlushBoss"

player.startitem "DrillBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "SearchSnakeWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "BubbleBombWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

States
{
Spawn:
TOAD A 0
TOAD A 0 A_JumpIfInventory("ToadLeapFlag",1,"SeeLeap")
TOAD B 0 A_JumpIfInventory("VivifyFlag2",1,"Missile_H2")
TOAD B 1 A_JumpIf(z-floorz>0, "Jumping")
TOAD A 0 A_JumpIfInventory("VivifyFlag2",1,"Missile_H2")
TOAD A 1 A_JumpIf(z-floorz>0, "Jumping")
TOAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
TOAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
TOAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping")
TOAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_JumpIf(z-floorz>0, "Jumping") 
TOAD BBBBBYYYYY 1 A_JumpIf(z-floorz>0, "Jumping")
wait 
Jumping: 
T0AD Q 0 A_JumpIfInventory("VivifyFlag2",1,"Missile_H2")
T0AD Q 1 A_JumpIf(z-floorz<=0, "Spawn")
Loop 
See:
TOAD BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn
SeeLeap:
TOAD C 0 A_JumpIfInventory("ToadLeapFlagX",1,"SeeLeapX")
TOAD C 1 A_JumpIfInventory("ToadLeapFlagE",1,1)
loop
TOAD B 1
Goto Spawn+3
SeeLeapX:
TOAD D 2
TOAD EB 3
Goto Spawn
Missile:
TOAD F 0 A_JumpIfInventory("VivifyFlag2",1,"Missile_H2")
TOAD F 0 A_JumpIfInventory("VivifyFlag1",1,"Missile_H1")
TOAD F 3
TOAD F 2 A_JumpIfInventory("ToadLeapFlag",1,"MissileLeap")
TOAD G 5
Goto Spawn
MissileLeap:
TOAD EB 3
goto SeeLeap


Missile_H2:
TOAD F 0 A_JumpIfInventory("ToadFireFlag",3,"MissileZ")
TOAD F 0 A_JumpIfInventory("ToadFireFlag",2,"MissileG")
TOAD F 0 A_JumpIfInventory("ToadFireFlag",1,"MissileF")
TOAD FG 3
TOAD F 1 A_JumpIfInventory("VivifyFlag1",1,"Missile_H2")
TOAD QB 3
Goto Spawn
MissileF:
TOAD F 2
Goto Missile_H2
MissileG:
TOAD G 2
Goto Missile_H2
MissileZ:
TOAD G 2 A_TakeInventory("ToadFireFlag",99)
Goto Missile_H2

Missile_H1:
TOAD Q 0 A_JumpIfInventory("ToadFireFlag",4,"Missile_Z")
TOAD Q 0 A_JumpIfInventory("ToadFireFlag",3,"Missile_R")
TOAD Q 0 A_JumpIfInventory("ToadFireFlag",1,"Missile_Q")
TOAD Q 2
TOAD B 4
Goto Spawn
Missile_Q:
TOAD Q 2
Goto Missile_H1
Missile_R:
TOAD R 2
Goto Missile_H1
Missile_Z:
TOAD R 2 A_TakeInventory("ToadFireFlag",3)
Goto Missile_H1


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