actor Crystalman : ClassBase //110
{
Player.StartItem "IFMM05", 1
Player.ScoreIcon "C_05H0X"

player.displayname "crystalman"
player.soundclass "crystalmanc"
player.startitem "CustomBossAmmoBar"
player.startitem "CrystalEyeBoss"

player.maxhealth 110
health 110
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68
player.jumpz 13

player.startitem "GyroAttackWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "RingBoomerangWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "WheelCutterWeakness", 1
player.startitem "ScrewCrusherWeakness", 1
States
{
Spawn:
CRYM A 0
CRYM B 1
CRYM A 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn+2
See:
CRYM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"Jumping")
Goto Spawn
Missile:
TNT1 A 0 A_JumpIf(z-floorz>0,"JumpingShooting")
CRYM IIFGFG 2
goto Spawn

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

JumpingShooting:
CRYM KKKKLLMMLLMM 1 A_JumpIf(z-floorz<=0, "Spawn")
goto Jumping

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