actor Yamatoman : ClassBase //115
{
Player.StartItem "IFMM06", 1
Player.ScoreIcon "C_06H0X"
player.displayname "Yamatoman"
player.soundclass "yamatomanc"
player.startitem "YamatoSpearBoss"
player.startitem "YamatoClassAmmo", 30
player.startitem "YamatoLeapAmmo", 28

player.maxhealth 110
health 110
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68
player.jumpz 13
//Player.AttackZOffset 18 what is this LOL
//Player.AttackZOffset 30
//Player.ViewHeight 50
player.startitem "SilverTomahawkWeakness2", 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:
YAMM A 0
YAMM B 1
YAMM A 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM A 1 A_JumpIf(z-floorz>0, "Jumping")
Goto Spawn+2
See:
YAMM B 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM B 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM B 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM B 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM B 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM B 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM B 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM B 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM B 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM B 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")

YAMM C 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM C 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM C 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM C 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM C 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM C 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM C 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM C 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM C 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM C 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")

YAMM D 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM D 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM D 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM D 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM D 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM D 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM D 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM D 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM D 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM D 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")

YAMM E 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM E 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM E 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM E 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM E 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM E 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM E 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM E 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
YAMM E 1 A_JumpIf(z-floorz>0, "Jumping")
YAMM E 0 A_JumpIfInventory("YamatoLeapActive",1,"YamatoLeapState")
Goto Spawn
Missile:
YAMM JJKKJJKKJJKKJJKKJJ 1 A_JumpIf(z-floorz>0, "Banzai")
goto Spawn+2
Jumping:
YAMM I 1 A_JumpIf(z-floorz<=0, "SpawnBuffer")
wait

SpawnBuffer:
YAMM L 3
goto Spawn+2

Banzai:
YAMM FFGGFFGGFFGGFFGGFF 1 A_JumpIf(z-floorz<=0, "Missile")
goto Spawn+2

YamatoLeapState:
YAMM L 3
YAMM L 1 A_JumpIfInventory("CutterFlag",1,"Spawn")
loop


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

actor YamatoDummy : BlizzardM_WalkFX
{
Radius 2
Height 2
States
{
Spawn:
QMFX S 0
QMFX S 0 A_SetScale(ScaleX*(random(0,1)*2-1),ScaleY)
YAMM I 3
YAMM I 3 A_Fadeout(0.33)
stop
}
}