actor Dynamoman : ClassBase //85
{
Player.StartItem "IFMMAB", 1
Player.ScoreIcon "C_0BA0X"
player.displayname "Dynamoman"
player.soundclass "dynamomanC"
player.startitem "LightningBoltBoss"
player.startitem "DynamoElectricity", 80
player.startitem "DynamoHealAmmo", 25
player.startitem "DynamoStaminaFlag", 500
//player.startitem "DynamoRecharger"

player.maxhealth 90
health 90
player.jumpz 10
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88

player.startitem "CopyVisionWeakness2", 1

player.startitem "TimeSlowWeakness", 1
player.startitem "TimeStopperWeakness", 1
player.startitem "GeminiLaserWeakness", 1
player.startitem "FlashStopperWeakness", 1
player.startitem "CrystalEyeWeakness", 1
player.startitem "CentaurFlashWeakness", 1
player.startitem "CopyVisionWeakness", 1
player.startitem "JewelSatelliteWeakness", 1
player.startitem "MirrorBusterWeakness", 1
player.startitem "SparkChaserWeakness", 1

States
{
Spawn:
DYNA A 0
DYNA B 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
DYNA A 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
Goto Spawn+2
See:
DYNA BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
Goto Spawn
Missile:
DYNA F 0 A_JumpIfInventory("VivifyDelay5",1,"Missile1")
DYNA F 0 A_JumpIfInventory("DynamoIsScanning",1,"Missile2")
DYNA F 5
DYNA G 4
Goto Spawn+2
Missile1:
DYNA M 3
goto Missile2
Missile2:
DYNA M 3
DYNA NOP 4
Goto Spawn+2
TimeToHeal:
DYNA I 1
DYNA I 0 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal2")
DYNA III 1 A_JumpIfInventory("DynamoItemFlag",1,"TimeToHeal")
goto Spawn
TimeToHeal1:
DYNA I 2
DYNA II 1 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal2")
goto Spawn
TimeToHeal2:
DYNA J 2
DYNA JJ 1 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal3")
goto Spawn
TimeToHeal3:
DYNA K 2
DYNA KK 1 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal4")
goto Spawn
TimeToHeal4:
DYNA L 2
DYNA LL 1 A_JumpIfInventory("DynamoIsCharging",1,"TimeToHeal1")
goto Spawn
ClassPain:
DYNA H 0
goto PainContinue
ClassDeath:
DYNA H 0
goto DeathContinue
}
}