actor KingClass : ClassBase
{
Player.StartItem "IFMMAB", 1
Player.ScoreIcon "C_0BG0X"
player.displayname "King"
player.soundclass "kingc"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.73, 0.73
player.sidemove 0.71, 0.71

player.startitem "KingAxeBoss"
player.startitem "KingShieldBoss"
player.startitem "DinnerAmmo",125


player.weaponslot 1, "KingAxeBoss"
player.weaponslot 2, "KingShieldBoss"

//player.startitem "LightningBoltWeakness2", 1
+NOSKIN
States
{
Spawn:
KING A 0
KING B 1
KING A 2002
KING W 1
Goto Spawn+3
See:
KING BCDE 5
Goto Spawn
Missile:
KING F 0 A_JumpIfInventory("TheKingSpinFlag",1,"MissileSpin1")
KING F 0 A_JumpIfInventory("TheKingXFlag",1,"MissileWiggle")
KING FG 5
goto Spawn
MissileSpin1:
KING P 0 A_JumpIfInventory("TheKingSpinFlag",2,"MissileSpin2")
KING P 3 A_GiveInventory("TheKingSpinFlag",1)
KING OP 3
KING OP 4
goto Spawn
MissileSpin2:
KING O 3 A_TakeInventory("TheKingSpinFlag",1)
KING PO 3
KING PO 4
goto Spawn
MissileWiggle:
KING OP 1
KING O 0 A_JumpIfInventory("TheKingXFlag",1,"MissileWiggle")
KING OP 1
KING O 0 A_JumpIfInventory("TheKingXFlag",1,"MissileWiggle")
KING OP 1
goto Spawn

CustomState1:
KINP I 1 A_JumpIf(z-floorz==0,"CustomStateChop")
wait
CustomStateChop:
KINP JKK 2
goto Spawn

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