actor Ballade : ClassBase //85
{
Player.StartItem "IFMM0K", 1
Player.ScoreIcon "C_0KC0X"
player.displayname "Ballade"
player.soundclass "balladec"
player.maxhealth 80
health 80
player.forwardmove 0.9, 0.9
player.sidemove 0.8, 0.8
player.startitem "BalladeCrackerBoss"
player.startitem "BalladeMineAmmo", 3
player.jumpz 13

player.startitem "ScrewCrusherWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "WheelCutterWeakness", 1
player.startitem "ScrewCrusherWeakness", 1
player.startitem "PhotonMissileWeakness", 1
States
{
Spawn:
BALD A 0
BALD B 1
//BALD A 0
BALD A 1 A_JumpIf(z-floorz>0,"BalladeJumping")
Goto Spawn+2
See:
BALD BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,"BalladeJumping")
Goto Spawn
Missile:
BALD F 0 A_JumpIfInventory("VivifyDelay8",1,"BalladeJumping")
BALD FFFFF 1 //A_JumpIf(z-floorz>0,"BalladeJumpingMissile")
BALD GGGG 1 //A_JumpIf(z-floorz>0,"BalladeJumpingMissile")
goto Spawn
BalladeJumping:
BALD Y 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
BalladeJumpingMissile:
BALD ZZZZZZZZZ 1 A_JumpIf(z-floorz<=0, "Missile") //:(
goto BalladeJumping
ClassPain:
BALD H 0
goto PainContinue
ClassDeath:
BALD H 0
goto DeathContinue
}
}