actor Jupiter : ClassBase
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VE0X"
player.displayname "Jupiter"
player.soundclass "jupiterc"

player.maxhealth 75
health 75
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "ElectricShockBoss"
player.startitem "Lit3Ammo", 272
player.startitem "JupiterHoverItem", 1

player.startitem "BubbleBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "BubbleLeadWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "BubbleBombWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

States
{
Spawn:
JUPT A 0
JUPT B 1
JUPT A 1 A_JumpIf(z-floorz>0,"See")
Goto Spawn+2
See:
JUPT BBBBBCCCCCDDDDDEEEEE 1
JUPT B 0 A_JumpIf(z-floorz>0,"See")
Goto Spawn
Missile:
JUPT F 1
JUPT F 4 A_JumpIfInventory("JupiterLaunching",1,"Missile2")
JUPT G 6
goto Spawn
Missile2:
JUPT B 3
goto Spawn
ClassPain:
JUPT H 0
goto PainContinue
ClassDeath:
JUPT H 0
goto DeathContinue
}
}