actor Neptune : ClassBase
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VI0X"
player.displayname "Neptune"
player.soundclass "neptunec"

player.maxhealth 125
health 125
player.jumpz 10
player.forwardmove 0.7, 0.7
player.sidemove 0.68, 0.68

player.startitem "SaltWaterBoss"
player.startitem "TopNepAmmo", 21
player.startitem "DontDrinkThisAmmo", 28
player.startitem "NeptuneItem"

player.startitem "SparkChaserWeakness2", 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 "SparkChaserWeakness", 1
player.startitem "MirrorBusterWeakness", 1

States
{
Spawn:
NEPT A 0
NEPT B 1
NEPT A 1
wait
See:
NEPT BCDE 5
Goto Spawn
See_Salt:
NEPT BCDE 4
Goto Spawn
Missile:
NEPT F 0 A_JumpIFInventory("VivifyDelay4",1,"Mis_BounceStart")
NEPT F 4
NEPT G 6
goto Spawn

Mis_BounceStart:
NEPT L 4
NEPT O 4
goto Mis_BounceUp

CustomState1:
Mis_BounceUp:
NEPT M 0 A_JumpIFInventory("VivifyDelay5",1,"Mis_BounceEnd")
NEPT M 1
NEPT M 0 A_JumpIFInventory("NeptuneVivifyDown",1,"Mis_BounceDown")
loop
Mis_BounceDown:
NEPT N 0 A_JumpIFInventory("VivifyDelay5",1,"Mis_BounceEnd")
NEPT N 1
NEPT N 0 A_JumpIFInventory("NeptuneVivifyUp",1,"Mis_BounceUp")
loop
Mis_BounceEnd:
NEPT O 3
NEPT O 1 A_JumpIFInventory("NeptuneStompStopper",1,"Mis_BounceEnd2")
Goto Spawn
Mis_BounceEnd2:
NEPT O 4
Goto Spawn+2

ClassPainBounce:
NEPT "#" 0 A_SpawnItemEx("DelayPainFX")
NEPT "#" 0 A_JumpIfInventory("NeptuneVivifyUp",1,"Mis_BounceUp")
goto Mis_BounceDown
ClassPain:
NEPT H 0 A_JumpIfInventory("NoJumpCancel",1,"ClassPainBounce")
goto PainContinue
ClassDeath:
NEPT H 0
goto DeathContinue
}
}