actor Pluto : ClassBase //75
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VH0X"
player.displayname "Pluto"
player.soundclass "plutoc"

player.startitem "BreakDashBoss"
player.startitem "GetBentDegenerateAmmo", 56
player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 99
player.startitem "PlutoMeowItem"

player.maxhealth 75
health 75
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78//0.78, 0.78
player.jumpz 11

//Doesn't like Cold temps
player.startitem "GrabBusterWeakness2", 1

player.startitem "IceSlasherWeakness", 1
player.startitem "BlizzardAttackWeakness", 1
player.startitem "FreezeCrackerWeakness", 1
player.startitem "IceWaveWeakness", 1
player.startitem "IceWallWeakness", 1
player.startitem "ChillSpikeWeakness", 1
player.startitem "GrabBusterWeakness", 1  
States
{
Spawn:
PLUT A 0
PLUT B 1
PLUT A 105
PLUT B 6
PLUT PQPQPQPQPQPQ 2
PLUT P 10
PLUT B random(35,105)
Goto Spawn+3
See:                                      
PLUT BC 5 A_SetTics(abs(7-(sqrt(MOMX*MOMX+MOMY*MOMY)/5.5))+1) 
PLUT C 0 A_JumpIf(z-floorz>0,"SeeJumping")  
PLUT D 5 A_SetTics(abs(7-(sqrt(MOMX*MOMX+MOMY*MOMY)/5.5))+1) 
PLUT E 5 A_SetTics(abs(7-(sqrt(MOMX*MOMX+MOMY*MOMY)/5.5))+1) 
TNT1 A 0 A_GiveInventory("WalkSoundForcer") 
goto Spawn+1
SeeJumping: 
PLUT D 0 A_JumpIfInventory("PowerWalljumpSpeed",1,"Walljump")
PLUT D 1 A_JumpIf(z-floorz<=0, "See")  
Loop
Walljump: 
PLUT BCD 3 
Goto SeeJumping
SeeB:
PLUT BBBCCCDDD 1 
TNT1 A 0 A_GiveInventory("WalkSoundForcer")
PLUT EEE 1 //A_JumpIf(z-floorz>0,"SeeJumper")
goto Spawn+1
SeeJumper:
"----" "#" 1 A_JumpIf(z-floorz==0,"Spawn")
loop

Missile:                                           
PLUT F 0 A_JumpIfInventory("VivifyDelay8",1,"MissileD")
PLUT F 0 A_JumpIfInventory("BreakingIntoADashAmmo",656,"MissileB")
PLUT F 5                                        //656 //784
PLUT G 5
goto Spawn+2
MissileB:
PLUT FG 4
goto Spawn+2
MissileD:
PLUT C 4
PLUT B 3
MissileD2:
PLUT RRSS 1 A_JumpIfInventory("VivifyDelay4",1,"Spawn")
goto MissileD+2

CustomState1:
PLUT F 5
PLUT G 4
goto Spawn+2

CustomState2:
PLUT PPQQPPQQPPQQPPQQPPQQPPQQ 1 A_JumpIfInventory("VivifyDelay8",1,"MissileD2")
goto Spawn

ClassPainDash:
PLUT "#" 0 A_SpawnItemEx("DelayPainFX")
goto MissileD+2
ClassPain:
PLUT H 0 A_JumpIfInventory("VivifyDelay8",1,"ClassPainDash")
goto PainContinue
ClassDeath:
PLUT H 0 A_JumpIf(sqrt(MOMX*MOMX+MOMY*MOMY)>=21,"ClassDeathBOOOOM")
PLUT H 0
goto DeathContinue
ClassDeathBOOOOM:
PLUT H 0 A_GiveInventory("CriticalDeath",1)
PLUT H 0
goto DeathContinue
}
}

