actor Uranus : ClassBase
{
Player.StartItem "IFMM0V", 1
Player.ScoreIcon "C_0VG0X"
player.displayname "Uranus"
player.soundclass "uranusc"

player.maxhealth 175
health 175
player.jumpz 10
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58

player.startitem "DeepDiggerBoss"
player.startitem "DeeperDiggerAmmo",88
player.startitem "UranusStampedeAmmo",56
player.startitem "SemiStunArmor"

player.startitem "BreakDashWeakness2", 1

player.startitem "OilSliderWeakness", 1
player.startitem "TopSpinWeakness", 1
//player.startitem "DiveMissileWeakness", 1
player.startitem "ChargeKickWeakness", 1
player.startitem "SlashClawWeakness", 1
player.startitem "FlameSwordWeakness", 1
player.startitem "BreakDashWeakness", 1

States
{
Spawn:
URAN A 0
URAN A 0 A_JumpIfInventory("SuperArmTemp",1,"RockHold")
URAN B 1 
URAN A -1
RockHold:
URAN G 1
RockHolding:
URAN F 1
Goto RockHolding

Spawn:
URAN A 0
URAN A 0 A_JumpIfInventory("SuperArmTemp",1,3)
URAN B 1
URAN A -1
URAN R 1
URAN Q 1
wait
See:
URAN B 0 A_JumpIfInventory("SuperArmTemp",1,"SeeSomeRocks")
URAN BCDE 5
Goto Spawn
SeeSomeRocks:
URAN RSTS 5
Goto Spawn+4
Missile:
URAN F 0 A_JumpIfInventory("UranusDashFlag",4,"ARunE")
URAN F 0 A_JumpIfInventory("UranusDashFlag",3,"ARunD")
URAN F 0 A_JumpIfInventory("UranusDashFlag",2,"ARunC")
URAN F 0 A_JumpIfInventory("UranusDashFlag",1,"ARunB")
URAN F 0 A_JumpIfInventory("VivifyDelay7",1,"MissileRock")
URAN F 0 A_JumpIfInventory("VivifyDelay4",1,"MissileRock2")
URAN F 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSlam")
URAN FFFFFF 1 A_JumpIfInventory("UranusStampede",1,"MissileStampede")
URAN G 4
goto Spawn
MissileRock:
URAN G 5
goto Spawn
MissileRock2:
URAN G 4
URAN P 5
goto Spawn

MissileSlam:
URAN O 9
URAN P 7
Goto Spawn
MissileStampede:
URAN BBBCCCDDDEEE 1 A_JumpIfInventory("VivifyDelay6",1,"MissileStampede2")
loop
MissileStampede2:
URAN P 7
Goto Spawn
ARunB:
URAN B 1 A_JumpIfInventory("UranusStampede",1,"MissileStampede")
URAN B 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunC:
URAN C 1 A_JumpIfInventory("UranusStampede",1,"MissileStampede")
URAN C 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunD:
URAN D 1 A_JumpIfInventory("UranusStampede",1,"MissileStampede")
URAN D 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunE:
URAN E 1 A_JumpIfInventory("UranusStampede",1,"MissileStampede")
URAN E 0 A_JumpIfInventory("VivifyDelay6",1,"ARunEnd")
loop
ARunEnd:
URAN P 5
Goto Spawn
StampedePain:
URAN H 0 A_SpawnItemEx("DelayPainFX")
goto MissileStampede

ClassPain:
URAN H 0 A_JumpIfInventory("UranusStampede",1,"StampedePain")
goto PainContinue
ClassDeath:
URAN H 0
goto DeathContinue
}
}
