actor RollClass : ClassBase
{
Player.ScoreIcon "C_00E0X"
player.displayname "Roll"
player.soundclass "rollc"

player.maxhealth 900
health 900
player.jumpz 11
player.forwardmove 0.825, 0.825
player.sidemove 0.805, 0.805

player.startitem "RollSwingBoss"
player.startitem "RollBucketBoss"
player.startitem "RollHealItem"
player.startitem "RollFlag"
player.startitem "CanUseItems"
player.startitem "RollHealAmmo", 28
player.startitem "RollHyperDashAmmo", 777

player.weaponslot 1, "RollSwingBoss"
player.weaponslot 2, "RollBucketBoss"

States
{
Spawn:
ROL6 A 0
ROL6 B 1
ROL6 A 1
ROL6 A 55 //A_JumpIf(z-floorz>0,"SeeJ")
ROL6 Y 5
goto Spawn+3
See:
ROL6 BBBBBCCCCCDDDDDEEEEE 1 //A_JumpIf(z-floorz>0,"SeeJ")
Goto Spawn
SeeJ:
ROL6 U 1 A_JumpIf(z-floorz<=0,"Spawn")
wait
Missile:
//ROLL F 0 A_JumpIf(z-floorz>0,"MissileJ")
ROL6 F 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 F 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 F 5
ROL6 G 4
//ROLL G 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileJ:
ROL6 V 0 A_JumpIfInventory("VivifyDelay5",1,"MissileSwing")
ROL6 V 0 A_JumpIfInventory("SlideVivifyFlag",1,"Slide")
ROL6 V 9
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
MissileSwing:
ROL6 S 5
ROL6 T 7
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
Slide:
ROL6 R 20
//ROLL V 0 A_JumpIf(z-floorz>0,"SeeJ")
goto Spawn
ClassPain:
ROL6 H 0
goto PainContinue
ClassDeath:
ROL6 H 0
goto DeathContinue
}
}

actor TestRollWalk1
{+NOGRAVITY
States
{
Spawn:
ROL6 BCDE 5
LOOP
}
}
actor TestRollWalk2
{+NOGRAVITY
States
{
Spawn:
ROL8 BCDE 5
LOOP
}
}
actor TestRollWalk3
{+NOGRAVITY
States
{
Spawn:
ROL9 BCDE 5
LOOP
}
}

actor RollFlag : Inventory{}