actor Blademan : ClassBase
{
Player.ScoreIcon "C_10A0X"
player.displayname "Blademan"
player.soundclass "blademanc"

player.maxhealth 850
health 850
player.jumpz 13
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78

player.startitem "TripleBladeBoss"
player.startitem "TripleBladeBoss2"
player.startitem "SwordArmAmmo", 20

player.weaponslot 1, "TripleBladeBoss"
player.weaponslot 2, "TripleBladeBoss2"

//player.startitem "CommandoBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 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 "BalladeCrackerWeakness", 1
player.startitem "BubbleBombWeakness", 1
States
{
Spawn:
BLDM A 0
BLDM B 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
BLDM A 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn+2
See:
BLDM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
Goto Spawn
Missile:
BLDM F 0 A_JumpIfInventory("VivifyDelay4",1,"ClingDash")
BLDM F 0 A_JumpIfInventory("BladeWallCling",1,"ClingMissile")
BLDM F 5
BLDM G 4
goto Spawn
ClingDash:
BLDM RRRRRRRRRRRRRR 1 A_JumpIfInventory("BladeWallCling",1,"Clinging")
goto Spawn
Clinging:
BLDM M 1
BLDM M 1 A_JumpIfInventory("BladeWallClingEnd",1,"Spawn")
wait
ClingMissile:
BLDM N 3
BLDM O 7
goto Clinging
ClingPain:
BLDM M 0 A_SpawnItemEx("DelayPainFX")
goto Clinging
ClassPain:
BLDM H 0 A_JumpIfInventory("BladeWallCling",1,"ClingPain")
goto PainContinue
ClassDeath:
BLDM H 0
goto DeathContinue
}
}
