actor Pluto : ClassBase
{
Player.ScoreIcon "C_0VH0X"
player.displayname "Pluto"
player.soundclass "plutoc"

player.maxhealth 750
health 750
player.forwardmove 0.9, 0.9
player.sidemove 0.88, 0.88
player.jumpz 11

player.startitem "BreakDashBoss"
player.startitem "OwO_NoticesUrAmmo", 84
player.startitem "BreakingIntoADashAmmo", 1

player.startitem "CanWallJump"
player.startitem "CanWallJumpStack", 4
player.startitem "SemiStunArmor"

//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 210
PLUT O 6
PLUT PQPQPQPQPQPQ 2
PLUT P 10
PLUT O random(35,105)
goto Spawn+3
See:
PLUT B 0 A_JumpIfInventory("BreakingIntoADashAmmo",784,"SeeB")
PLUT BBBBBCCCCCDDDDDEEEEE 1 //A_JumpIf(z-floorz>0,"SeeJumper")
goto Spawn+1
SeeB:
PLUT BBBCCCDDDEEE 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("PlutoIsDashing",1,"MissileD")
PLUT F 0 A_JumpIfInventory("BreakingIntoADashAmmo",784,"MissileB")
PLUT F 5
PLUT G 4
goto Spawn
MissileB:
PLUT FG 3
goto Spawn
MissileD:
PLUT F 2
PLUT B 2
PLUT RRSS 1 A_JumpIfInventory("VivifyDelay4",1,"Spawn")
goto MissileD+2

ClassPainDash:
PLUT "#" 0 A_SpawnItemEx("DelayPainFX")
goto MissileD+2
ClassPain:
PLUT H 0 A_JumpIfInventory("PlutoIsDashing",1,"ClassPainDash")
goto PainContinue
ClassDeath:
PLUT H 0
goto DeathContinue
}
}