actor Ballade : ClassBase
{
player.displayname "Ballade"
player.soundclass "balladec"
player.forwardmove 0.9, 0.9
player.sidemove 0.8, 0.8
player.startitem "BalladeCrackerBoss"
player.startitem "BalladeCrackerBalladeAmmo", 30
//damagefactor "Normal", 1.2
/*damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2*/
damagefactor "Screw", 1.6
player.jumpz 13
States
{
Spawn:
BALD A 0 A_TakeInventory("BalladeJumping",999)
BALD B 1 ACS_ExecuteAlways(137)
BALD A 0 ACS_ExecuteAlways(137)
BALD A 1 A_JumpIf(z-floorz>0, "BalladeJumping")
Goto Spawn+2
See:
BALD BBBBB 1 A_JumpIf(z-floorz>0, "BalladeJumping")
BALD A 0 ACS_ExecuteAlways(137)
BALD CCCCC 1 A_JumpIf(z-floorz>0, "BalladeJumping")
BALD A 0 ACS_ExecuteAlways(137)
BALD DDDDD 1 A_JumpIf(z-floorz>0, "BalladeJumping")
BALD A 0 ACS_ExecuteAlways(137)
BALD EEEEE 1 A_JumpIf(z-floorz>0, "BalladeJumping")
Goto Spawn
Missile:
BALD F 1
BALD F 0 A_JumpIfInventory("BalladeJumping",1,"BalladeJumping")
BALD F 4
BALD G 4
goto Spawn
BalladeJumping:
BALD Y 1 A_JumpIf(z-floorz<=0, "Spawn")
wait
ClassPain:
BALD H 0
goto PainContinue
ClassDeath:
BALD H 0 A_TakeInventory("BalladeCrackerBoss")
goto DeathContinue
DropWeapon:
BALD H 0 A_TakeInventory("BalladeCrackerBoss")
BALD Z 0 //A_SpawnItemEx("BalladeCrackerWep")
BALD Z -1
stop
/*Pain.Buster:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Buster"
Pain.Proto:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto"
Pain.Proto3:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Proto3"*/
/*Pain.Normal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Normal"*/
Pain.Screw:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Screw"
}
}