actor Bubbleman : ClassBase
{
player.displayname "Bubbleman"
player.soundclass "bubblemanc"
player.startitem "BubbleLeadBoss"
player.startitem "BusterAmmo", 3
player.startitem "Stamina", 500
damagefactor "Metal", 1.5
damagefactor "Cutter", 1.2
damagefactor "Cut", 1.2
damagefactor "Shadow", 1.2
damagefactor "Needle", 1.2
damagefactor "Tomahawk", 1.2
//damagefactor "Claw", 1.2
States
{
Spawn:
BUBM A 0
BUBM B 1 ACS_ExecuteAlways(137)
BUBM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
BUBM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
BUBM F 5 ACS_ExecuteAlways(137)
BUBM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
BUBM H 0
goto PainContinue
ClassDeath:
BUBM H 0 A_TakeInventory("BubbleLeadBoss")
goto DeathContinue
DropWeapon:
BUBM H 0 A_TakeInventory("BubbleLeadBoss")
BUBM Z 0 A_SpawnItemEx("BubbleLeadWepCDropped")
BUBM Z -1
stop
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
Pain.Cutter:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cutter"
Pain.Cut:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Cut"
Pain.Shadow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Shadow"
Pain.Needle:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Needle"
Pain.Tomahawk:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Tomahawk"
}
}