actor Woodman : SturdyClassBase
{
player.startitem "SturdyHealthBar"
player.displayname "woodman"
player.soundclass "woodmanc"
player.startitem "LeafShieldBoss"
player.startitem "IncredibleAmmo", 28
player.startitem "LeafyAmmo", 56
player.startitem "Crack", 1
player.forwardmove 0.6, 0.6
player.sidemove 0.58, 0.58
damagefactor "Metal", 1.1
damagefactor "WeakFire", 1.3
damagefactor "Atomic", 1.3
damagefactor "FireStorm", 1.1
damagefactor "FireSpin", 1.1
//damagefactor "Cutter", 1.0
//damagefactor "Shadow", 1.0
damagefactor "Flame", 1.1
//damagefactor "Tomahawk", 1.0
damagefactor "Scorch", 1.1
damagefactor "WeakPharoah", 0.9
damagefactor "Pharoah", 0.9
damagefactor "PharaohHold", 0.9
damagefactor "WilyFireB1", 1.1
damagefactor "WilyFireB2", 1.1
States
{
Spawn:
WODM A 0
WODM B 1 ACS_ExecuteAlways(137)
WODM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
WODM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
WODM F 5 ACS_ExecuteAlways(137)
WODM G 4 ACS_ExecuteAlways(137)
WODM G 1 A_JumpIfInventory("Crack",1,"Spawn")
goto Missile+2
ClassPain:
WODM H 0
goto PainContinue
ClassDeath:
WODM H 0 A_TakeInventory("LeafShieldBoss")
goto DeathContinue
DropWeapon:
WODM H 0 A_TakeInventory("LeafShieldBoss")
WODM Z 0 A_SpawnItemEx("LeafShieldWepCDropped")
WODM Z -1
stop
Pain.Metal:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Metal"
Pain.WeakFire:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakFire"
Pain.Atomic:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Atomic"
Pain.FireStorm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireStorm"
Pain.FireSpin:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireSpin"
Pain.Flame:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Flame"
Pain.Scorch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Scorch"
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
Pain.WilyFireB1:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB1"
Pain.WilyFireB2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB2"
}
}