actor Shadowman : GlassClassBase
{
player.startitem "GlassHealthBar"
player.displayname "Shadowman"
player.soundclass "Shadowmanc"
player.startitem "ShadowBladeBoss"
player.startitem "ShadowBladerBoss"
//player.startitem "Non-Boomer"
//player.startitem "Murumasa"
player.startitem "CloakAmmo", 28
player.startitem "CanWallJump"
player.startitem "Stamina", 500
player.jumpz 15
damagefactor "Top", 2.0
damagefactor "TopSpinB", 2.0
damagefactor "TopThrow", 2.0
damagefactor "Kick", 1.7
damagefactor "Claw", 1.7
damagefactor "Punch", 1.7
damagefactor "Roll", 1.7
States
{
Spawn:
SHAM A 0
SHAM B 1 ACS_ExecuteAlways(137)
//SHAM A 0 A_SetTranslucent (0, 0)
SHAM A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
//SHAM A 0 A_SetTranslucent (0.35, 0)
SHAM BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
//SHAM A 0 A_SetTranslucent (1, 0)
SHAM F 5 ACS_ExecuteAlways(137)
SHAM G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SHAM H 0
goto PainContinue
ClassDeath:
SHAM H 0 A_TakeInventory("ShadowBladeBoss")
SHAM H 0 A_TakeInventory("ShadowBladerBoss")
goto DeathContinue
DropWeapon:
SHAM H 0 A_TakeInventory("ShadowBladeBoss")
SHAM H 0 A_TakeInventory("ShadowBladerBoss")
SHAM Z 0 A_SpawnItemEx("ShadowBladeWepCDropped")
SHAM Z -1
stop
Pain.Top:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Top"
Pain.TopSpinB:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopSpinB"
Pain.TopThrow:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.TopThrow"
Pain.Kick:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Kick"
Pain.Claw:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Claw"
Pain.Punch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Punch"
Pain.Roll:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Roll"
}
}